GM Deuce's Mythic Reign of Winter

Game Master A_Deuce

Current Map Loot Sheet


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Campaign Map RoW Loot Sheet

Yes, you are coming in from the North-east. The existence of the bridge will become more obvious and useful once you either round the corner of the building or move out the other side.

So, the plan is to run across the open ground, Sturion from the path and Rikael from the woods to the door on the east part of the building? I put a red textbox with some asterisks where you will end up.


Status:
Agatha 5/7 hp
Dru 11/11 hp
Rikael 13/14hp; 6/6 rage
Sildur 10/10hp
Sturion 13/14hp
Thorn 10/12 hp
Urga 14/14 hp


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

Just as soon as the sneaky folks are in position.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

We're right behind Rikael, just 10ft back or so :P or at least myself and Dru are.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

I'll avoid the war-cry until noticed. ;)

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

that would be good


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Let's do it

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Agatha will advance behind the fighter line, moving a stealthily as she can.

stealth: 1d20 + 1 ⇒ (11) + 1 = 12

it is important to keep the meat shiel...er...blindingly splendid fighters between her and danger.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

Sturion has no problem with being a meat shield. Heck, it's rather his profession. ;)


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

lol. Thorn will draw his hooked lance instead of relying on his bow and arrows.


Campaign Map RoW Loot Sheet

Two things: first off, thanks for being tolerant of schedules; bad last weekend. Secondly, off we go!

Rikael and Sturion close in on the door to the lodge, moving quickly across the open ground.

Stealth, Rikael: 1d20 ⇒ 6
Stealth, Sturion: 1d20 - 1 ⇒ (6) - 1 = 5
Perception, bandits1: 1d20 ⇒ 10
Perception, bandits2: 1d20 ⇒ 8
Perception, Sturion: 1d20 - 1 ⇒ (8) - 1 = 7

As Sturion and Rikael cross the open ground, they are noticed by the bandit lookouts inside the lodge.

Perception, Rikael dc15: 1d20 ⇒ 7
Perception, Sturion dc15: 1d20 - 1 ⇒ (6) - 1 = 5

The two hard-chargers are blissfully unaware they have been noticed. As Sturion crosses the open ground on the way to the doors, he catches a foot on a rope laid just under the snow. Acrobatics, dc10: 1d20 - 1 ⇒ (6) - 1 = 5 Not ready for the interruption, he trips and ends up face down in the snow.

trap attack: 1d20 + 10 ⇒ (4) + 10 = 14. Falling in the snow is a blessing in disguise, as a crossbow bolt flies over Sturion's body and disappears into the Border Wood. The crossbow falls from its stand, dragging some pots and pans with it and making a large amount of noise.

You've been noticed! I'm going to roll initiative for everybody now. You have two rounds of actions to take, if you would like them. I've moved Rikael and Sturion on the map.

Initiative, Agatha: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Dru: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative, Rikael: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Sildur: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative, Sturion: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Thorn: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative, Urga: 1d20 + 4 ⇒ (9) + 4 = 13


Order of actions. I'll roll for bandits as they show up.
Sturion
Thorn
Dru
Urga
Rikael
Agatha
Sildur


Status:
Agatha 5/7 hp
Dru 11/11 hp
Rikael 13/14hp; 6/6 rage
Sildur 10/10hp
Sturion 13/14hp
Thorn 10/12 hp
Urga 14/14 hp


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

...ignorance is bliss...and a face full of snow. :p

Getting back up, and starting the war cry...still defensive, for now...

Come out and face me...nah...JUST STAY PUT, I'M COMIN' FOR YA...ALL OF YA!


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Wow. That was the most epically failed silent assault ever. Of all time. Lol

Rikael waves Kegtap around over his head as he continues the charge, and shouts his challenge behind Sturion, hoping that the two blundering meat shields can hide the attack from the rest of the group.
Aye! If you dare challenge us, you will surely perish! We are here to avenge the fallen sentinels!
Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Does this scenario remind anyone else of the scene in Monty Python and the Holy Grail, when Lancelot assaults the wedding party?


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Yes. lol


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

It sure does :P That was an epic run of terrible rolls...

So I was going to post but I'm not sure what you guys are actually doing for your actions? So far there's no indication that we've been spotted. Just the trap Sturion hit.

