Dain's King Maker Chronicles - Combat Thread

Game Master dain120475

This thread is dedicated to the players involved in Dain's King Maker Chronicles.


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The following page is dedicated to dealing with combat - and minor side quests which are important and fun to play out, but can clog up the board with large ammount of dice rolls.


Dain GM wrote:
The following page is dedicated to dealing with combat - and minor side quests which are important and fun to play out, but can clog up the board with large ammount of dice rolls.

Yo!


Female Silver Dragon My Level of Class is unmatched by any and all!
Dain GM wrote:
The following page is dedicated to dealing with combat - and minor side quests which are important and fun to play out, but can clog up the board with large ammount of dice rolls.

I'm on board...


Female Aasimar Druid 7 (Noble)

Ariarh is onboard.


Male to kill the six fingered man Duelist/20 years

Diddity dittidy dot!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

i don't wanna die

so i roll a 1d6 ⇒ 3


Female Aasimar Druid 7 (Noble)

Rolls a 1d6 ⇒ 6 Hell Yeah! Level Up, Level Up!


F Elf Spellbinder Conjuration (teleport) Wiz 1

dot
Arbitrary large dice roll 100d100 ⇒ (91, 66, 95, 73, 3, 50, 41, 42, 73, 61, 48, 42, 85, 6, 48, 88, 67, 72, 78, 14, 86, 76, 34, 80, 10, 56, 2, 59, 69, 90, 77, 55, 50, 88, 95, 46, 24, 93, 75, 99, 66, 61, 72, 39, 72, 27, 16, 67, 65, 37, 100, 55, 66, 34, 9, 68, 80, 27, 87, 49, 38, 55, 21, 13, 19, 95, 25, 40, 72, 23, 57, 79, 25, 36, 35, 66, 47, 96, 29, 9, 54, 1, 30, 68, 4, 92, 38, 64, 70, 19, 81, 78, 73, 45, 32, 43, 5, 85, 91, 36) = 5393 ;-)


Male Human

Hey? Where the hell was the big battle, eh?

My blades are thirsty tonight!

;)


As you are lay sleeping in your respective beds and bunks you are suddenly startled from them by the sounds of a bell ringing. It is the alarm bell in the town guard tower.

Rushing outside you see that there is a huge outcry and a massive amount of people who are panicking in the streets, and others who are trying to rally the troops. Drake is doing his best to coordinate things while Tinker is trying to get his men in order, and Esserian is also doing his best to help as well.

It is difficult to see what is going on very clearly, for there is no moon tonight – a dark night, perfect for ambush!

Scouts are riding hard back fast – behind him they say a group of raiders are charging in fast – horsemen and footman. They’re moving fast over the plains – barbarians from southern Brevoy, possibly Numidia… But other then simple barbarian riders, the scouts have informed you that these raiders are charging in with a company of half-ogres, orcs, half-orcs and a large company of other assorted barbarian scum – some on horses, some on chariots, as well as several Trolls, who are also on foot.

It seems as the success of your town has attracted even more attention then you had planned on…


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon quickly throws on his riding pants and boots, but foregoes a shirt. Elves aren't known for their modesty. Mister awakes with a start from his position in the bed and shakes the sleep away with a toss of his head. He then hops up on his masters shoulders and prepares himself.

Shaezon casts mage armor, throws a quiver over his shoulder and straps his rapier and dagger to his belt. He then stalks out of the inn into the night to see what is going on.

As he exits into the night Shaezon mutters a short incantation to bring a few glowing orbs of light into being. They follow him, but stay at a short distance to keep him in shadow, but allow him to see his surroundings.

Shaezon makes haste to the guard tower where he feels he can be of the most use
(E84)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Hearing that the enemy is about a couple minutes away, he quickly dons his armor, taking about a minute, and throws on his cloak, for good measure. Taking his weapons, he straps them on as he moves toward the gates.

Looking inside, he sees Ry rushes over to her, and extends his bracer. "Light!

