GM Rhys Grey's Kingmaker

Game Master Rhys Grey


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HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk will take whatever watch is needed, since he has darkvision it makes sense to put him in a later slot.

Dark Archive

Male Human Summoner lv1

Used to getting up before dawn anyway, Ray takes that watch.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Watch order

Late Afternoon/Early Evening: Tityanna
Post Sunset/Late Evening: Malaswyn
Evening to Midnight: Haldaval
Midnight to Pre-Rise: Harsk
Pre-Rise to Early Morning: Ray

Probably an overlap of a half hour or so? This way the watch cycles are fairly short and start basically when camp break "starts"?


1 Gozran, 4711 A.R.

As night falls upon Oleg’s Trading Post, a bitter wind—steady, but only of moderate strength—sweeps across the Stolen Lands. Although the cold threatens to set your teeth a-chatter during your watch-shift, you manage to stave off sleep and keep vigil against marauders, be they bandit or beast. You see neither during your respective shifts.

GM’s Screen:

Haldaval
• Survival (DC 15): 1d20 + 0 ⇒ (13) + 0 = 13
• Fort Save 1 (DC 15): 1d20 + 3 + 5 ⇒ (1) + 3 + 5 = 9
• Fort Save 2 (DC 16): 1d20 + 3 + 5 ⇒ (10) + 3 + 5 = 18
Harsk
• Survival (DC 15): 1d20 + 7 ⇒ (15) + 7 = 22
• Fort Save 1 (DC 15): 1d20 + 6 + 5 + 4 + 4 ⇒ (1) + 6 + 5 + 4 + 4 = 20
• Fort Save 2 (DC 16): 1d20 + 6 + 5 + 4 + 4 ⇒ (6) + 6 + 5 + 4 + 4 = 25
Malaswyn
• Survival (DC 15): 1d20 + 2 ⇒ (15) + 2 = 17
• Fort Save 1 (DC 15): 1d20 + 3 + 5 + 4 ⇒ (18) + 3 + 5 + 4 = 30
• Fort Save 2 (DC 16): 1d20 + 3 + 5 + 4 ⇒ (17) + 3 + 5 + 4 = 29
Ray
• Survival (DC 15): 1d20 + 1 ⇒ (20) + 1 = 21
• Fort Save 1 (DC 15): 1d20 + 1 + 5 + 4 ⇒ (11) + 1 + 5 + 4 = 21
• Fort Save 2 (DC 16): 1d20 + 1 + 5 + 4 ⇒ (4) + 1 + 5 + 4 = 14
Tityanna
• Survival (DC 15): 1d20 + 1 ⇒ (9) + 1 = 10
• Fort Save 1 (DC 15): 1d20 + 1 + 5 ⇒ (4) + 1 + 5 = 10
• Fort Save 2 (DC 16): 1d20 + 1 + 5 ⇒ (15) + 1 + 5 = 21

Haldaval, Ray, and Tityanna:
During your respective shifts, the cold seemed to seep into your bones; unfortunately, it was enough to cause exposure. You are treated as fatigued until you heal the following nonlethal damage (after a half-hour of getting warm by the firepit, snuggling with a dwarf or pony, etc.; followed by either cure spells or DC 15 Heal check)—a -2 penalty to Strength and Dexterity.

Haldaval: 1d6 ⇒ 4 nonlethal
Ray: 1d6 ⇒ 6 nonlethal
Tityanna: 1d6 ⇒ 3 nonlethal

I'll allow you to attempt these rolls or cast spells (or what have you) before the following events occur.

Dawn’s arrival reveals that the steady wind has cleared away most of the previous day’s clouds, and—apart from the chill—sunrise is a thing of beauty, stretching her fingers across the morning sky and gracing the frost-covered plains in soft light.

The smells of Svetlana’s cooking waft up from the firepit, causing your stomachs to murmur. She sings softly to herself in an off-key, a simple song that celebrates Erastil’s springtime blessings.

As dawn gives way to true morning light, a small group of men and horses approaches the Post from the southwest. It appears to consist of four men and six horses; three of the men lead two horses each, while the fourth man walks a few paces ahead of the others.

EDIT: The group is far enough away for the PCs to get in position, should you wish to. I believe the positions are where you wanted to be; please let me know if I'm wrong.

Dark Archive

Male Human Summoner lv1

Once he feels the chill in the air, Ray murmurs a pray to Erastil to ward off the cold. Surprisingly, it works. Endure Elements A few hours later, as the feeling of safety starts to fade a bit, Ray notices the group of men and goes to tell the others.

"I do not know if they are the bandits," he explains, "but there are four of them and more horses than they can ride."


