Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Moving twice as fast as the soldiers, Kalsgrim swiftly sprints along the top of the wall, making his way to a good vantage point to rain divine fury upon the fleeing barbarians.

Double move action with a 60' speed to run along the wall from the main keep to the gatehouse where the barbarians are fleeing.

Active Effects: Clarion Call, Zephyr's Fleetness, Divine Bond (bow).


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 need some clarity before I act. Is the gate now open? Do we need to close it, or just kill the barbarians trying to open it? How long until the gate is open? How far away am I from the gate?


The gate is open, and barbarians are fleeing. Some of them got out already, those without a heavy burden. Most of the others, and those who got put on their arses, are about to get out. Those who were one their arses and carried a heavy load will likely not make it out this round, because of their loads. You're 50 ft away from the gate.


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 can get there with a move action. Can I close the gate with a standard?


You need to figure out the mechanism quickly, which will require a Know Engineering DC 10, which you can do untrained. Finally, a standard action will do it, but the portcullis will be considered closed by the end of the round, as it takes a bit of time to slam shut.


Malaswyn?


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

Malaswyn soars toward the gate, eyeing the mechanism as he goes.
knowledge (enhgineering): 1d20 + 4 ⇒ (10) + 4 = 14


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

4th attempt at completing my post.

Once he arrives, Malaswyn starts closing the portcullis.
Menawhile, his Spirit Guardian charges at the foe closest to Malaswyn.

bite attack: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 1d3 + 4 ⇒ (3) + 4 = 7

claw 1: 1d20 + 17 ⇒ (5) + 17 = 22
damage: 1d2 + 4 ⇒ (2) + 4 = 6

claw 2: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 1d2 + 4 ⇒ (2) + 4 = 6


Round 5

In the outer courtyard, Raveneau opens the bag of a fleeing Tiger Lord and a mix of expensive clothes, furs, gold, meat, bread, cheese, and weapons scatter to the floor.

Kriger has a more direct approach and cuts in half a fleeing barbarian.

Malaswyn flies above the courtyard seeing some of the barbarians flee towards the forest. He lands near the outer gate a slams the lever commanding the gate. Slowly, the portcullis grinds back downwards.

Malaswyn's guardian attacks at a fleeing barbarian. (Can you tell us more about your guardian spirit? What does it look like? Do you have stats for it? Does it have pounce?)

Finally, Kalsgrim rushes on the battlement, now at the head of a bunch of warriors, and gets to the battlements overlooking the courtyard.

The Tiger Lords continue to flee as best they can, but many of them have fallen, and most are too greedy to let go of their sacks of loot. Three more make it through the gate before it shuts, leaving ten in fighting condition.

The trapped barbarians group together and form a circle. Sacks drop to the ground, replaced with axes and swords of great size. They snarl like trapped animals.

Your turn.


Augmented Spiritual Guardian Silvanshee

This is the guardian spirit (stats in profile) although I got confused at first (it's a cat, not a dog, so I need to change the profile picture).

summon guardian spirit

It is always the same spirit, so I am tempted to kit it out with some gear (amulet of mighty fists, for example) as I could have done a lot more damage with another dire tiger or could have filled the gate with a huge elemental.


Kalsgrim ignores the Tiger Lords trapped in the courtyard, moving along the walls to get sight of those who are fleeing outside.

Do we know how many got out? Do we have line of sight to some or all of them?


Six to eight got out (hard to say in this mess). You don't have line of sight where you are as you stand at the junction between the inner and outer courtyards. You would need to run across the battlements to get to the outer wall overseeing the wall, which will take you a full round at 60 speed. Malaswyn would see the last three of them if he flies upward.


Kalsgrim will take the full round to get to the wall where he can see those fleeing. At the very least, if he can't take them down with archery, he wants to see which way they are fleeing so Kriger has a better chance of tracking them.


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

So, how far away is this tiger lord? Do we need to chase these guys down immediately, or can we use wind walk to beat them to the punch?

In theory, I could prepare it on the morrow and cast it twice, letting us fly at a constant 60mph, disguised as clouds, for 22 hours.


Tiger Lords is the name of the tribe. You have no idea where the fleeing barbarians are heading.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Finally!" Kriger yells in relief. "I was really getting tired of chasing you lot." The ranger heads toward the nearest one and attacks.

+1 Impact Greataxe w/PA/Furious Focus/Imp. Vital:: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 9d6 + 19 ⇒ (4, 2, 6, 4, 2, 6, 1, 1, 3) + 19 = 48

AC 26; Hp's 146/146; 60' speed; Tiger aspect(3/10 round)(+2 dex)


Male Elven Magus (Spell Dancer) 11

Skipping back from the barbarians a tad Raveneau looks to reposition at Kriger's flank, protecting the far more threatening ranger from being overwhelmed.