He's got 18ac due to the Bear cloak, and armor, and rushes to N 51


Female Aasimar Druid 7 (Noble)

Ry leaps from her bed, already dressed in her travelling outfit and wearing her dragon amulet. She dons her boots, wooden armour and secures her satchel, dagger, sling and pouch of stones to her hip and rushes from the room with Dior in tow. She was sleeping in the room in Oleg's compound and she joins the others assembling in the courtyard. Currently I57 on the map.

How far is the enemy from the gates of Oleg's compound?


Arasmes pulls his goggles on and runs out into the night from his room, leaving his armor in place to get an idea of what is happening. He sleeps in his clothes so he just needed to put on his boots. Once outside he concentrates for a moment before a large bat appears next to him. summon celestial dire bat at I59

Before anyone does anything crazy he yells out No one shoot me I am going to see what is happening! At I58


Male

Dior has flown to the top of the wall (near the gate) surrounding Oleg's compound. He has partial cover and is looking out to see what is coming toward them. Dior's position: K58?.


Female Aasimar Druid 7 (Noble)

Casts light on Kae's bracer.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Kae hides his lit bracer within his cloak as not to present an easy target for enemy archers, and waits on news of the enemy movements.


Looking around and then again at the Dire Bat, Arasmes says I don't suppose there is anyone who speaks the language of the heavens and can ride bareback is there?


Female Aasimar Druid 7 (Noble)

Ariarh and Dior are both using their darkvision.


Female Aasimar Druid 7 (Noble)

Turning to the newcomer, Ariarh replies, "Aye, I can do both. What is your plan?"


Arasmes smiles again and says This is Xrxnyz. He is a friend and can take someone into the air to see the enemy that is approaching. I would fly myself but alas riding is not my specialty. You may speak to him and direct him in the celestial tongue. Switching to CelestialXrxnyz, listen to this lady and guard her well. Fly swift and silent my friend. /celestial


Female Aasimar Druid 7 (Noble)

Ariarh looks at the newcomer, the one by the name of Arasmes. "Just so you know, friend, I can wildshape. But I will ride your summoned creature and save the ability for later."

Ry approaches the dire bat and eases herself on his back and settles herself so as not to fall when in the air.

Ride check for bareback riding the dire bat: 1d20 + 6 ⇒ (20) + 6 = 26

Celestial/"Let us ride, Xrxnyz!"/Celestial


The screams and commotion outside are terrible. The townspeople you see are fleeing everywhere, for the most part - Drake is rushing out with them and directing the woman and children quickly back into Oleg's compound. It is a rather tight squeeze you have nearly 700 of them in this little town of 1,250 people!

Drake wants all young children in the compound for sure, and is even now ordering the men to move forward - archers (militia mostly - hunters with bows and what not) at the western edges of the main part of the town Grid covers the foresty area at A - M cross referenced with 2 - 9

He is also orderng any men with spears and clubs to and other melee weapons to form loose ranks in between the houses - no more then small knots of men four or five in size, hidding in alleys and corners with polearms and such to stop the charge of the riders.

Tinker has got all of his men on horse to form up a vangard and they are now moving hard west in a loose line to strike first at the riders hard before the rest of the footmen can approach - then, they will plan on turning and rushing back to the support of the archers. His own archers are dispersed with the men in the western houses and they are doing what they can to calm the nerves of the men who stand there.

Esserian is taking his men on a wide acr to the north. Though you are not familiar with the Duke's men - something tells you that they are definetely hardiers and better equipped then the armored riders who belong to Tinker. They are moving north and will stab at the northern flank, hoping to hit the footmen with ranged weapons after the enemies horses have outpaced them.

Brett, it should be noted - is with them, drawing his blade and riding forth to support the town on Stybba with the Duke.

"Come on ye bloody basterds! Let's do it! Yarrgghhh!" Brett calls out as he rushes off on his sturdy pony.