As Haldaval wakes, the chill he felt on his watch has not left him. He takes his time saddling Shadow, and equipping himself for battle. He tries to warm himself up.

Heal: 1d20 ⇒ 17

Feeling much better with Shadow at his side, he heads out to review the plan with the others, and wait for the bandits to arrive.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I get in position, lying down so as to be completely hidden.

I have my bow in hand and am fully armoured.


Female Human Sorceress (Fey) 1/ Oracle (Life) 1

Aye, Tityanna's position is okay by me.
Tityanna untrained Heal 1d20 + 1 ⇒ (14) + 1 = 15

Following her watch, Tityanna stands beside the fire for a long while, attempting to rub warmth back into her body, and succeeds in getting her circulation to reciprocate her efforts. She bundles herself into the bunk furthest from the door (if available) nonetheless, dragging her winter blanket over her head to protect her nose from becoming as ice during the night.

Tityanna wakes with the others, pulls herself into a seated position on the bunk and drags the blanket over her and whispers a prayer to Erastil in the language of the wilds before falling silent for a period of a quarter of an hour, her fingers occasionally twitching in place of material components. Her breathing is slow and regular, and inwardly Tityanna is shoring her resolve to remain beside Oleg through this trial. She recognizes that the elder man is not an ally, and that he might resent her presence, but such is the way.

When Tityanna is informed that the bandits have arrived she steels herself, and offers Oleg what she hopes is a soft, comforting smile. "We will prevail," she assures him.

Dark Archive

Male Human Summoner lv1

"They don't know what they're dealing with." Ray agrees before taking his place for the plan. I don't actually know where this is, but by the stable or appearing to be in the process of mucking them out shouldn't arouse to much suspicion, I hope.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

thumbs up


Ray, I currently have you placed just behind the stables, out of sight. Did you get the link to the map?

Dark Archive

Male Human Summoner lv1
GM Rhys Grey wrote:
Ray, I currently have you place just behind the stables, out of sight. Did you get the link to the map?

Cool, that works.

Leaning against the stables, Ray shifts his quarterstaff from one to the other and waits.

"Desna, please let no one get hurt badly..." He prays softly.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13
GM Rhys Grey wrote:
Ray, I currently have you placed just behind the stables, out of sight. Did you get the link to the map?

I totally missed it at first. "How does everybody know where they are?" I figured it out...eventually...heh


Having secured your positions, you await the group's arrival.

After several minutes, the group passes through the trading post gate. The first to enter is a moderately-built man dressed in drab green-and-gray. He's wearing his hood, despite the clear sky and morning sunshine. He strides arrogantly into the fort, his yellowed teeth barred in a feral smile and his muddy brown eyes glinting dully. With longbow in hand, he gives Oleg a mock salute.

"I'll be damned if you've finally learned to help us along, Oleg. Fine morning, isn't it? I smell your wife's . . . cooking. Hasn't she a kiss for her dear old friend?" He grins--a lopsided and ugly display--through weeks of unkempt beard-growth

After the first man, three others arrive leading two thin-looking horses apiece. They're dressed much like the first man: in tattered and badly-patched tunics, trousers, and cloaks. They say nothing, bored and tired looks upon their faces.

The first man eyes Tityanna hungrily as he notices her. "By the gods, Oleg! How many wives have you?" He laughs uproariously, darting his tongue between his teeth.


Male Human Expert 2

Oleg stiffens, his face stony. "This is my cousin, Anna," he stammers. "Pay her no mind, as she's just stayed the night."

GM's Screen:
Oleg, Bluff: 1d20 - 1 ⇒ (16) - 1 = 15


GM's Screen:
Bandit Leader, Sense Motive: 1d20 + 1 ⇒ (2) + 1 = 3

The man chuckles, giving Tityanna'a front an up-and-down glance. "Aye, you've got some fine breeding in your family. What say you, lass? Fancy a sit on Uncle Happs Bydon's lap?"

With a sneer, he shouts back to the others. "Look lively! I want these horses packed before morning's over!"

The men lead the horses near the storage pen and alongside the cart, while the leader steps near to Tityanna.

"Surely you've a kiss for me, eh Anna?" he says with reeking breath, fumbling for Tityanna's shoulder. "I don't bite, not at first, anyhow."


Female Human Sorceress (Fey) 1/ Oracle (Life) 1

Tityanna Bluff to Maintain Composure 1d20 + 4 ⇒ (20) + 4 = 24 this does not bode well...

This man's honesty is far more fair than the courtiers at New Steven. His teeth however...

