DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Berenkor Trandoran wrote:
Rani, were you able to prepare a Zone of Truth? If you did, we could ascertain if our two former bandits are truly ready to repent, anc whether or not they will aid us.

"Unfortunately Erastil has not yet granted me this boon. Perhaps after I prove myself further. Until then I fear we will just have to trust Gilbert and Mik. I believe they will do as we ask...it's not as if their deer person will take them back now anyway."

"During the confrontation perhaps it would be best if I were were fairly close to our fighters. The thought of Tyr and Karthas fighting these hooligans without the benefits of Erastil's healing is concerning. Thirty feet or so should do it."

Want to be within 30' for channeling - I have Selective Channeling so I can heal just our guys. BTW, I've never actually [i]prepared[i] a spell list for Rani. I will put one together for the morning the bandits are expected.


Um...looks like it may have eaten my post. Bugger. Will redo it if so, but it amounted to: 1) Sorry, no zone of truth until second level spells. 2) I want to be within 30' of Tyr and Karthas for selective channeling.


Berenkor Trandoran wrote:
Rani, were you able to prepare a Zone of Truth? If you did, we could ascertain if our two former bandits are truly ready to repent, anc whether or not they will aid us.

"Erastil has not yet granted me this boon. Perhaps after I prove myself to him further. Until then we will just have to take Gilbert and Mik at their word. Besides, it sounds as if their deer person wouldn't exactly welcome them back."

"During the confrontation I want to be close to Tyr and Karthas. I would not want them in combat without the benefit of Erastil's healing touch. Within thirty feet should do it."

Within 30' so I can reach them with channeling...I have Selective Channeling so can hit just our guys. Sully: I've never actually prepared a spell list for Rani. Will do so and post it here for the record whenever I change it?


Tyr nods at Harther's thought. "That does sound like a good idea." He agrees.

"Though, if they do poke their noses into things, then people hiding within an easy distance to attack will be a kind of problem. The fight will end up as small one on one affairs, not a good application of our many versus their few." He points out.

"We really should plan on attacking them at the bottle neck of the gates. That is kind of what gates are for, not there just to keep things in and out."

That is a bugger Rani. Better luck with your next post. ( I always copy and save a message/post before trying to send. The problem of a finicky interweb connection.


Harther Medvyed wrote:

"We could try to capture one of the bandits and interrogate them to reveal the location of their stronghold," Harther muses. Then he is struck by an idea. "Gilbert? Mik? Do you know anything about these bandits that accost Oleg's trading post? Do you know where they are coming from?"

Both Gilbert and Mik indicate that they always operated further north, along the road to Restov. They do recognize the description of the man in the heavy cloak. He's a "bloody bastard" by the name of Happs Bydon who is as sadistic and cruel as they come.

The woman sounds like it could be a charismatic and thoroughly evil woman named Kestra. When the two captives were given their "assignment" to "patrol" the road north of Oleg's, Kestra did most of the talking with threats liberally sprinkled into the mix by Happs. Most likely, Kestra is the brains.

Other than that they know nothing of where they are holed up. Oleg does chime in that due to the amount of goods they take loaded up on just a few pack animals that the camp can't be more than a day or day and a half's ride from the trading post.

Rani wrote:
Sully: I've never actually prepared a spell list for Rani. Will do so and post it here for the record whenever I change it.

No problem! You'll have a chance to prepare spells before the next day anyway, so it's not a big deal. Also, BACK foul post-monster! Get thee behind me!


Tyr wrote:
"...if they do poke their noses into things, then people hiding within an easy distance to attack will be a kind of problem. The fight will end up as small one on one affairs, not a good application of our many versus their few."

"I agree. I think it best to ambush them as they are all standing together in the yard, before they have a chance to split up and find cover among the buildings."

DM Sully wrote:
"Oleg does chime in that due to the amount of goods they take loaded up on just a few pack animals that the camp can't be more than a day or day and a half's ride from the trading post."

"That does help to narrow it down. If they are traveling with pack animals and not being careful about hiding their trail, then we may be able to follow their tracks back to their stronghold even if we can't capture and interrogate any of them."


"Or we could go about it all a completely different way. Let them come and take what they want as usual and follow them back to their camp. We seem to have at least two capable woodsmen and tracers among us. It shouldn't be too hard to follow bandits with pack animals."


"May be better to deal with the ones that come, then follow their trail back to their hideout; or question the ones we capture. They may only send a few but you can bet that there are more at their base...perhaps more than we can deal with at once."