Meanwhile - with this in mind most of the people are listening to the suggestions of the elders - looking to such folk as Drake and Tinker are organizing things - but many of the people are desperate for help. Some of them have fled to the shrine, and are now under the protection of Sister Lochlin, who is trying to calm them.

Ivy and Billy have moved up to the second floor of the shop; as well as a few other hunter-type people with bows and such. Billy is loading up, and Ivy has a short bow.

The rest of the town's young people is now pouring desperately into Oleg's compound and quickly swamps you all (unless you move), even as others are hurried on to the stockade that the Brevoyians have set up. A few archers are in the tower with your trusty elf wizard.

You see the goblin disapear like a ghost into the crowd - heading west - and you also see the good lady Turon trying to calm the citizens - even as the Professor is charging for the western trees - his white robe flapping in the wind!

It is complete chaos inside the compound! The citizens are panicked and desperate for help. You sense there may be people trampled in the compound, if you cannot maintain order or calm them down. This place was not made to accomadate so many people! They are not just scared, they're terrified!

After all, half-ogres and trolls are rumored in the footmen - not to mention mounted barbarians, half-orcs, orcs, and fell men!

For now - I presume everyone simply holds their position?

Though of course, you may also attempt to move.


Arasmes bows to the beautiful druidess and says celestialMy honor then my lady. Xrxnyz let her know when your grip upon this plane is waning.celestial


Arasmes ibn'Fayad wrote:
Arasmes bows to the beautiful druidess and says celestialMy honor then my lady. Xrxnyz let her know when your grip upon this plane is waning.celestial

Please make a Reflex check to avoid being trampled!

Kae and Arasmes - please :)


Arasmes, we need to know the speed of dire bat, and strength - because if Ry is riding it, we need to know if it is "encumbered" and how fast it can go at full speed.


Female Aasimar Druid 7 (Noble)

To the dire bat, Celestial"Let us find out the extent of this enemy force and their location."/Celestial

With the darkness all around her and only 60ft of darkvision, Ariarh tries to scan the land beneath her to gain more information on their approaching enemy. She does not want to cast daylight and be spotted by the enemy's archers.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Reflex save to avoid being trampled
1d20 + 7 ⇒ (20) + 7 = 27


Ariarh Kane wrote:

With the darkness all around her and only 60ft of darkvision, Ariarh tries to scan the land beneath her to gain more information on their approaching enemy. She does not want to cast daylight and be spotted by the enemy's archers.

Perception: 1d20+10

Before I can answer that - I need to know how far west you move. Also, if I'm not mistaken, you need to cast a concentration check to Cast Spells.


Ka'etil Malas'rae wrote:

Reflex save to avoid being trampled

1d20+7

The sudden rush of people moves to you quickly - the gates are open and they charge forward in a mad rush! You leap up and grab the bar above you - gripping it tightly you swing yourself up and grip the beam tightly, the press of bodies moving under you.

You hear the sound of screaming, and the tone and pitch changes, a young child has tripped and fallen and was stepped on as the bodies move forward...

You cannot tell, but it looks like he is hurt, and the bodies move forward -


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

drinks mutagen as a standard action, and moves to save the kid

1d20 + 5 ⇒ (19) + 5 = 24


Female Aasimar Druid 7 (Noble)

Flight speed of Celestial Dire Bat is 40 ft.

Ariarh and her dire bat mount are about 2000ft from the compound.


Ka'etil Malas'rae wrote:

drinks mutagen as a standard action, and moves to save the kid

1d20+5

As you pause to drink the mutagen the child is stepped on a second time, you reach for him, grab the kid, and he is stepped on again...

Note

Each "round" the boy will be stepped on by mulitple people at 1d4 damage.

Round 1

1d4 ⇒ 4

Round 2

1d4 ⇒ 4

Round 3

1d4 ⇒ 1


Ariarh Kane wrote:

Flight speed of Celestial Dire Bat is 40 ft.

