Into The Stolen Lands ~ Say What You Will, I Live Free.

Game Master Ravenica

A group of settlers, each seeking something different, embarks on a journey that shall take them to places beyond their imagining.
Thorn River Camp
Greenbelt Map
Oleg's Trading Post
Party Loot
Random Encounter


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Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom like it when talky talk finger wiggle squishy types give him bonuses to hit!


The hulking man refered to as Karse slips off his paniced mount and glares at Reynholt, he begins screaming angrily in

Halit:
You, I told Happs you were too old and we should have just fed you to the beast. Now you die!
Swinging his greatsword at the traitor he attempts to cleave him in two.
Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13

The blow misses the young man but only barely, the sword cleaving a rift in the wood of the wall behind him and one with a great wrench is the raging man able to pull it free.
Erastil's blessing washes over the allies as they battle their foes. Ravboom's assault making the man leading the horse sway but not drop.
Nedyr's arrow joins the collection in the captains back as he lands on his feet.
Engaging the bandit in front of her Arilyth manages to score a good hit around his shield as he struggles to keep her back.
Cerians arrow catches the man in the shoulder as he brings his heavy flail up to strike at Arilyth, catching him by suprise. Hasn't acted yet, sneak attack: 1d6 ⇒ 2

Looks like just Farin and Rodric left to act before the bandit corp


From the pit you hear Elsets voice, pitched to a holler as he betrays you, "The women! Kill the women! They are all spell slingers! Watch their ARRRRRRRRRG" The shouting ends abruptly in a wet gurgling sound.


Watching the horse go down Oleg grins, swinging his club for Happs
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Reynholt looks grim as he swings his longsword for Karses guy with both hands.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

both strike soundly. Happs screams angrily like a trapped animal while Karse grunts slightly and the fires in his eyes flickers madly.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Miri eyes the large, now-riderless combat-trained horse beside her. "Good horsey, nice horsey, just stay calm!" Her voice is gentle, almost sing-songy.
Handle Animal: 1d20 + 7 ⇒ (13) + 7 = 20
Attempting to get the animal to back down. He hasn't taken damage yet and it should be known as part of being combat trained.

She draws her morningstar with a saccharine smile at the enraged Happs. "Aww, what's wrong, sweetie? Didn't mommy ever tell you crime doesn't pay?" The gnome's grin turns wicked as she grips her weapon tightly. "Don't worry, we'll help you figure it out."

The rules for a coup de grace say it has to come from melee or ranged weapons, so Darbi can't CDG the man she pulled off the horse.

Seeing the human she pulled to the ground lie there immobile, Darbi unlocks her jaw and turns to the new threat- Happs- who seems to be glaring maliciously at Miri. She attempts to draw blood, but only manages to tear at cloth and air.

Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Natural Weapons are considered melee weapons, so yes, Darbi can CDG


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Well if that's the case, should I do the whole attack again? Because I'd love to, that was a crappy roll.


just to keep things going...
Farin reloads his crossbow and puts a bolt into the captain again, hoping to finish him off.
Attacking Happs: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 2 ⇒ (6) + 2 = 8
The bolt just narrowly misses the target, burrowing deep into the earth at his feet.

Rodric maneuvers Fortune around the bunkhouse, bringing his flail down on Ravbooms first victim.
Fight with Mount: 1d20 + 5 ⇒ (7) + 5 = 12
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Just barely missing him.
Fortune 1 Hoof: 1d20 + 4 ⇒ (12) + 4 = 16
Hoof Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Fortune however is having none of this, lashing out and bowling the fool over with a mighty kick.


The few remaining bandits inside look grim as they watch the amnush spring around them and many of their companions fall. They draw their blades and attack the nearest foes.
Mullet attacks Reynholt: Longsword and shield: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Dodging yet another attack Reynholt lets out a nervous laugh.

Grandpa attacks Arilyth; Longsword plus shield: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Stick attacks Arilyth: Greatclub: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Only the club manages to strike its mark, but leaves her reeling from the blow.

Baldy attacks Ravboom:Greatsword: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Easily ducking under the swing, Ravboom is in no great danger from the lumbering giant of a man.

The two outside, easily recognizable as the ones who escaped yesterday drop the leads they were holding, and draw their bow and sling respectively.