Tityanna smiles a radiant smile. "Your invitation is quite compelling, Master Bydon, but I am afraid that I must refuse," she says.

"I should, however, like to offer you the chance to surrender yourself and your men to me. I am not unawares of your previous crimes against Master Leveton and his wife, and assure you that should you submit now, you and yours shall be judged fairly."

Tityanna untrained Diplomacy 1d20 + 4 ⇒ (7) + 4 = 11 yeah... saw that one coming.


I assume I could hear his shout about loading things up, but I won't hear other conversation. Unless I hear something else that would change my mind, I'll say I wait one minute, so they're in the middle of loading stuff, then I will ride in. Let me know when that one minute is up.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Perception 1d20 + 7 ⇒ (17) + 7 = 24

Harsk sits amongst the furs waiting for some sense of signal or ultimatum. He hears voices andthinks he catches Tityanna make some comment of surrender. Oh now girl that is a damn fool way to start things off. Huddling amongst the scratchy pelt Harsk fingers the trigger of his crossbow giving though to the shield on his back and the hammer at his side. I am as ready as can be, I guess if she sets things off fast I better be ready to get in there.


The man's feral smile reappears as he slides his hand down Tityanna's arm. "Aye, Oleg, your cousin's got a mouth on her. Where'd you learn such big words, missy? You may've learned how to backtalk your betters in your fancy school, but Uncle Happs's got a thing or two to teach you about life."

He gropes about Tityanna's waist, leering, and tries to pull her closer to him.

GM's Screen:
Happs Bydon, Grapple (vs. CMD 10): 1d20 + 3 ⇒ (7) + 3 = 10

Tityanna:
Happs' grapple provokes an AoO from you, if you're able.

Haldaval:
Your minute's about up.

Harsk:
You hear the storage pen's gate open, and the sound of somebody gathering up furs.

Dark Archive

Male Human Summoner lv1

"Come on, make some kind of signal..." Ray thinks as he anxiously waits.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

perception, if needed 1d20 + 2 ⇒ (4) + 2 = 6

I believe this man may be his own judge and jury: he cries out for the executioner.


As soon as Tityanna reacts to the grapple I will ride in. Can I get a description of what I see, or the map? I have a feeling I'm going to be confused :)


Here is everybody's current location.


Female Human Sorceress (Fey) 1/ Oracle (Life) 1

GM Rhys:

Tityanna did not have a weapon in hand, as that would certainly seem suspicious, so no AoO, unfortunately. Combat Casting!!

Tityanna Will Save to maintain composure 1d20 + 3 ⇒ (2) + 3 = 5

"I believe that I can exclude protocol and hygiene from the subjects of instruction," Tityanna retorts, her voice shrill. She gives a scream when Uncle Happs pulls her closer.

Tityanna's CMD is 11.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
GM Rhys Grey wrote:

Here is everybody's current location.

Map is ace but I'm a bit confused by some of the codes.

H = horses?
B = blokes?
HC?
HP?
HR?


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Perception 1d20 + 7 ⇒ (19) + 7 = 26

I am gonna guess that even with the penalties from the furs, hitting the DC to "hear a bow being drawn" is good enough to hear "Ol' Uncle Happs".

Harsk grits his teeth. Hearing the stable pen doors and Tityanna's cry Harsk bursts from the furs finger on the trigger. They needed prisoners but he wanted to make an impression first. Harsk will shoot whoever he sees first.

attack 1d20 ⇒ 11
damage 1d8 ⇒ 4


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13
Malaswyn Tyddewi wrote:
GM Rhys Grey wrote:

Here is everybody's current location.

Map is ace but I'm a bit confused by some of the codes.

H = horses?
B = blokes?
HC?
HP?
HR?

H= horses

B= Bandits
HC= Horse Something
HP= Horse Pony
Hr= Me! :-p

Edit: Mmhmmm! HC = Horse Cart?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

When I hear Tityanna scream I kneel and deliver my Fire Bolt to the nearest bandit.

attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (4) + 1 = 5

It is a GM call, if PBS can apply to this attack then add 1 to both rolls. This is the best explanation I could find.


Harsk Ironback wrote:
Malaswyn Tyddewi wrote:
Good questions!

Good guys are blue, bad guys are red.

BL= Bandit Leader
B1-3= Bandits 1-3
H1-6= (Enemies') Horses 1-6
HC= Horse (Claptrap)
HP= Horse (Puck)
Hl, Hr= Haldaval, Harsk

Does that make more sense? Sorry for not posting a key! ;)


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
GM Rhys Grey wrote:
Harsk Ironback wrote:
Malaswyn Tyddewi wrote:
Good questions!