Tyr nods, "Aye, better to deal with their dribs and drabs as they come to us. Besides, if we follow them into their territory, we'll be fighting on ground that they know and we don't." He points to the doors of the room.

"Here, we have the advantage. They may be slightly edgy, but at the moment they seem complacent with just dealing with Oleg and Svetlana." He shrugs,

"Fighting a group of bandits in their camp? Seems the tables would be turned, somewhat." He finishes solemnly then adds. "Besides, if they bring pack animals, we can use said animals to haul things away from the outpost." He grins.

Seems some minds are thinking alike. ;)


"I have to agree with Rani and Tyr. I would prefer to fight a few bandits here than allow them to serve as reinforcements when we attack their stronghold. Plus it will be more to our advantage if we have a chance to eliminate their leaders - this Happs Bydon and Kestra - here with few of their followers rather than back at their stronghold."

Harther is struck by a thought. "Rani, has Erastil blessed you with the ability to speak with animals? Perhaps the bandits' pack animals could lead us to their encampment."


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Pacing back and forth like a caged animal, "That settles it then, we let the bandits come to us and thin their numbers....then we take the fight to them."


Harther Medvyed wrote:

"I have to agree with Rani and Tyr. I would prefer to fight a few bandits here than allow them to serve as reinforcements when we attack their stronghold. Plus it will be more to our advantage if we have a chance to eliminate their leaders - this Happs Bydon and Kestra - here with few of their followers rather than back at their stronghold."

Harther is struck by a thought. "Rani, has Erastil blessed you with the ability to speak with animals? Perhaps the bandits' pack animals could lead us to their encampment."

Oleg does mention that the only time the woman came was the first. Since then, the man in the cloak, this Happs, has been the one leading the group as they come to pick up their "protection" goods.


Harther Medvyed wrote:
Harther is struck by a thought. "Rani, has Erastil blessed you with the ability to speak with animals? Perhaps the bandits' pack animals could lead us to their encampment."

"Alas, he has not...though he does give this ability to some of his favored. We will want to capture at least one of them for questioning. I would actually prefer to capture as many as possible. No sense slaughtering those we might turn toward good."

Speak with Animals is available in one of Erastil's domains but I took Plant and Community. It's not on my spell list normally, however. Looks like Druids only get it early-on.


Once everyone decides how they want to get ready over the next 36 hours or so and tells me they are in position for the arrival of the bandits. Then the fun begins!


Tyr does nod and smile at Rani's sentiment.

He spends the night getting some sleep. In the morning helping with chores and work about the Outpost. He then checks his gear, armor and sword. Then, he asks Oleg for pointers on how to stand and speak, the better to carry off his ruse of being Oleg when the bandits turn up.

Bluff:1d20 ⇒ 5(Untrained)

S'pos I'll be standing near the 'offerings' like Oleg would normally do. Acting all gruff and taciturn, the way Tyr normally is. :P


Spell list for the combat: 0-Level (3): guidance, mending, stabilize; 1st-Level (2+1, DC 14): divine favor, bless, entangle (d)

"I can, however, command the grasses and vines to rise up and hinder their movement. That might provide us an advantage as the battle begins. If they are held and at our mercy, many of them may reconsider their allegiences."

"Also, before the battle I can ask Erastil to guide our weapons to best effect. He's not known as Ol' Deadeye for nothing!"


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas will spend his remaining time sharpening his blades and helping out Oleg (as Oleg sees fit) with tasks around the outpost. Just prior to the bandit arrival, Karthas will set-up just inside the stable doors, attempting to keep out of view.

Stealth:1d20 + 1 ⇒ (16) + 1 = 17, plus any circumstance modifiers


Eseldra would like to be within 25 feet of the main gates so that she may employ a grease spell to put the bandits on their butts. She'll positon herself up on the wall to the right of the gates and let her spell be the opening salvo. She'll also be in position for a colour spray if people prefer. She will memorize silent image, grease, and colour spray for the next day.
Stealth 1d20 + 3 ⇒ (13) + 3 = 16


Not sure where to position Rani. Within 30' of wherever the main combatants are standing. Is it possible to hide in the storage pen and see out to shoot? Looks like there are cracks but I don't know if that's real or just artistic license. :) If you need it later: Stealth 1d20 + 1 ⇒ (1) + 1 = 2.

edit: Perhaps someone would be so kind as to point out to Rani that she can't hide under that small pail in the market yard and expect to remain unseen. Please do so BEFORE the battle begins. :)


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Harther Medvyed wrote:


Harther is struck by a thought. "Rani, has Erastil blessed you with the ability to speak with animals? Perhaps the bandits' pack animals could lead us to their encampment."