Move around to Kriger and ready an attack against any of the barbarians that draw adjacent.

Current buffs: Spelldance (+30ft movement rate, +6 dodge to AC, 7/10 rounds used); Fly
Current AC: 30


M?


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

Sorry, option paralysis.

Malaswyn stands guard over the gate. Ready to strike anyone who approaches.
His guardian spirit waits just behind, ready to leap to Malaswyn's aid.

scimitar attack: 1d20 + 11 ⇒ (1) + 11 = 12
damage: 1d6 + 2 ⇒ (1) + 2 = 3

scimitar attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Shemedaer if Mal is attacked. Triggering Smite Threat and pouncing if Malaswyn is attacked
bite: 1d20 + 25 ⇒ (7) + 25 = 32
damage: 1d3 + 10 ⇒ (2) + 10 = 12

claw 1: 1d20 + 25 ⇒ (5) + 25 = 30
damage: 1d2 + 10 ⇒ (2) + 10 = 12

claw 2: 1d20 + 25 ⇒ (15) + 25 = 40
damage: 1d2 + 10 ⇒ (2) + 10 = 12


Kalsgrim:
The paladin can see from his vantage point on the battlement the last three barbarians heading for the nearby copse of trees, where they will have cover from the battlements.

Inside the courtyard, the remaining Tiger Lords had formed a circle, which didn't stop Kriger from cutting another one down for size, while Raveneau gets to his side.

Malaswyn, meanwhile, stays to protect the mechanism controlling the lock, with the help of his spirit guardian.

On the battlements, as the Tiger Lords are about to leap into action, the sergeant who swore fealty to Kalsgrim a moment ago, barks at the barbarians: "CUT THAT DOWN OR DIE TRYING! I'VE GOT TWENTY BOWS TRAINED ON YOU LOTS! AND YOU'VE SEEN THE KIND OF ART THOSE NEWCOMERS DOWN THERE CAN DO! KURZ! TELL YOUR MEN! IT'S OVER!"

To this, what must be Kurz roars in defiance, and the eight other barbarians roars to match. The courtyard resonates with their war cry as they charge at Kriger, Raveneau, Malaswyn, and Shemedaer!

Secret Rolls:

Use Surprise accuracy.
Boss, Kriger: 1d20 + 13 - 2 + 2 ⇒ (9) + 13 - 2 + 2 = 221d8 + 10 + 6 ⇒ (7) + 10 + 6 = 23 x
Kriger: 1d20 + 11 - 2 + 2 ⇒ (13) + 11 - 2 + 2 = 241d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 x
Raveneau: 1d20 + 11 - 2 + 2 ⇒ (3) + 11 - 2 + 2 = 141d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 x
Raveneau: 1d20 + 11 - 2 + 2 ⇒ (9) + 11 - 2 + 2 = 201d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 x
Malaswyn: 1d20 + 11 - 2 + 2 ⇒ (6) + 11 - 2 + 2 = 171d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 x
Malaswyn: 1d20 + 11 - 2 + 2 ⇒ (17) + 11 - 2 + 2 = 281d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 **
Shemedaer: 1d20 + 11 - 2 + 2 ⇒ (15) + 11 - 2 + 2 = 261d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 **
Shemeader: 1d20 + 11 - 2 + 2 ⇒ (4) + 11 - 2 + 2 = 151d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 x
Kriger: 1d20 + 11 - 2 + 2 ⇒ (20) + 11 - 2 + 2 = 311d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 **
Mistake: 1d20 + 11 - 2 + 2 ⇒ (6) + 11 - 2 + 2 = 171d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 x

Archers, Deadly Aim
B1: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 111d8 + 2 ⇒ (2) + 2 = 4
B1: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 61d8 + 2 ⇒ (4) + 2 = 6
B2: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 91d8 + 2 ⇒ (4) + 2 = 6
B2: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 131d8 + 2 ⇒ (4) + 2 = 6
B3: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 81d8 + 2 ⇒ (2) + 2 = 4
B3: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 101d8 + 2 ⇒ (1) + 2 = 3
B4: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 71d8 + 2 ⇒ (3) + 2 = 5
B4: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 171d8 + 2 ⇒ (3) + 2 = 5
B5: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 231d8 + 2 ⇒ (8) + 2 = 10 **
B5: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 131d8 + 2 ⇒ (6) + 2 = 8
B6: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 131d8 + 2 ⇒ (1) + 2 = 3
B6: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 141d8 + 2 ⇒ (6) + 2 = 8
B7: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 91d8 + 2 ⇒ (7) + 2 = 9
B7: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 121d8 + 2 ⇒ (1) + 2 = 3
B8: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 241d8 + 2 ⇒ (2) + 2 = 4 **
B8: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 201d8 + 2 ⇒ (8) + 2 = 10 **
B9: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 61d8 + 2 ⇒ (3) + 2 = 5
B9: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 181d8 + 2 ⇒ (6) + 2 = 8