Good guys are blue, bad guys are red.

BL= Bandit Leader
B1-3= Bandits 1-3
H1-6= (Enemies') Horses 1-6
HC= Horse (Claptrap)
HP= Horse (Puck)
Hl, Hr= Haldaval, Harsk

Does that make more sense? Sorry for not posting a key! ;)

thankyou


GM Rhys Grey wrote:

Here is everybody's current location.

I'd like to start five feet diagonally back and to the left. Since my lance has reach, I'd need the space to charge 10 ft and attack with my lance.

Haldaval turns the corner nonchalantly, expecting to see the bandits working on the furs. He has his shield ready and his lance in hand, although it is not prepared for an attack.

As soon as he is able to take in the scene, he hears Tityanna scream, and for a moment is bewildered as to why she is in danger, but recognizes the bandit is holding her and not too far away.

Anger overwhelms him, as well as worry. This is NOT how it was supposed to happen.

"HEY! Leave her alone!" He shouts, lowering his lance, and getting guiding Shadow to charge.

Ride check: 1d20 - 1 ⇒ (3) - 1 = 2

Shadow is startled by the sudden confrontation and sidles to the side a bit, rather than charging forward.

Haldaval levels his lance at the bandit's face and tries to threaten him anyway.

Bluff: 1d20 + 3 ⇒ (1) + 3 = 4

"Let go of her!"


I'm looking at that as a failed charge in the surprise round, I'll try again round one.


Malaswyn rises to a kneeling position and delivers a fire bolt to Happs, the nearest bandit. It hits him in the back and he cries out in surprise and pain. Yes, Point-Blank Shot applies, as you're within 30 feet.

Happs whirls around and sees Haladrel astride Shadow. After the knight's demand, Happs stares blankly at the knight, shock clearly painting his features.

Meanwhile, Harsk bursts forth from his hiding-place among the furs and launches a bolt at the bandit standing there, mouth agape, arms full of furs. Unfortuanately, the bolt whizzes just past the bandit's ear, sticking into the wall behind him.


Ride Checks:

Ride (DC 5): 1d20 + 6 - 7 ⇒ (16) + 6 - 7 = 15

Haldaval, consumed by confusion and anger, charges at the bandit near Tityanna, lance lowered.

Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 2d8 + 4 ⇒ (6, 3) + 4 = 13


Round 1

GM's Screen:
Haldaval: 1d20 + 2 ⇒ (18) + 2 = 20
Harsk: 1d20 ⇒ 1
Malaswyn: 1d20 + 3 ⇒ (6) + 3 = 9
Ray: 1d20 + 2 ⇒ (14) + 2 = 16
Tityanna: 1d20 + 1 ⇒ (4) + 1 = 5
Bandits: 1d20 - 3 ⇒ (10) - 3 = 7
Happs: 1d20 - 6 ⇒ (1) - 6 = -5

Initiative
1: Haldaval (20)
2: Ray (16)
3: Malaswyn (9)
4: Bandits (7)
5: Tityanna (5)
6: Harsk (1)
7: Happs (-5)

Please state your actions!

EDIT: Crud! I forgot the horsies' initiative . . .

Horses' Initiative:
1d20 + 2 ⇒ (5) + 2 = 7

The horses act just before the bandits.

Oleg's Initiative, too: 1d20 - 1 ⇒ (4) - 1 = 3
He's going before Harsk.


I had forgotten the +1 bonus from being on higher ground while mounted, but I added it.


Haldaval wrote:
I had forgotten the +1 bonus from being on higher ground while mounted, but I added it.

Excellent.

Also, Malaswyn gets a +1 for being on higher ground, if he's attacking from the catwalk.


HP 83/83 | Nonlethal 0 | Burn 0/7 | AC 20/T 15/FF 18 | DR 4/Adamantine |Fort +12, Ref +10, Will +6 | Init +2, Perception +13

Harsk drops his crossbow and pulls his hammer and shield. You have been found to preying on the weak and innocent. Surrender or be judged.

Free to drop. Move to pull each item. Free to talk. - If somehow Harsk gets caught up in melee this round he will withdraw 10 ft or so to the side and pull his hammer.


Female Human Sorceress (Fey) 1/ Oracle (Life) 1

Surprise Round

Tityanna will cast Shield on herself to defend herself from physical reprisals. Her AC will be 17 for 1d4 ⇒ 2 rounds, as per her Verdant Bloodline power.

Round One

Tityanna will take a 5-foot step towards Horse number 3, and cast Ray of Sickening on Happs.