Berenkor clears his throat loudly

I am able to perform that task, Harther.

I am in strong agreement that we should attack them here. They will be complacent, seeing only a docile Oleg standing by the goods; and easy prey. Am ambush is our best chance. So, to reiterate the key points of our plan-

1. An illusionary spell on Tyr posing as Oleg will be the bait, and if you could wait for my signal so the attack can be synchronised Tyr, I would be appeciative.

2. Rani, Karthas, Gilbert and Mik will remain hidden within the stables and await my signal; lured into the open area in front of Tyr, they will be easy prey to your attack.

3. Eseldra's illusion will be key to this plan, and once we spot the bandits coming in the distance it must be applied as soon as possible. On my signal, she will cast grease as her first spell.

4. Harther and I will provide ranged support from the two towers, hiding in there and also being in a good position to pick off any who try and escape.

Tyr, I possess no healing magic; my speciality is enchantment. And the ghost sound as the signal can be performed limitlessly, so none of my resources are being expended to signal the attack with it.

Sully, Berenkor will attempt to spend most of the free time he has before the attack begins trying to charm and win over Oleg and his wife as much as possible. Diplomacy roll if needed 1d20 + 4 ⇒ (3) + 4 = 7.

He will also 'assist' in Eseldra's silent image by turning Tyr's hair bright red; not visible until the illusion wears off. Prank No.2 :)

On the day in question, Berenkor will load both his heavy and his light crossbow, keep the heavy in his hands, hidden in the tower and keep the light ready at his feet. Stealth check- 1d20 + 10 ⇒ (19) + 10 = 29


FYI, I may be in a meeting when this goes down so Rani's plan is to 1) cast Bless (all allies within 50' get +1 morale bonus to attack rolls and saving throws against fear effects) as soon as the bandits are close, but not yet engaged (duration 1 min.), 2) cast Divine Favor on herself (+1 luck bonus to attack rolls and damage) right after that, and 3) when the signal is given cast Entangle to cover as many bandits as possible but leave room at the front for our combatants to engage freely (40' radius spread within 440', DC 14 save, 1 min.)

After that she'll engage with her longbow (+4 to hit and 1d8+1, with the bonuses above figured in) and heal by channeling when necessary (30' radius, 5/day, 1d6, selective channeling lets her exclude two enemies) or rush in for stabilize or healing if *really* necessary.

If anybody has a problem with Entangle I won't cast it.

"Sounds good to me. What about my entangling idea?"

We just started doing Knowledge (tactics) rolls as a house rule in my regular game d20 + Int mod + BAB. Not necessary here but we thought it was a good way to resolve some issues with a mechanic.


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Rani wrote:

FYI, I may be in a meeting when this goes down so Rani's plan is to 1) cast Bless (all allies within 50' get +1 morale bonus to attack rolls and saving throws against fear effects) as soon as the bandits are close, but not yet engaged (duration 1 min.), 2) cast Divine Favor on herself (+1 luck bonus to attack rolls and damage) right after that, and 3) when the signal is given cast Entangle to cover as many bandits as possible but leave room at the front for our combatants to engage freely (40' radius spread within 440', DC 14 save, 1 min.)

After that she'll engage with her longbow (+4 to hit and 1d8+1, with the bonuses above figured in) and heal by channeling when necessary (30' radius, 5/day, 1d6, selective channeling lets her exclude two enemies) or rush in for stabilize or healing if *really* necessary.

If anybody has a problem with Entangle I won't cast it.

"Sounds good to me. What about my entangling idea?"

We just started doing Knowledge (tactics) rolls as a house rule in my regular game d20 + Int mod + BAB. Not necessary here but we thought it was a good way to resolve some issues with a mechanic.

Too small an area for entangle, and it may hinder us too much. Perhaps keep it as a reserve in case they flee

(At the first sign of the bandits) Perception- 1d20 - 1 ⇒ (7) - 1 = 6

Spotting Rani and her dubious efforts at Stealth, Berenkor yells:
Rani, get in the stables! A sleeping Ogre could spot you there! We have a signal for when to reveal yourself, no need to keep an eye out! he berates her.


"Ah, I had intended to place it mainly outside of the gates. I will hold it in reserve."


