Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar leans on his spade as the burial rites are performed by Xarafine. Silently, he prays for the man, away from his kin and killed by his own doings. In his watch, his thoughts drift towards his companions and their courage in battle as well as their willingness to contribute to their mission, each with it's own way.

Here, by this unmarked grave, his prayers rise to his god. "Belem, protector and herald, prince of battles, you sent me to this new land with these companions. You have tested their mettle both in battle and out. Help me guide and protect them for us to fulfil your mission."

While no answer comes, deep within himself, Finnabar sense a door starting to open. And through the cracks, a strange energy slowly flows.

When the body is lowered into the grave, Finnabar Grabs his spade again and quickly fills it, laying some heavy stones over it to prevent animals from digging.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

As the fey depart, Finnabar thanks them for their help and asks them to leave a sign by Oleg's fort if they run onto trouble and wish for bigguns help.

Taking a last look at the grave, he notices the axe buried into the tree by the grave and limps to it. With an expert hand, he wrenches it free from the wood to examine it.

What is this axe?

Looking back to his companions, he carries it back to the horses. "Let's finish exploring this part of the forest. Then I suggest to push towards the sunset."


Male Human Rogue 1 (Swashbuckler)

So the little buggers had some bite after all. Still, they're one up on me. Yes, pepper will do nicely.

As Volpe mounts his horse, a small wry smile can be seen. He adjusts his hat, and spurs his horse along.

Aye, sir. Let's move along. There's still a lot of territory for us to cover.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack, in all-business mode, gets his horse ready and remounts.

"Though I'm sure the fey led us to all the ones they knew of, we should still keep our eyes sharp for more traps. As poor Sir Bein can attest, we would not want our horses or us to step into one."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine sighs and visibly relaxes as the two creatures flitter out of sight. She inexpertly mounts her horse, and settles herself in the saddle.

"I am ready when you are, Captain."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The axe is just a woodsman's axe:- somewhat less rusted than the knife but still not in the best condition.

After burying the body you mount your horses and continue through the forest, adding to your map as you go. The forest seems deserted but you travel fast given the terrain. By the time the sun begins to set in the west you have mapped 3/4 of the hex.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein will recover the woodsman's axe as well, if Finnabar hasn't already, good to have just for the sake of role-play... or an impromptu weapon ;)

Bein quietly remounts after watching the fey go and as they ride along he spends the better part of the day sharpening and cleaning the rust off the knife tha was recovered. It would never be a perfect blade but with time it could prove a useful hunting knife once more.

Once they choose a suitable camp Bein goes through the motions of setting up the picket line, the tents and taking care of the draught beasts with a steady and efficent hand. Once everything is setup he quietly maintains his gear and checks over Arundel's as well, after so many days of riding he was expecting a belt or threading to fail by now. Through it all he hums a light soldiery tune to himself, helping him to maintain his steady pace.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The night passes uneventfully as watch gives way to watch and the fire dances in the circle of stones at the center of the clearing, sending long shadows moving against the trees of the dark forest. As dawn approaches Xerafine is sitting, watching the forest luled by the gentle breeze and the sounds of the horses shifting in their hobbles.

Xerafine Perception DC 16:

Out of the corner of your eye you can see something large moving stealthily between the trees towards the horses! It looks like the creature that you disturbed feeding on the trapper except somewhat larger.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Xarafine sits and enjoys the beauty around her, giving silent thanks to the Nine for the new day.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Horses perception rolls: (DC 26 - sleeping):

Arundel: 1d20 + 5 ⇒ (6) + 5 = 11 Are you sure Arundel shouldn't have a higher perception? - Base for a horse is +6)
Xerafine's Horse: 1d20 + 6 ⇒ (1) + 6 = 7
Volpe's Horse: 1d20 + 6 ⇒ (20) + 6 = 26
Finnabar's Horse: 1d20 + 6 ⇒ (4) + 6 = 10
Jack's Horse: 1d20 + 6 ⇒ (18) + 6 = 24
Mule 1: 1d20 + 5 ⇒ (4) + 5 = 9
Mule 2: 1d20 + 5 ⇒ (13) + 5 = 18

Suddenly you hear a high-piched, paniked squeal from the direction of the horses and turning to look, you see a yellowish sriped shape streak forward towards them. The hosrses (with the exception of Arundel) are rearing up onto their hind legs in a panic. Suddenly the rope holding the horses snaps and they scatter wildly. One, which appears to be bleeding profusely, being pursued by a large striped creature - similar to the animal you found scavanging on the trapper but somewhat larger.