Choosing targets:
1:Farin
2:Nedyr
3:Aluxion
4:Cerian
Halfling: 1d4 ⇒ 2
Human: 1d4 ⇒ 3

The halfling slings a stone at nedyr while the human launches an arrow at Aluxion
Halfling: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 ⇒ 1
Human: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 ⇒ 2
Confirm: 1d20 + 3 ⇒ (11) + 3 = 14
Both find their mark but do minimal damage.


Round 3: Happs actually goes at the same moment as Arilyth so I'm posting his action now.
Feeling the sting of repeated hits Happs takes a step away and drops his bow, drawing out a potion and drinking it.clw: 1d8 + 1 ⇒ (6) + 1 = 7


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Farin, frothing at the mouth with fury spins the winch on his massive crossbow once more. Raaaahhhh! he roars thunderously. Letting fly once more.
It occurred to me that I should probably get the bonus for attacking from higher ground. If so I have not included it.
Attack:
1d20 + 5 ⇒ (16) + 5 = 211d10 ⇒ 1
+2 DMG for favored enemy.


The bolt punches another hole in the bandits leader, tearing a ragged hole in his cloak.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom runs around the big man, making an acrobatics check to avoid an AoO.

Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13 Blech

Assuming he doesn't get killed by an AoO

Attack: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17 Solid hit

Damage: 1d10 + 10 ⇒ (1) + 10 = 11 Farin! Quit mucking with my dice roller engine! You're getting your cooties all over it.


AOO: 1d20 + 4 ⇒ (14) + 4 = 18uhoh
Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Baldy brings the sword down on Ravboom, outraged that he would try to avoid him.


Female Aasimar Druid, Worldwalker 2

Wolf moves to attack but only succeeds in snapping at his ankles.Attack: 1d20 + 2 ⇒ (3) + 2 = 5

Hella's second spear misses its mark. She prayed the panicking horse struck at the man that was trying to go after them. Her ears caught the sound from the pits and she would deal with that later.

Attack: 1d20 + 1 ⇒ (2) + 1 = 3


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

On Cerians Initiative her will draw another arrow and loose it torwards the bandit with the club threatening miss Lebeda. He will then move back from the edge to a position to prepare to attack again. (5 foot step)
shortbow: 1d20 + 1 ⇒ (12) + 1 = 13 already taking into account the -4 for shooting into melee
damage: 1d6 ⇒ 2


Currently waiting on Arilyth, and Aluxion, but since I doubt either will be interacting with karse going to move this along with his actions. Miri,Nedyr, Rodric you are going before any of the concious enemies so take your turns as you see this

Karse screams in outrage and swinging his greatsword at Reynholt again, ignoring all of the other attempts to stop him Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
With a sickening wet sound the blade rends Reynholts breatsplate driving the metal into his side. He screams as he collapses.


Oleg see's the boy go down and his face pales and his hands tremble. Morale: 1d100 ⇒ 84
He grasps his club firmly with resolve and charges Happs.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
The blow rocks the captain but he stands firm.

Stabalize Check: 1d20 + 4 ⇒ (5) + 4 = 9
Despite the grevious wound the blood stops flowing nearly immediately, the hand of fate not done with Reynholt just yet.


Female Elf Bard 2 AC 17/Touch 13/FF 14/Fort 1/Ref 6/Will 4/Init +5

Arilyth takes a 5 foot step back, away from the man who nearly dropped her. She then retreats back into the building she sprang out of, desperatly reaching for Fortune.

I can't update the map via my iphone, but place me two tiles into the structure, if you could, please


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Aluxion gets off another shot at the leader before jumping down to the ground. His spells require him to be closer, and they may be useful soon.

1d20 + 5 ⇒ (10) + 5 = 15 to hit, 1d8 ⇒ 6 damage.
Acrobatics check to avoid falling damage (assuming it's just 10 ft) DC 15: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 avoids falling damage, and he continues to move his full speed.
I'd like to end my movement on the cart. Doing so may require an acrobatics check to "hop up," at DC 10, so 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10


Assuming you made the jump to the cart rather than the ground, the single check should be fine, you were 15 feet up and the cart is raised 5 feet so that also makes it a 10 foot drop, for a total success
Aluxion's arrow finds its mark yet again in Happ's back.


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

That works for me. I'll watch carefully for "start of round 4" this time.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Nedyr feels the nick of the halfling's stone, and decides Aluxion has a good idea. Of course, being a witch, he cheats, dropping down inside the fort, he floats! Those outside can wait

Flight/Feather Fall Hex as a standard action. If possible, he'll land closer to the cart as well, though not on it.