The morning of the day before the bandits are due to arrive, Harther will scout out the trading post in an attempt to determine the best location to set up as a sniper. He determines that the corner tower to the left of the gate (as one is looking at the post from the outside) would offer the best line of fire to the main yard, if there is sufficient cover to use to hide from the bandits.

After scouting out his position, the ranger consults with the others. "Would it be best to have Eseldra hidden within the guest house? That way she could have a clear view of Tyr and the gate through the window looking onto the main yard, and have plenty of cover from the bandits. And when will she be casting the grease spell, before or after the bandits enter?"

On the morning the bandits are due to arrive, Harther sets up in his position just after dawn, watching intently for the bandits' arrival. He has several of his arrows laid out next to him for quick access. Stealth Check: 1d20 + 7 ⇒ (10) + 7 = 17; Perception Check: 1d20 + 9 ⇒ (5) + 9 = 14


Will get a combat map up this evening.


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Harther Medvyed wrote:


After scouting out his position, the ranger consults with the others. "Would it be best to have Eseldra hidden within the guest house? That way she could have a clear view of Tyr and the gate through the window looking onto the main yard, and have plenty of cover from the bandits. And when will she be casting the grease spell, before or after the bandits enter?"

After- let them get to Tyr before the trap is sprung; we don't them to escape, and we want everyone in a position from which they can attack with ease. Positioning Eseldra within the guest house sounds like a wise move; although I would caution against any spells that will hinder our own combatants.

I must stress, timing is everything in this ambush. Attack only on my signal.

Berenkor sets up in the same tower as Harther, trusting to the ranger's expert judgement. With his 29 stealth, he is a mini-gnome-ninja.

Edit: You guys are in a very different time zone to me, so Sully I leave Berenkor in your hands if i'm not able to post.

Actions: Trigger the combat with a ghost sound; dragons roar if I can manage it, beast's roar otherwise.

1st Round: Fire heavy crossbow at nearest enemy.
2nd Round: Fire light crossbow at nearest enemy.


Shortly before sunrise on the first day of Pharast, Oleg stacks his meager stock in the market yard about 25 feet back from the double doors, which are left open so as to not arouse suspicion. He wishes everyone luck, and thanks them again before he makes his way back into the house to bar himself and his wife inside.

About an hour after sunrise, when everyone is starting to get antsy and doubt that the brigands will make their approach, a half dozen men and three pack horses emerge from the treeline, opposite the road in front of the gate. The group is led by a wirey, tall man wearing a heavy green cloak with a strung longbow on his back. The rest of the group carries strung shortbows and longswords at their hips. Their laughter and rough jokes are easily heard.

"...so then Oi said the same ting to 'is woife!" a voice is heard saying loudly, followed by a chorus of raucous laughter. The group approaches within about fifty feet before noticing "Oleg" standing near the assortment of wrapped weapons, crates of furs, and other mundane stock.

"All roight, ye red-headed dog," the lanky man, who can only be Happs says, "is this it? Rough month Oi take it? Moight be we have to take a little some-ting extra from that delicious little scrumpet of a woife ye've got, ye old ox."

While Happs continues to berate "Oleg," oblivious to his true nature, two of his men stand languidly in the frame of the open gate staring back at the woods from whence they came while the other three begin opening the crates and loading up the pack animals. All the bandits have caught no wind of the death that fast approaches on swift wings.

That means they have NO idea any of you are there. :)

If anyone wants to interrupt this scene, feel free to do so. It will just be assumed that anything after the interruption didn't happen. When you post your action, roll initiative as well please. Everyone gets a free standard action during the surprise round after someone posts their first action, then turns will start as normal.


Berenkor Trandoran wrote:


Edit: You guys are in a very different time zone to me, so Sully I leave Berenkor in your hands if i'm not able to post.

Actions: Trigger the combat with a ghost sound; dragons roar if I can manage it, beast's roar otherwise.

1st Round: Fire heavy crossbow at nearest enemy.
2nd Round: Fire light crossbow at nearest enemy.

Suddenly, the loud roaring of a tiger rips through the air, taking the bandits by surprise.

Fire at will!


Now my internet's down while they upgrade...posting from Crackberry. Assume bless and divine favor are up. Could you guys take actions for Rani in the meantime? This thing isn't made for message board posting. Thanks!
M


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Do I have clear lane to charge the man in the cloak? If so I will Rage as a free action, and charge.

Attack:1d20 + 8 ⇒ (7) + 8 = 15
Damage if Successful:2d6 + 7 ⇒ (1, 4) + 7 = 12

If I do not have an open charge lane, I will move base to base with the cloaked man with my weapon drawn, either way my initiative is:

Init:1d20 + 2 ⇒ (10) + 2 = 12

EDIT: Forgot the bless, so the total on the Attack should be 16 if that makes any difference...