Init tests please, Arundel may have an AAO on the creature


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Animal companion only gets like 2 skill points at first lvl I think =/ it sucks lol or else I would have put more into his perception xD

Bein's Initiative 1d20 + 1 ⇒ (1) + 1 = 2 WoW!

Arundel AOO: Bite w/ power attack on striped predator 1d20 + 3 ⇒ (14) + 3 = 17

Damage 1d4 + 5 ⇒ (4) + 5 = 9

Arundel awakes to chaos, his senses were reeling, he could smell a predator among them along with scent of blood and fear. Acting on instinct he lashes out, with all his might, at the yellow blur rushing past it. As the taste of blood washes over his lips he gives a high pitched neigh, roaring his challenge at the smaller creature to join him in battle. Bite! Kick! Stomp! Fight! With his blood pumping Arundel pursues the creature intent on destroying it like any other enemy!

Bein awakes to the chaos and is slow to react until he hears Arundel's high pitched neigh. He grabs up his bow, a handful of arrows (2) and staggers out of his tent, looking a little disheveled. He knew from the sound that the horses were making that the picket line had fell apart. He gives a bellow "The horses are free! Catch the pack mules or the supplies will be lost!"


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

"Wild beast...attacking the horses! AWAKE! AWAKE!


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Initiative 1d20 + 5 ⇒ (12) + 5 = 17

Jack shakes his head groggily, trying to piece together the information as fast as he can. He gets Bein's "find the pack mules" instruction through his head well enough, and, taking the time only to grab his sword, gets up and tries to figure out where they went.

Perception 1d20 + 8 ⇒ (9) + 8 = 17
Survival 1d20 + 9 ⇒ (5) + 9 = 14


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

I'll wait for everyone to post before posting a map - it'll take a little while. One thing to note though is that i'll assume that the packs have been taken off the mules for the night (unless you're keen for them to develop nasty saddlesores?)

I'll check the board as often as possible, however i'll be unable to log on from Wednesday to Friday night - Job stuff


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Roger that on the packs being removed, lol. I forgot my on MO there >.<; but still. if we loose the pack mules we are going to be hurting for a way to carry everything... Well we would still have Arundel xD!


Male Human Rogue 1 (Swashbuckler)

Huh? This had better be import... Hey! Hey! Go on! Git! Oh, for pity's sake!
Volpe grabs his bow and arrows. No time to gather gear. If he gets close, the dagger in his boot will have to do.
[ooc]Initiative 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar Initiative
1d20 + 1 ⇒ (20) + 1 = 21


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

So the party Ini is~
Finnabar: 21
Jack: 17
Xarafine: 15
Volpe: 8
and Bein: 2 (in his usual spot~ lol)

This is gonna be fun >=)


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Free action: bump thread so it doesn't get lost. :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Creature Init: 1d20 + 2 ⇒ (15) + 2 = 17
Horses' Init: 1d20 + 2 ⇒ (8) + 2 = 10

map to follow


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Not going to include a map as with big movements involved it'd have to be much too big!

The campsite has 3 game-trails leading off it. One to the north, one to the South-East and one to the South. Volpe's horse (which remains unwounded) and the two mules have all been spooked and have moved their full movement (50' for the horse, 30' for the mules) down the South-East trail.

The remaining horses (Finnabar's, Xerafine's and Jack's) have fled down the south trail (50') pursued by the striped shape (40'). Finnabar's horse is in the lead and is bleeding from its flank.

Note that all of these trails are winding and will be treated as 5' across (no 4x moves because no straight lines) and the undergrowth between the trails counts as difficult ground (1/2 move). The trails also fork frequently which might split the horses further.

Init is:

Finnabar
Creature
Jack
Xerafine
Horses
Mules
Volpe
Bein

Finn is up...