Are you moving into the main yard to draw their attack Rikael? I'd suggest we continue inside to avoid being surrounded.

Wincing at the sound of the crossbow bolt, Sildur is relieved to see Sturion is unharmed.

The ulfen winces harder as Rikael shouts, hissing as he and Dru continue towards the lodge, "Inside, quick! Didn't have to alert them all at once, did you?"


Male Bear Proud Animal Companion | HP 16 / 16 | AC 15; Touch 13; Flat Footed 13 | CMD 15 | Fort +4; Ref +5; Will +2 | Init +2 | Perception +5

Dru delays until Sildur comes to a decision.

Which I'll do once Sturion and Rikael have.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

...pretty sure all that clangin' accomplished that.

Sturion is making for the door as quickly as his miniature legs will allow, while staying what he calls alert...and defensive.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Yeah, I figured the gig was up when the clanging started. Now Rikael is just trying to draw their attention so the rest of the group can stay unnoticed. Should we continue for the door, or head for the courtyard? Either way, with the trap sprung, it's going to be a rough battle.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

As I said before, I'd wager inside the lodge to be our best bet, gives us choke points to work with.

With Sturion first he can make it into the first room on a double move I believe. Once Deuce shows us what the interior looks like we can go from there."


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

Hmmm...courtyard is closer, right? If it is, can't see why not.

...though Sildur makes a good point...my opinion...do what they don't expect. Anybody know what they expect? :p


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Us to die? :P

Depending on your definition of the courtyard, the doors inside are actually closer to us at present.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Lets make for the doors. Hallways and corners will allow us to fight less of them at once, instead of being surrounded. Come my friends! We die together!


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga sprints for the lodge.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

actually compared to this attack, lancelots charge wss pure poetry. BTW I think the initiative dice hate me. I nearly always go at the end of the round. Lol
oh dear on seeing the prat fall.
Agatha casts guidance on sildur (attack roll) and then advances, drawing her morning star.

2nd round of actions
cast guidance, ( attack roll) on herself move up behind the gunline, so to speak.


Campaign Map RoW Loot Sheet

Interim update

In the moments after the crossbow trap is sprung, you can hear some running and yelling from inside the lodge.

I see two rounds of actions from Agatha. Everybody else is moving in the direction, but I think I need a little more information before moving on.

Ideally, I'd know who is in what order and what you are trying to do once the doors open. It's also cool if you just want to have Rikael yank the door open in round one, then have round two continue after that.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Ah hell. I'm down for kicking in the door and getting smacked around a bit.

Rikael steels himself, rapier drawn, and prepares to snatch the doors open.

Should I wait for everyone to get here, or Leroy Jenkins it?


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Kick that thing open. With most of us wanting to double move, we can all be well inside the lodge at the end of round 1 except Agatha as she paused to cast. This is why I had wanted to know what was behind the door before we moved.

We should probably stick with the current formation, double moving Sturion can make it 3 squares into the main room so I'd say do that and have Rikael move up beside him to form a front line. Sildur and Dru can come next as we're already closer than the others with Urga, Thorn and Agatha can defend the door and the back side.

Round 1

Sildur follows the others into the lodge, spear at the ready. Move Action

Depending on what is in the lodge I can now either attack someone or more to defend a door, or beat a retreat with my remaining action. It all depends on what the inside actually looks like?


Male Bear Proud Animal Companion | HP 16 / 16 | AC 15; Touch 13; Flat Footed 13 | CMD 15 | Fort +4; Ref +5; Will +2 | Init +2 | Perception +5

Dru enters the hall on Sildur's heels, ready for whatever lies inside.

I moved people to give an idea of what I mean, Any positioning inside is fluid at this point though. First on the init order getting priority of course.

Agatha is where one 30ft move would take her. If Urga double moved as his post seems to suggest he can easily be inside as well. Thorn too.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Ok. Let's do it.

Rikael sprints to the door, not waiting to see if his battle cry had any effect, and slams into the door, hard, before flinging the doors wide open, and bringing Kegtap to bear.
The good guys are here, you pathetic wastrels!

Please move Rikael as far into the room as he needs to go to let the other group members in, and have room to spread out for the inevitable battle.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

We all moved in. I'll guard the rear with Agatha.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Yup, just refreshed the map. Looks good to me.