One other thing. I think I forgot to count my overnight healing, so I should still be just one hitpoint down after the sling. If however its a case of my neglect means I didn't get it back then I'll adjust it appropriately. Just thought I should fess up

Edit: Ooops. Took out the attack, not that it would have hit anyway :)


You always get your nightly healing unless otherwise noted (specific circumstance preventing it, never through "i forgot to sleep") but you don't get to attack if you've already used your standard action for a hex ;)

Rodric will directed his mount to attack Baldy
Fight with Mount: 1d20 + 5 ⇒ (19) + 5 = 24
Fortune 1 Hoof: 1d20 + 4 ⇒ (6) + 4 = 10
Hoof Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Fortune 2 Hoof: 1d20 + 4 ⇒ (15) + 4 = 19
Hoof Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 4 ⇒ (12) + 4 = 16
Bite Damage: 1d4 + 3 ⇒ (2) + 3 = 5
As the horse pulverises his opponent he will dismount and challenge Stick to single combat.
Fast Dismount: 1d20 + 5 ⇒ (11) + 5 = 16
unfortunately not attacking this round. We'll use miri's premature post as her actions for this round


Stick, hearing the challenge, turns to face his new foe and grins, he runs at him. Ravboom "may" take an AOO but if he chooses to that is 1 point of Dishonor for interfering with a legitimate challenge.
He never makes it to the Rider as the goblin cuts him down at the shins as he runs past. 1 point of Dishonor, which isn't entirely a bad thing, just affects your reputation heh

Grandpa, hearing the hollers and watching the swordlady retreat turns his attack on Miri in a charge. Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
He plows into her with the force of a runaway carriage hurting her immensely.

Stepping over Reynholt mullet attacks the wolf thats been attacking Karse
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
The blow strikes the wolfs midsection, causing it intense pain.

The attackers left outside, with only a fair of targets remaining each send a shot in their direction.
Halfling Firing at Cerian: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 ⇒ 4
Human firing at Farin: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 ⇒ 6
The slung stone bounces off the newly repaired shingles but the arrow flies true, nailing Farin in the shoulder blades.
screw it no criticals cause the dice keep changing :P XD


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom looks around. What is this, honor thing? Ravboom is Chaotic Neutral, he doesn't have any concept of honor. If someone wants him to, they'll have to teach it to him and move his alignment to NN or LN.

Attack of Opportunity: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage: 1d10 + 10 ⇒ (9) + 10 = 19

Assuming 19 hp takes down the already wounded 'stick'

Ravboom spits in Goblin.

Goblin:
"STUPID! DESERVE DIE! TURN BACK ON RAVBOOM!"

"STUPID! RAVBOOM BE FIGHT TOO!"


Round 4:
Happs draws his longsword and swings it two handed over his head with all his might at Oleg.
2 handed longsword power attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 7 ⇒ (2) + 7 = 9


Staggering backwards fear shows on Olegs face and the blow cuts him terribly


Female Aasimar Druid, Worldwalker 2

Hella was throwing her last shortspear at Karse when her wolf was attacked throwing off her aim correctly and a loud growl comes from her.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3

Wolf bites back.
Bite: 1d20 + 1 ⇒ (15) + 1 = 16
Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

Fails to trip him though.
1d20 + 1 ⇒ (3) + 1 = 4


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Round 4:

Aluxion hops down from the cart, the words of a healing prayer pouring from his lips. He mused that he wasn't the best speaker of Common, but Erastil's prayers always felt natural. He extends a hand to Ravboom, feeling the warm healing energy as it fills the angry goblin.

Cast CLW, move to Ravboom, free action deliver. 1d8 + 1 ⇒ (4) + 1 = 5 healing. I'll get to Miri next round.


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Crank, crank, cranks, slaps bolt into place. Again he aims for the captain.
Attack:1d20 + 7 ⇒ (5) + 7 = 121d20 ⇒ 6


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Retroactive for Round 3:

Unlatching her jaw, Darbi goes for the throat of the bandit she's pulled to the ground.

CDG Crit Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

----------
Round 4

It happened far too quickly- while she had been goading and mocking one of the brutes, another had come from nowhere and attacked.