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

As there is no way Finnabar will catch the creature, he simply stands up, drawing on of his javelins and hurls it towards the target.

1d20 + 1 ⇒ (7) + 1 = 8, damage 1d6 + 2 ⇒ (3) + 2 = 5


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar hurls his javelin towards the striped creature, however it catches against an overhanging branch and drops to the ground harmlessly. The creature jinks and dissapears into a thicket to the side of the trail, moving alongside the wounded horse, to the right.

creature now 60' from the campsite


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Though torn between dealing with the creature and catching the mounts and pack animals, which have split up, he decides getting the pack animals that have split off in the other direction is still a priority before they get lost--and likely ambushed by more of the striped feral dogs.

Jack moves as fast as he reasonably can down the southeast trail, trying to catch up with the mules and Volpe's horse, trying to make calming clicks and other noises to call the animals to attention and reassure them he is not a threat.

For now, double move just to get as close to the mules and horse as possible (overshooting the mules even to get closer to the horse. Handling an animal takes another move and Wild Empathy I think takes a minute so neither action can be taken right now


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"Get away from our horses, you mangy beast!" Xarafine screams, as she charges the beast. She says a silent prayer for Belan's Might (Arcane Strike) as she swings wildly with the Speaking Staff.

Attack (declared charge): 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Damage: 1d6 + 3 ⇒ (4) + 3 = 7


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The creature is now 60' from the campsite so you won't be able to reach it. (Also a straight line'd take you through difficult terrain to get there.)

Since this is getting complicated i have included a MAP to make things easier.


Male Human Rogue 1 (Swashbuckler)

Did she just...? Oh, by the nine...

Volpe takes one bowshot.

1d20 + 4 ⇒ (20) + 4 = 24
1d6 ⇒ 4

Then drops the bow and draws his rapier, ready to move in to flank with Xarafine.

Teacher, Leave me room!

Confirm Critical

1d20 + 4 ⇒ (1) + 4 = 5

Oh, bummer. Good place for it, though.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Still waiting to see if Xerafine wants to change her action, given that she can't charge the creature (see post and map above).

Volpe: looking at the map Arundel is directly in the path of your shot, as is a tree (possibbly part of another tree as well) plus the creature is in the bushes (concealment). This translates to:...

20% miss chance (concealment) - could probably justify this as total concealment (50%) but i'll be nice.
+4 AC (cover from Arundel)

With a 20 this is a hit (just) but...

1d100 ⇒ 15

Wow, that's BAD luck!

Note that Volpe's action happens after the horses have moved...

Volpe's shot streaks past Arundel almost parting his mane as it flies straight and true towards the striped creature. The arrow flies into the bushes concealing the creature but imbeds itself in the ground beneath its feet, causing it to stagger momentarily but not slowing it down.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Hymenopterix wrote:

The creature is now 60' from the campsite so you won't be able to reach it. (Also a straight line'd take you through difficult terrain to get there.)

Since this is getting complicated i have included a MAP to make things easier.

Ahh, okay. A charge allows a double move, which would be 60', but with no straight line and, as you said, difficult terrain. Xarafine will still yell, but instead of attacking, move as far down the south trail as possible, trying to interpose herslef between the horses and the beastie.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine runs forwards, trying to head off the creature. The horses, still paniked, continue their way down the animal trails.

(SEE MAP)


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein gives a curse as he moves forward and intercepts his horse, he quickly mounts Arundel as the great warhorse starts to gallop by. Riding bareback him and Arundel ride after the predator, as they try and ride it down. So long as it breathed they would never stop the horses from panicking.

Ride 1d20 + 5 ⇒ (16) + 5 = 21

Arundels actions
2x Move actions = 75ft total movement because he stops once. (He had to stop about 1 or 2 squares down the south trail so Bein could mount up, but this should be enough to put Bein and Arundel right behind the predator.

Beins Actions:
Ma: 30ft to get to Arundel on the south trail
SA: Attack with composite longbow on predator

Bein and Arundel gallop past Teacher Xarafine both the rider and his powerful warhorse are intent to bring their enemy down as they suddenly veer into the underbrush and come crashing down behind the troublesome predator. Bein doesn't waste a moment as he nocks an arrow and fires his bow down on the creature.