Campaign Map RoW Loot Sheet

OK, I think that I have everything I need to understand what the plan is and where everybody is. I'll do better next time and not ask for multiple rounds of things as actions.

Map updated. I did some minor repositioning to make you fit in the room. Urga and Thorn need to move.

Round 1

Rikael yanks the door open and the band of heroes pour into the lodge. Once the doors are open, you can see the insides. A large table and two benches run the length of the hall, and a twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. There are several bedrolls and people clustered around the fire as well as one of the lookouts in the corner of the room. Additionally, one bandit is on the stairs. Further into the hall, beyond the fireplace, you see a room with stag heads and various hunting trophies on the walls.

Bandit initiative
Initiative, bandit 1: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, bandit 2: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative, bandit 3: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative, bandit 4: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative, bandit 5: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative, bandit 6: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, bandit 7: 1d20 + 1 ⇒ (5) + 1 = 6


Order of actions:
Sturion
Bandit 1
Thorn
Dru
Urga
Bandit 2
Bandit 6
Rikael
Bandit 3
Bandit 7
Bandit 4
Agatha
Bandit 5
Sildur

Most of you will have used move actions getting to or into the building, but you can do other things as necessary.


Status:
Agatha 5/7 hp
Dru 11/11 hp
Rikael 13/14hp; 6/6 rage
Sildur 10/10hp, guidance 1 action
Sturion 13/14hp
Thorn 10/12 hp
Urga 14/14 hp

Finishing the map update in the next few minutes. If you want to retcon/adjust anything or I misunderstood please speak up now.


Male Bear Proud Animal Companion | HP 16 / 16 | AC 15; Touch 13; Flat Footed 13 | CMD 15 | Fort +4; Ref +5; Will +2 | Init +2 | Perception +5

Awesome, thanks. I moved Dru forward a bit given the space and his remaining movement.

Round 1

Bursting into the lodge at his master's urging, Dru charges forward to snap at the nearest armed bandit.

Bite - PA: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Moving into the lodge, Sildur takes stock of the enemies arrayed against them, "Fey servants, your stay at this lodge is over!"

Dropping behind his shield, he thrusts at the nearby bandit savagely with his spear.

Shortspear - Guidance: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

I moved and with my reach weapon I attack.

Seeing a chance as he moved in, Thorn strikes at bandit(1).
Attack with Reach. 1d20 + 4 ⇒ (17) + 4 = 211d8 + 4 ⇒ (1) + 4 = 5


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

Moving up quickly, Sturion attacks the first living bandit he can...

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 + 3 ⇒ (3) + 3 = 6


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Does Rikael have an action left to attack with, or is he spent opening the door? My phone won't load the previous posts for some reason so I can't check. Sometimes I get a crap signal at work.


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Seeing the entrance completely blocked, Urga will run to the western entrance.

I will update the map when I get back to a computer.


Campaign Map RoW Loot Sheet

Round 1 update

Sturion swings his war axe but fails to connect with anything other than the floor.

Bandit(1), having seen the party try to sneak across the grounds is ready and tries to attack Sturion. Stab: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d6 + 1 ⇒ (6) + 1 = 7. The blow is turned away easily by Sturion's stout armor.

Thorn uses the length of his weapon to strike at Bandit(1). He lands a blow, leaving a deep gash in the body of the bandit.

Dru bites Bandit(2) solidly, tearing away a chunk of flesh.

Urga runs outside the building, looking for another entrance.

Bandit(2) pushes the door to the next room open, steps in, and yells into the room "Rouse yourselves! We are under attack!" He then tries to strike a return wound on Dru. Stab: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 1d6 + 1 ⇒ (4) + 1 = 5. The bandit's blade strikes true, drawing blood on the bear.

Bandit(6) disappears up the stairs.

Rikael is up, you can make an attack action if you would like. Map updated in a few minutes with the new room.


Order of actions:
Sturion
Bandit 1
Thorn
Dru
Urga
Bandit 2
Bandit 6
Rikael <--- We are here
Bandit 3
Bandit 7
Bandit 4
Agatha
Bandit 5
Sildur


Status:
Agatha 5/7 hp
Dru 6/11 hp
Rikael 13/14hp; 6/6 rage
Sildur 10/10hp, guidance 1 action
Sturion 13/14hp
Thorn 10/12 hp
Urga 14/14 hp
Bandit(1) -5 hp
Bandit(2) -5 hp


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Please move Rikael directly in front of bandit 7

Rikael makes for the bandit directly ahead of him, twirling Kegtap around until he is right next to the man, at which point he attempts to drive the blade straight through the man.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

You'll find casting your lot in with the fey was a bad idea! By the time we're done with you, you'll wish the sentinels had finished you off!