DM Sully wrote:
Suddenly, the loud roaring of a tiger rips through the air, taking the bandits by surprise.

Tyr wastes no time at the sound of the noise.

Init:1d20 - 1 ⇒ (18) - 1 = 17

Att Roll:1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Dam Roll:2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14

I don't think that's going to hit, even as fast as Tyr swings into action...

Recovering on his back swing, Tyr takes a five foot step towards the closest bandit.

"You can fight, in which case all of you will die! Or you can surrender! In which case, most of you will live" Tyr bellows.

Ready for round two.
Sorry, but it's such a cool series of movies...*^_^*


Male Halfling Cavalier 1 (Honor Guard, Emissary)

After making the signal, Berenkor unleashes the heavy crossbow's bolt on the bandit who would dare slander a Damsel (or the nearest applicable target), while striving to keep his position hidden.

Initiative- 1d20 + 1 ⇒ (14) + 1 = 15

Attack Roll-1d20 + 3 ⇒ (17) + 3 = 20
Crit confirm roll if applicable- 1d20 + 3 ⇒ (19) + 3 = 22
Damage if hit- 1d8 ⇒ 1
Stealth (sniping for -20)- 1d20 - 10 ⇒ (16) - 10 = 6

Regardless of the shot, Berenkor does not dwell on it and immediately picks up the loaded light crossbow as a move action. saying in a loud and booming voice- Your end is upon you, bandits and miscreants! Feel the wrath of the Chartered Six!

Edit: Pfft... perfectly good head shot that grazed his ear!


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Tyr Thordinsjon wrote:


Dam Roll:2d6+4+1

Sadly, bless only adds +1 to attack rolls, not damage. 13 is still more than enough ;)

Also Rani, i'd recommend you don't prepare Bless on a regular basis as it doesn't stack with the superior Inspire Courage (does dmg rolls too) which I don't need a spell slot to use :)

Round 1 Action

Cast Tashas Hideous Laughter on any unwounded bandit

Every action after this one will be to fire and reload the light crossbow at anyone in sight. I'm off to bed, its 2AM here. Happy hunting all.

ON BEHALF OF RANI

Longbow Fire! 1d20 + 4 ⇒ (1) + 4 = 5
Longbow Threat? Be nice Ol' Deadeye 1d20 + 4 ⇒ (1) + 4 = 5
Longbow Damage- 1d8 + 1 ⇒ (2) + 1 = 3

Edit: Ew... Did you blaspheme while casting divine favour? :(


Okay, here is the battle map: Ambush at Oleg's

I haven't placed Happs Bydon yet - I'd like for Sully to indicate the proper location, since poor Happs is taking the brunt of the surprise round attacks!


Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

Surprise Round:

Upon Berenkor's signal, Harther rises up and fires upon one of the hapless bandits (square P18) loading a pack horse.

Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Poor Happs is at Q16. Just waiting on Eseldra and I'll post results of surprise round. Won't be up much later...nasty migraine (brought on by work). Most likely you'll find out the devastation first thing tomorrow! Cheers!

EDIT: All but positive she'll grease the area just inside the gate, but I'll give her at least a few to confirm.

FURTHER EDIT: Once again...map is flawless, Harther! Thanks!


Sorry, 14 hour day

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
If she is able to get at least 2 bandits in a grease spell (10-ft square), she does that, otherwise, she fires her longbow at the nearest non-melee-engaged bandit.
Attack 1d20 + 3 ⇒ (10) + 3 = 13; Damage 1d8 ⇒ 8

Bless does stack with bard inspire courage, inspire courage gives competence bonuses now, not morale like bless (except the versus fear part, but oh well). Also, I wanted Eseldra up on the wall to the right of the gate, not down on the ground.


DM Sully wrote:
Poor Happs is at Q16.

What's funny is that is where I put him initially, but then realized that with as much firepower coming down on him that I should let you make the call as to his actual location. Poor hapless Happs!

DM Sully wrote:
FURTHER EDIT: Once again...map is flawless, Harther! Thanks!

Thank you!

Now get some rest! Migraines are no fun!


Eseldra wrote:
I wanted Eseldra up on the wall to the right of the gate, not down on the ground.

Sorry! Will update map accordingly.

EDIT: Map has been updated. Put Eseldra to right of gate as looking down on trading post.