Ariarh and her dire bat mount are about 2000ft from the compound.

At this distance you can see that there are twenty humanoids on horse charging fast.

Slightly behind them there looks like about four light charriots riding hard over the plains - each is pulled by two horses and each chariot has 2 riders.

Of the lads on foot - you see nothing - yet...

It is, after all, a dark night...


Dain GM wrote:
Ka'etil Malas'rae wrote:

drinks mutagen as a standard action, and moves to save the kid

1d20+5

As you pause to drink the mutagen the child is stepped on a second time, you reach for him, grab the kid, and he is stepped on again...

Note

Each "round" the boy will be stepped on by mulitple people at 1d4 damage.

Round 1

1d4

Round 2

1d4

Round 3

1d4

The boy is bleeding badly, and it looks like someone had stepped on his throat - crushing his windpipe - though you can't tell - it is severely bruised and marked - and there is blood on his lips - he may have something broken inside.

You cannot make a healing check or diagnosis from this position though - you need to get off the wall and get this boy to safety somehow.

The boy is probably dead - though he will try to stablizie with a Fortitude Save...

1d20 + 1 ⇒ (13) + 1 = 14


Dain GM wrote:
Dain GM wrote:
Ka'etil Malas'rae wrote:

drinks mutagen as a standard action, and moves to save the kid

1d20+5

As you pause to drink the mutagen the child is stepped on a second time, you reach for him, grab the kid, and he is stepped on again...

Note

Each "round" the boy will be stepped on by mulitple people at 1d4 damage.

Round 1

1d4

Round 2

1d4

Round 3

1d4

The boy is bleeding badly, and it looks like someone had stepped on his throat - crushing his windpipe - though you can't tell - it is severely bruised and marked - and there is blood on his lips - he may have something broken inside.

You cannot make a healing check or diagnosis from this position though - you need to get off the wall and get this boy to safety somehow.

The boy is probably dead - though he will try to stablizie with a Fortitude Save...

1d20 + 1

The boy has taken 1 point of damage in the last round - which would otherwise have killed him... but through the grace of the gods his body manages to stabalize (DC to stabalize after loosing 1 point of damage - Fort 11).

The boy is unconcious - and severely wounded. He has only survived by good luck - Kae - as long as you hang on to the beam you may drop him - you'll need to get down and get him to safety!

FYI - the crowd is massive here, but the shrine and cleric is roughly 120 feet away - you can probably drop with the boy (make an acrobatics check to get the kid down DC of 15) and rush over to the shrine for aid.


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Climb
to get up the wall that Kae is hanging on to.
1d20 + 11 ⇒ (18) + 11 = 29

Kae puts the boy on the roof and looks for someone who could heal him.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

At this distance you can see that there are twenty humanoids on horse charging fast.

Slightly behind them there looks like about four light chariots riding hard over the plains - each is pulled by two horses and each chariot has 2 riders.

Of the lads on foot - you see nothing - yet...

It is, after all, a dark night...

Ariarh and Xrxnyz are flying 150 ft from the ground. (The dire bat has the Stealthy feat (+2 bonus) so he is good at avoiding unwanted attention.)

Ariarh's Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Xrxnyz's Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

How far away from Ry's position are the first and second flanks of the enemy?


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Ka'etil runs along the catwalk, and hops down to get him to the priest.
1d20 + 9 ⇒ (12) + 9 = 21


Ka'etil Malas'rae wrote:

Ka'etil runs along the catwalk, and hops down to get him to the priest.

1d20+9

You carry the unconcious boy in your arms and push your way through the crowd - desperate to get to the priestess!

As you move to Sister Lochlin, pushing your way harshly through the crowd, you are calling to her.

Seeing you, she gasps in shock, and reaches forward to help the boy.

Laying her hands on him, she utters a prayer to Erestil -

Healing...

1d8 + 3 ⇒ (6) + 3 = 9

The boy wakes up - the blood now caked on his lip, but the wounds have closed magicaly behind him.