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Done


Campaign Map RoW Loot Sheet

Round 1 update, part two!

Rikael charges across the room, swinging Kegtap around in the air. He makes a thrust at the bandit, but the man is saved from any injuries by a movement at the last possible moment.

Bandit(3) draws a shortsword and stabs at Rikael with it. attack: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d6 + 1 ⇒ (4) + 1 = 5. Frightened by Rikael's charge, the bandit fails to make a decisive attack.

Recovering from dodging Rikael's thrust, Bandit(7) strikes back at Rikael. attack: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d6 + 1 ⇒ (3) + 1 = 4. The bandit's attack strikes true, leaving a wound on Rikael's arm. The location is just for description and painting a picture, there is no implication of specific injuries.

Bandit(4) says to his comrades, "It looks like you have this one under control" and moves up to stop the rest of the party entering the lodge. He thrusts at Sturion with his shortsword. attack: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 1 ⇒ (4) + 1 = 5 The stroke does not come close to penetrating the dwarf's armor.

Agatha moves up to the back of the group and casts guidance on Sildur.

Bandit(5) shouts at the room, "You will regret disturbing us, Sentinels!" and charges into the fray, swinging a wide-bladed scimitar at Sturion. attack: 1d20 + 5 ⇒ (2) + 5 = 7 damage: 1d6 + 2 ⇒ (4) + 2 = 6 Sturion's armor continues to protect him from harm.

Sildur stabs at the bandit in the corner, his spear drawing blood on the man. He staggers obviously as he has now been wounded twice, but remains on his feet.

The bandits in the side room start rolling out of bed and grab their weapons as they are alerted by bandit(2). Surprise round for them next round, I'll roll initiative then.

Round 1 over, start round 2


Order of actions:
Sturion <--- We are here
Bandit 1
Thorn
Dru
Urga
Bandit 2
Bandit 6
Rikael
Bandit 3
Bandit 7
Bandit 4
Agatha
Bandit 5
Sildur


Status:
Agatha 5/7 hp
Dru 6/11 hp
Rikael 9/14hp; 6/6 rage
Sildur 10/10hp, guidance 1 action
Sturion 13/14hp
Thorn 10/12 hp
Urga 14/14 hp
Bandit(1) -10 hp; disabled
Bandit(2) -5 hp


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Not that his would have helped in the last round, I'm just posting it here so I don't forget since I'm currently adjacent to two enemies.

Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.


Campaign Map RoW Loot Sheet

That is super helpful, Rikael, thanks. It's not easy for me to remember all of the special cases for everybody so pointing them out helps me get it right. I'll add that to my list of GM notes.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur yells back at bandit(5) in between thrusts with another of his companions, "We're no Sentinels. Just those with the courage to battle your fey masters!"

Sick of this man, he shouts for Dru.


Male Bear Proud Animal Companion | HP 16 / 16 | AC 15; Touch 13; Flat Footed 13 | CMD 15 | Fort +4; Ref +5; Will +2 | Init +2 | Perception +5

Round 2

Wary of further attacks, Dru abandons the the bleeding bandit, as he ducks into the other room, and instead tears into Bandit(5) as he fights from atop the table.

5ft-Step : Close with Bandit(5)
Full-Round Action : Full attack Bandit(5)

Bite - PA: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Claw 1 - PA: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
Damage: 1d3 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Claw 2 - PA: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur continues to attack the nearby bandit with savage thrusts of his spear.

Standard Action : Stab at Bandit(1)

Shortspear: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

------------------

If Bandit(1) is already down, he steps up and attacks Bandit(4) instead.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Lol deuce. Honestly, I had completely forgotten about it until I was telling my wife about how awesome my drunken babarian is.


M Dwarf Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2

Call me unimpressed, sonny...

Sturion takes another hack at one of the bandits , and puts his back against the wall...

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d10 + 3 ⇒ (2) + 3 = 5


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Round 2

Urga will double move up to the doors. If they are open he will go through.

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