Attack roll: Miss 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6

He curses as the arrow hits a tree with a loud *thunk* into a tree nearby the predator. Arundel on the otherhand gives another high pitched neigh in his rage, as he tries bring his foe to ground.

Did Arundels Aoo earlier actually strike the creature?


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

I guess my edit didn't go through... Sorry for any confusion, Bein essential moved and performed a Fast Mount or Dismount with Arundel. DC is 20, you can up it if you want. ^^; But so long as I beat the DC I can mount as a free action. Up to you boss man, I was trying to post on my turn, hopefully I didn't rush things. ^^; Also the movement squares are 5ft per square right?


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Finnabar takes a move action to collect his shied and don it and hobbles 20' towards Xarafine, drawing his axe on the way.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

I did have to check the ride rules for mounting and figured that you were going far the fast mount. However, Arundel is 20' of movement from you and i think it'd be a bit wrong if he could still get two move actions (couldn't find specific rules though). Therefore (unless someone can find an appropriate rule that means i'm wrong) I'll give him 1 move action (sorry)...

This means that you can't quite reach the creature (quite), I have therefore moved you the appropriate distance along the trail into a position i *think* would be optimal - feel free to correct your position...

The creature jags back onto the track in pursuit of the three horses, crossing back over the trail.

MAP


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack moves just to catch up with the tail end of the mules, calling to them gently but firmly.

He hopes they are far enough from the striped canine that ordering them to return to him will work.

1 move action: move 30', adjacent to mule 2

2nd move action: Handle Animal - Come (heavy labor animals are supposed to know this trick, so cross fingers) DC 15 plus whatever penalties for the situation 1d20 + 3 ⇒ (20) + 3 = 23

Sacrifices more virgin blood to dice gods


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

As Jack nears the panicked mules, calling softly and calmingly as he approaches, the mules seem to relax slightly, slowing to a trot and then stopping. Sensing the relaxation of the mules, Volpe's horse also slows and then stops. The three animals are all breathing heavily and are bathed in sweat, they snort loudly and stamp on the ground, ready to flee if the danger reappears.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Action rules~ Only as requested, per DM Approval:

Pg. 181 Pathfinder core rulebook.

An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: standard actions, move actions,full-round actions, swift actions, immediate actions,and free actions.

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action.You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.

Pg 192 - Core Ruleboook Continued.

Movement in Combat: Generally, you can move your speed in a round and still do something (take a move action and a standard action).If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed.

Page - 289 Bestiary - Zombie Special qualities.

Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

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

As you requested this is the best I can find. I'm not trying to cheat in anyway just using the mobility the Cavalier gains from having a mount that isn't driven off so easily. Now these rules do sound vague but as It says you always get a move action and a standard action (which can be converted to a move action). This is contradicted by the staggered condition of course and if you are choosing to use an 'action pool system' let me know so I can correct my actions from now on.

Now I only posted this because my actions were considered questionable. I understand it isn't as fair to other members for me to be so mobile and such, as we discussed several weeks back about abusing the cavaliers & mounts ability to attack the same target. Now the die is already cast and I'm not asking for round 1 to be changed, you made the decision and I will stick to that because i've DMed many times as well and recanting on what occurs gets real annoying... real quick. So we will carry on and I will let you make your decision about what I placed here, so lets continue on and have fun~. :)

But get ready because eventually i'm going to be training up our mounts to be combat trained and close to be being as capable as Arundel. Except a lot less hp sadly... ( ;-;) Bein will cry when our mounts start dying from AoE effects. :(


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Bein:

Agreed as to your interpretation, however, you made a move action (20' getting to Arundel) then a free action (mounting), which leaves time for Arundel to take 1 move action. (see map) That's what i was thinking anyway. If you had been next to Arundel to begin with (You haven't stated that you sleep that close to the horses which'd be unusual) then you could've got two move actions after you mounted.

Not trying to srew you over or anything, but i think this is a fair ruling. - Happy to discuss though!