Miri looks shocked at the audacity of the old man, and staggers a few steps. "You... you hit me!" She coughs, suddenly feeling much weaker than she can ever remember feeling. Glancing around the battlefield, she sees that most of the enemies are being mopped up by her allies... And that means there's no one here for me.

"Help! HELP!"
Delaying action, hopefully someone else can kill him.

Darbi looks up with fresh blood dripping from her jaws, and leaps at the man threatening the gnome. The thylacine's aim is thrown off by the blood coating her eyes and muzzle, however, and she lands far short of her target.

Darbi: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"Благодарим ви! Thank!" The goblin spits out at Aluxian, and then seeing everyone around him down, and hearing Miri plead for help, the small goblin runs forward, leaps up on the pic'a'nic table, and runs into the man attacking her from behind, swinging his sword as hard as he can.

Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Attack: 1d20 + 6 + 1 + 2 ⇒ (17) + 6 + 1 + 2 = 26
Damage: 1d10 + 10 ⇒ (7) + 10 = 17

Blood sprays over Miri as the goblin's greatsword nearly chops the attacker in half. Well, assuming 17hp takes him into an unhealthy negative

"НЕ убият MIRI тъп некадърни! RAVBOOM НЕОБХОДИМОСТТА ДА СЕ ИЗБЕГНЕ БАНЯ!" The goblin screams at the now corpse as he swings.

Goblin Translation:
"NO KILL MIRI STUPID BANDIT! RAVBOOM NEED FOR AVOID BATH!"


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

On his initiative. Hearing Miri's cry for help he was about to leap down and try to provide aid but the stalwart goblin beat him to the punch. Most of the courtyard appeared to be a mess, so Cerian instead turned and moved back to his original leadge leaping back to the wall. They were to not let any bandits escape the last he checked.
acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
shortbow: 1d20 + 5 ⇒ (13) + 5 = 18 bless and attacking from higher ground added
damage: 1d6 ⇒ 5

man this autodice thing on here rolls a lot of 1's thats like my third one already *lawls* good things it was pretty much an not able to fail leap across eh?


I'm not sure who you are firing at


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

The two bandits outside


That much was clear goblin brain :P, baring any further clarification I'm going to assume it was the individual lobbing stones at him

The halfling sees the arrow coming and turns to run, barely making it a few steps before it slams into him and drops him to the ground.


Karse raises his blade and attempted to split the wolf in twain.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18


His anger wearing out after the mgihty blow, the big man wavers... and falls.


As if reacting to something he heard, Oleg shifts positions around Happs towards Miri, perhaps trying to protect her from the vicious bandit.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Out of nowhere a dark flash charges Happs from by the barn, a flash of steel being the only hint of her approach.
Neila's Charge: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Sneak: 1d6 ⇒ 5


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Round 5 yes?
Perception to notice weird lady attacked bandits and isn't one: 1d20 + 6 ⇒ (10) + 6 = 16

Probably good enough, not going to bother rolling the acrobatics check, it's a 2 foot drop off the pic'a'nic table to the ground. Can't be over DC 5.

Sorry, it's just hard to tell when a round starts, because there's never anything saying 'ROUND # START' to mark it. I just have to watch for the grunts to go, and I thought a grunt had gone. oh well.


no, not yet, please edit. We still have players to catch up and the mullet and the archer get their actions after that.


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,
DM AldoriRavenLord wrote:

That much was clear goblin brain :P, baring any further clarification I'm going to assume it was the individual lobbing stones at him

The halfling sees the arrow coming and turns to run, barely making it a few steps before it slams into him and drops him to the ground.

Whoops, my apologies, i did indeed mean the one firing at me, turn about fair play and all that.


Alright, normally I'd allow more time for people to post but everyone's getting antsy :P
Arilyth touches Fortune to her forehead. CLW: 1d8 + 5 ⇒ (5) + 5 = 10
Nedyr puts an arrow into Mullet (not in melee)
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d8 ⇒ 2
Rodric charges Happs
Flail Charge: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Mullet takes the arrow and grimaces, seeing Neila he swears and turns on her. Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Happs also turns, outraged that the woman would oppose him.
2 handed longsword power attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
The last archer, seeing his friend goes down grabs the leads to the horses and begins to flee.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I don't think Rodric can charge due to the unconscious people making it difficult terrain, unfortunately. I think he could ride his horse over and attack or run himself over though? Or am I getting confused on who is who on the map?


Random luck, to see if she somehow holds on: 1d100 ⇒ 100

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