Okay (and forgive me if I'm stepping on any toes!), for party initiative order we have:

Harther: 17(a)

Tyr: 17(b)

Eseldra: 15(a)

Berenkor: 15(b)

Karthas: 12

Didn't see Rani's, so will roll for her: Rani's Initiative - 1d20 + 2 ⇒ (18) + 2 = 20

Let me know if anyone would like their position moved on the map. Thanks!


Thanks for driving while I was gone. At least my Intarnetz is fast now.

Don't think I saw an initiative for Rani, so 1d20 + 2 ⇒ (7) + 2 = 9

The battle begins and Rani puts an arrow deep into the doorframe in front of her. She mutters under her breath, "Okay, okay, I know I didn't follow the proper steps during equipment preparation this morning; I was excited. I'll do better tomorrow. Promise."

Edit: Ninja'd on init by Harther. @Sully, might as well use mine unless Erastil is feeling generous because of Rani's last minute mea culpa


Rani: 20 (it was the first roll after all...)
Harther: 17+
Tyr: 17
Bandits 16
Eseldra: 15+
Berenkor: 15
Karthas: 12
Gil & Mik: 8 (sharing initiative)

Rani misfires in her excitement, thunking the arrow near six inches deep in the door frame she is using for cover.

Harther's arrow flies true and strikes the bandit (P18) in the side. Though he screams in surprise and pain, he remains on his feet.

With blinding speed, Tyr whips out his greatsword, but with a curse of “What the bloody 'ell?” Happs manages to throw himself backwards and duck under the blistering slash. “We're under attack boys! Let 'em have it!” he bellows.

Eseldra quickly lines up a shot down her arrow to finish the bandit (P18)Harther stuck, but her shot is rushed and buries itself into a pile of furs in one of the open topped crates.

Karthas bursts from the stable doors with a bellow, running (not charging unfortunately) towards the cloaked man double move. I'm putting you at R16 to avoid AOOs.

With battle cries, albeit slightly anemic ones, Gilbert and Mik step out of the door of the stable and each looses and arrow at one of the perplexed bandits N17. Both shots go wide, with Gilbert's nearly grazing Eseldra's ear. “Sorry, ma'am!” he cries sheepishly.

Now Round 1 begins. Rani's up!


Slightly more carefully this time, Rani lines up a shot at Happs. "Maybe without their leader..."

Longbow 1d20 + 4 ⇒ (5) + 4 = 9; damage 1d8 + 1 ⇒ (6) + 1 = 7. Let's see if I repented my chaoticness enough. Edit: guess not.

"Gah! Really. I'm sorry."


Harther sets his sights again on the bandit he shot (P18).

Attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Does Harther's position provide him with any cover?


Harther Medvyed wrote:

Harther sets his sights again on the bandit he shot (P18).

Attack: 1d20 + 4 + 2
Damage: 1d8 + 2

Does Harther's position provide him with any cover?

Harther's second arrow strikes less than an inch from his first. The bandit crumples with a whimper. P18 down!

Yes, you have some cover. I'm figuring it on my end so you don't have to worry about it!

Tyr's up!


Updated Map: Ambush at Oleg's


I know, I'm slightly out of order, but just in case Tyr doesn't post before I hit the hay...
Eseldra will continue her tactics. If she can get more than 1 bandit in a 10-ft square, she will use grease. If bandits start coming up onto the wall to threaten her, she'll use colour spray. Otherwise, she'll continue to snipe with her longbow, aiming for targets that are not in melee. If all bandits are in melee, she'll switch to acid darts (only need to hit touch attack AC).


At Happ's cry Tyr says nothing but simply gets on with the fight.

Att Roll:1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Dam Roll:2d6 + 4 ⇒ (3, 2) + 4 = 9


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

I'm outta here for tonight, I was up way to early this morning. Whenever Karthas' turn comes around he will attack HB if he is still standing (attack to subdue if he's taken damage already), otherwise I will move to the nearest bandit and attack. Repeat as needed. Good night and good luck.

Attack: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14

Note: subtract 4 from the Attack if I'm trying to subdue HB


Male Halfling Cavalier 1 (Honor Guard, Emissary)

(Overruling my earlier decision)

Round 1 Action: Move 20 feet along the wall towards the fray, ending turn on H21.

Cast Sleep on square O18, affecting O15, N17, Q16 and the closest horse. Have aimed it carefully so the party are at no risk. Will save DC 16's for Happs and his two lackey's inside.

Ace work on the map bw

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