"The power of Erastil compels thee!" Moira shouts out, and the boy wakes up slowly and grogily. You pass the boy on to her arms, and the consider your next move.

All told it has been nearly a minute... No telling when the riders will get here.


Ariarh Kane wrote:
Dain GM wrote:

At this distance you can see that there are twenty humanoids on horse charging fast.

Slightly behind them there looks like about four light chariots riding hard over the plains - each is pulled by two horses and each chariot has 2 riders.

Of the lads on foot - you see nothing - yet...

It is, after all, a dark night...

Ariarh and Xrxnyz are flying 150 ft from the ground. (The dire bat has the Stealthy feat (+2 bonus) so he is good at avoiding unwanted attention.)

Ariarh's Stealth: 1d20+5
Xrxnyz's Stealth: 1d20+6

How far away from Ry's position are the first and second flanks of the enemy?

You see the riders are in two large loose line about one rider every ten feet between them (as each rider takes up a ten foot square - they are now taking up 20 feet in width - end to end that should be roughly 180 feet long by 40 feet deep).

The chariots are fifty feet back - twenty feet between them. Each chariot is (from end of chariot to nose of horse) 20x20 feet (each horse is ten feet wide and long - theorectically - and the chariot is also ten feet wide but ten feet long). Between them is 20 feet.

The chariots - from end to end - 140 feet end to end - including gaps between them.

The front line of horsemen is roughly 500 feet from you -

You can see now, out of the corner of your eye riding hard behind you is Tinkers men - there are twenty of them - spread out in a wide semi-circle - they have lances and are wide enough that they can actually surround the forward thrust of the men - while you have no idea where the Duke's men are... for now!

What's your move?


Female Aasimar Druid 7 (Noble)

In Celestial, Ariarh commands Xrxynyz to fly closer to the enemy, covering the distance between them so she can position her and her celestial dire bat mount over the top of their force. (They are still at 150 ft in the air.)

Ariarh begins casting.

Concentration check (vigorous motion while casting) (DC 12): 1d20 + 9 ⇒ (5) + 9 = 14


Ariarh Kane wrote:

In Celestial, Ariarh commands Xrxynyz to fly closer to the enemy, covering the distance between them so she can position her and her celestial dire bat mount over the top of their force. (They are still at 150 ft in the air.)

Ariarh begins casting.

Concentration check (vigorous motion while casting) (DC 12): 1d20+9

Three archers see you from the chariots and shoot at the goodly celestial bat before you can cast - one of them shoots at you!

They are using short bows - the chariot rider is driving - the archer takes the shot -

Enemy 1 - 3 attack Bat

Enemy 4 attacks YOU

enemy 1

1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

IF it hits

1d6 ⇒ 3

enemy 2

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

IF it hits

1d6 ⇒ 2

enemy 3

1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2

IF it hits

1d6 ⇒ 1

enemy 4

1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12

IF it hits

1d6 ⇒ 4

Ry, don't know bat's AC or HP - I hope you do - and good luck! This will happen at the same time as your spell, so it won't effect your concentration.


You look down as arrows wizz by you - you aren't sure - but you think your bat may have been struck!

Meanwhile - where do you center the spell?


Female Aasimar Druid 7 (Noble)

Celestial Dire Bat's has AC 14. First two enemies hit him (5 pts of damage), he now has 25/30 HP.

Ariarh (AC 15) still on 38/38 HP. Enemy four did not hit her.

Celestial/ "Xrxnyz, I am sorry you were hit. I do not believe the wounds are too serious. Let us stop this foe's fast approach!"/Celestial


Female Aasimar Druid 7 (Noble)

Ariarh aims the Entangle spell so the tall lush grasses wrap the foes positioned in the second line of riders and the chariots following behind in the 40 ft radial spread. (She is careful to place the spell so as to not entangle her own forces rapidly approaching.)