Shouldn't make much difference anyway as you missed the attack on the creature but will be able to charge it this round... OK so you're less one AAO, nut a charge is nice to get when the opportunity arrises!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Dm:

True... The six second per round does make the interpretation you proceeded with very fair. Sorry about that ^^; Also I have been trying to cut back on all the typing I do as I feel bad writing (several) paragraph's since i'm not very concise ^^;;;. But i'm always up for discussion, I was just trying to understand what was going on or if I had missed something earlier =). Let us carry on with the foul beastie xD, although I wish my Ini's would stop being crit fails lately! xD


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine breaks into a full run down the trail, trying desperately to catch-up with the fleeing horses.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine: A full run towards the horses'll take you close to the rearmost horse, next to the creature (see map re-posted from above) is this what you want to do?


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Hymenopterix wrote:
Xerafine: A full run towards the horses'll take you close to the rearmost horse, next to the creature (see map re-posted from above) is this what you want to do?

Yes. Xarafine is trying to scare/drive the creature away by yelling at swinging her staff at it. I realize that I since I made a full run, I won't get to make an attack this round.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

We are waiting for Volpe and then Bein, yes? Just trying to keep track. :)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Nah, you're waiting for me to post the horses' actions... Busy at the minute but I'll post later on today.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

As the striped animal passes just behind Jack's horse the frightened beast swings off to the right, away from the source of its fear, moving 100' further down the narrow trail. Xerafine and Finnabar's horses, meanwhile, carry on down the trail they are on, their hooves breaking great divots into the path as the charge down it.

can't upload a new map from the computer that i'm on now but will do ASAP. - Volpe then Bein, then the creature.


Male Human Rogue 1 (Swashbuckler)

That thing moves like wind!

Volpe dashes as best he can toward the creature, rapier in hand. His hat flies off during his dash. He grumbles but does not reach for it.

Full run if you rule he can get a straight line, Double move if he can't.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Note that the 100' movement in the post above was the horses! The creature will act after Volpe and Bein.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein grips Arundels sides as hard as he can as he rides the destrier bareback, they pair are hard on the heels of the creature and are trying to cut it off as they gallop past their comrades on the trail.

I didn't know if I still attacked last round or not ^^;, also i'm assuming that the creature is still in its previous position so Bein and Arundel can reach it this turn... but please correct me if i'm wrong. =) Sorry for the wait guys ^^;

Arundel thunders towards the creature, tearing great divots in the road as Bein nocks an arrow and takes aim at the predator. He is soon cursing as he is unable to the shot with Arundel so close. He barely has time to give the command before Arundel comes face to face with the predator once more and, with a angry neigh, the destrier tries to smash the predator with one of his powerful hooves.

Arundel MA: Move around those on the road and get up behind the creature since I don't have enough move rate to get past him in one move and cut him off.
Arundel SA: Hoof w/Power Attack 1d20 + 3 ⇒ (18) + 3 = 21
Hoof Damage 1d6 + 5 ⇒ (1) + 5 = 6


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

(You didn't get an attack last round)

As Arundel rears up and smashes the creature accross the back it jerks to the side, wounded, but angered. In reply to Arundel's strike the creature bites back at the big horse's leg, trying to trip it.

To Hit: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trip: 1d20 + 8 ⇒ (6) + 8 = 14 (Target = CMB 16 + 4 (quadruped) = 20)

Whilst the creature's teeth bite deeply into Arundel fetlock, it fails to get the leverage to pull over the stallion

SEE UPDATED MAP


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

okay, =) I only have a few arrows with me so I like to keep track of what i'm doing. Thanks ^^

Arundel Hp 6/11

Mounted Combat: Fail~ lol1d20 - 5 + 5 ⇒ (5) - 5 + 5 = 5

Due to the awkwardness of riding bareback Bein was unable to sway with Arundel quick movements and impeded his horses ability to dodge the predators savage counterattack. Neighing with pain as its enemies teeth find his fetlock Arundel staggers for a moment as the predator tries to pull him down. But a destrier isn't so easily beat and somehow he is able to stay on his hooves as he presses the attack, while bleeding profusely from where he had been bitten.

I think we are in the next round? Since the creature and I were last.

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