Tityanna Ranged Touch Attack 1d20 + 1 ⇒ (7) + 1 = 8 if the touch succeeds, Uncle Happs may make a Fortitude save DC 15 to avoid the effects of being Sickened.

Edited to reflect Surprise Round option.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Now that we've got their attention I echo Harsk's cry.

Surrender and be saved.

If any bandit gets aggressive I'll use another fire bolt
attack 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d6 + 2 ⇒ (2) + 2 = 4


Question, do both Shadow and I get move actions? Could I use Detect Evil, which is a Move action for me, then charge with Shadow and Attack?


Haldaval wrote:
Question, do both Shadow and I get move actions? Could I use Detect Evil, which is a Move action for me, then charge with Shadow and Attack?

From pg. 202 of the Core Rulebook: "Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move." Thus, you may use a move-equivalent action while the horse uses its own move action.

However, charging is a full-round action, meaning there's not much else you can do except charge, in this instance. At least, that's how I understand it.

Dark Archive

Male Human Summoner lv1

Hearing Tityanna scream is a good enough signal for Ray, and he runs to the courtyard and then to the nearest bandit he can see: the one right next to Tityanna.

Not much I can do the first round, but I am double moving to 16.17.


Round 1 Summary

1. Haldaval, consumed by confusion and anger, charges at the bandit near Tityanna, lance lowered. The man's shocked expression twists into a rictus of agony as the lance's tip sinks into his belly. Happs slides off the lance to his back, and bleeds out upon the dirt, vainly clutching the gaping wound.

2. Hearing Tityanna scream is a good enough signal for Ray, and he runs to the courtyard to the nearest bandit he can see: the one right next to Tityanna. He arrives just in time to see the bandit slide off of Haldaval's lance. Ray, I moved you to 16.16 instead, as Haldaval and Shadow are in that square. That's 65 feet, but you can move up to 4 times your speed while running.

3. Malaswyn calls out: "Surrender and be saved." He stays at the ready, waiting to launch a fire bolt at any bandit who shows aggression.

4. The six horses whinny in terror at the flash of fire from above and the sounds of combat. All six of them make a mad dash for the gate, running for the open plains.

5. Bandit #1's eyes bug out of his head, utterly surprised to see an angry, crossbow-armed dwarf appear from beneath the furs. He drops the furs he's carrying and fumbles for the short sword sheathed at his side. He lunges at Harsk with his blade.

Bandit #1 Attack: 1d20 + 2 ⇒ (15) + 2 = 17; hit.
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Bandit #1's blade manages to find purchase between two of Harsk's armor-scales; it bites deeply into Harsk's armpit.

Bandit #2, seeing his leader fall to Haldaval's lance, cries out: "Happs is dead! Away! Away!" He turns and attempts to flee, running full speed, toward the front gate. Bandit #3 follows suit, and attempts the same. Bandit #2 provokes an AoO from Haldaval, should he want to take it; Bandit #3 is too close (a lance has 10-foot reach).

6. Oleg turns and runs toward the main house by way of the firepit. He throws open the doors in order to dash inside.

7. Having been wounded by the bandit, Harsk drops his crossbow, withdraws ten feet to the side, and pulls out his hammer. "You have been found to preying on the weak and innocent," he says to Bandit #1. "Surrender or be judged."

8. Happs's Constitution Check (DC 10): 1d20 + 2 - 8 ⇒ (6) + 2 - 8 = 0; fail. Happs continues to bleed out upon the ground, unconscious and dying.

Malaswyn: it's up to you if you want to launch that fire bolt at one of the fleeing bandits.

I will post Round 2's map shortly, after any AoOs and/or Malaswyn's attack.


"You will not escape, scum."

AoO, Attack: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Haldaval swings his lance out at the fleeing bandit; the lance-tip rakes across the man's face, but it's not enough to drop him. Bandit #2 continues fleeing, a hand pressed against the gash in his face.


Addendum, Round 1

Tityanna takes a five-foot step to the southwest and casts ray of sickening at the fallen bandit leader. The black ray strikes his prone form square in the chest.

Happs, Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15; success.

Although the ray hits him, you see no reaction from the dying man.


Female Human Sorceress (Fey) 1/ Oracle (Life) 1

Tityanna Round One, Revised

After watching Happs fall down bleeding in front of her, Tityanna will lean forward and attempt to stabilize him with an untrained Heal check.

Tityanna untrained Heal to Stabilize 1d20 + 1 ⇒ (18) + 1 = 19


Tityanna manages to stop the man's bleeding, using his own cloak as an impromptu bandage and applying pressure to the wound. Happs is no longer bleeding out, but he's still a far way from whole.

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