(Saving Throw Reflex Partial, DC of spell is 16)


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

Ka'etil runs to the west side of town to join the riders, and soldiers to assess the situation. He rushes to Drake "Drake, what's the plan? I say we order the archer to hide, climb if they can, and fire on the enemy, pick off as many as possible. The spear-men brace for the initial charge, then have our own riders charge in to flank the enemy, taking advantage of their momentum. Pull the foot soldiers back further, forcing the enemy into the alley ways, leaving our riders and archers to handle the chariots?"


Ka'etil Malas'rae wrote:
Ka'etil runs to the west side of town to join the riders, and soldiers to assess the situation. He rushes to Drake "Drake, what's the plan? I say we order the archer to hide, climb if they can, and fire on the enemy, pick off as many as possible. The spear-men brace for the initial charge, then have our own riders charge in to flank the enemy, taking advantage of their momentum. Pull the foot soldiers back further, forcing the enemy into the alley ways, leaving our riders and archers to handle the chariots?"

Drake turns and looks at you in surprise.

"We already did that! Didn't you see? Archers are already hid the trees - they're going to fire first, then rush back through the streets - we're hoping the enemy, if they survive the volley - will be so excited that they will charge after them - and be picked off by our men hiding in the streets and alleys - we don't have spear men, though. We have a few lads with clubs, short spears, shord swords and such... They're hiding in the alleys now - as for our horse men - they're already charging forward minutes ago to hit them hard, kill what they can, move back to the town and then pick off any of them from the flanks when the scum get into the streets!"

Drake looks at you with a somewhat confused expression...

"Didn't you already see the plan in action? We've already set things up," he adds - hoping that you can Aid him with a Charisma roll to bolster their confidence.

Charisma roll to bolster the men's confidence -

1d20 + 2 ⇒ (11) + 2 = 13


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

He casts ghost sounds and makes the sounds all yell at maximum volume "MEN, I AM KA'ETIL MALASRAE, THE DRAGON EYE, THE MAD BEAST OF WAR, MASTER OF THE HUNT! AND THESE BASTARDS THAT DARE TO ATTACK US WILL SURELY FALL THIS NIGHT!!! THEY'LL BE EXPECTING YOU ALL TO TURN TAIL AND RUN, BUT YOU WILL SLEY THEM ALL!
I'LL BE JOINING THE BATTLE, AND THEY WON'T KNOW WHAT THE HELL HIT THEM!!!

Diplomacy to motivate the troops!
1d20 + 6 ⇒ (15) + 6 = 21


Ariarh Kane wrote:

Ariarh aims the Entangle spell so the tall lush grasses wrap the foes positioned in the second line of riders and the chariots following behind in the 40 ft radial spread. (She is careful to place the spell so as to not entangle her own forces rapidly approaching.)

(Saving Throw Reflex Partial, DC of spell is 16)

The result is spectacular!

Firstly several horses in the first line are entangled - the horses are snared and stumbled forward! You hear the sound of horses whinnying in pain and agony as their legs - stopped short and hard from the charge - snap and break and they are forced into a pitched halt.

The riders on the horses are jerked from their mount's - some of them trying to keep on - but you can see that the don't have saddles - and the men go tumbling through the air onto the ground - you hear shrieks of pain as the slam into the hard earth.

The chariots were perhaps the most spectacular - as the horses also suffer the same fate, both they and the light carriages behind the horse catch and get mired; smashing the wheels from axels and causing the delicate frame to snap and shatter, sending driver and archer careening through the air into the wreckages of thier chariot and into the screaming flailing mounts in front of them.

The other charior riders now give the entangle spell a wide berth, and the riders charge on faster, ignoring your presence if they can.

You have desroyed only two chariots like this, though, and the other two riders are now shooting at you - ignoring your mount...

enemy 1

1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6

IF it hits

1d6 ⇒ 3

enemy 2

1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18

IF it hits

1d6 ⇒ 4

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