Confirm?
Kriger: 1d20 + 11 - 2 + 2 ⇒ (10) + 11 - 2 + 2 = 212d8 + 26 ⇒ (1, 1) + 26 = 28

Amidst a rain of arrows that hits but very little, the barbarians roar their way to the heroes of Frieland. Three of them go for Kriger and two more to Raveneau. Four rush Malaswyn and his companion.

Raveneau dances through the axes' swings, but Kriger escapes but two of them. The third one, with a well timed shot, almost takes the ranger's head off, but Kriger manages to move out of the worst of the strike.

Malaswyn and Shemeader fare a little worse, with one barbarian getting each.

20 damage to Kriger, 21 to Malaswyn, 20 to Shemeader. Three arrows only hit barbarians.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Taking a nasty cut, Kriger grins maniacally and attempts to return the favor with gusto.

Attack #1: +1 Impact Greataxe w/PA: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 3d6 + 19 ⇒ (4, 5, 5) + 19 = 33

Attack #2: +1 Impact Greataxe w/PA: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 3d6 + 19 ⇒ (1, 4, 3) + 19 = 27

Attack #3: +1 Impact Greataxe w/PA: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 3d6 + 19 ⇒ (1, 3, 2) + 19 = 25

If one of them is injured, attack that one first.

AC 26; Hp's 126/146; 60' speed; Tiger aspect(3/10 round)(+2 dex)


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

That was a ready action, so the barbarian that attacks Malaswyn gets the attacks in my last post before he/she strikes, I think.


I missed those. Sorry. You can only ready a standard action thought, so the first attack counts. Miss for M, hit for S. Shemedaer is +25 to hit?


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
Other Mastermind wrote:
I missed those. Sorry. You can only ready a standard action thought, so the first attack counts. Miss for M, hit for S. Shemedaer is +25 to hit?

Smite... which I think is not an action. But it will be +23 if it is only a Standard Action.


Ok, thanks. But smite is +6 to hit, +8 damage, not +10, and if I understand correctly, it works against those who threaten the guardian's ward, so I'll assume Shemeader will attack one of the barbarians attacking Malaswyn, right?


Seeing the three barbarians close to getting away, he mutters "Erastil, guide my arrows." With divine power still coursing through his god's favored weapon, he sends shafts down at the fleeing Tiger Lords.

Shooting at the farthest Tiger Lord. If he drops and Kalsgrim still has shots remaining, they will go to the next farthest out.

Longbow, rapid shot, deadly aim.
To hit 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34
Damage 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18

To hit 1d20 + 17 - 3 ⇒ (1) + 17 - 3 = 15
Damage 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15

To hit 1d20 + 12 - 3 ⇒ (4) + 12 - 3 = 13
Damage 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15

To hit 1d20 + 7 - 3 ⇒ (19) + 7 - 3 = 23
Damage 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19

Active Effects: Clarion Call, Zephyr's Fleetness, Divine Bond (bow).

Edit: Possible crit on the first one:
Confirm 1d20 + 17 - 3 ⇒ (13) + 17 - 3 = 27
Damage 2d8 + 14 + 12 ⇒ (3, 3) + 14 + 12 = 32


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

OM, I will be honest, I am letting herolab do the maths for me. I think it breaks down like this. Normal Attack = +15; Attack w. Heroic Strength = +15 (unchanged because weapon finesse); Attack w. Heroic Strength and Smite = +23... add charge for +25!

And I have found the error. Herolab has got the equation the wrong way round: adding hit dice to attack bonus and cha. to damage. It should be the other way round...

So, for this attack it will be attack = 28; damage = 14

damage bonus is from heroic strength (+8 strength => +4 damage) and smite (+8 damage)


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

Assuming there is room Malaswyn steps behind his guardian spirit and draws his bow (dropping his scimitar).

He fires a rapid volley rapid shot at the nearest foes.
bow attack 1: 1d20 + 12 ⇒ (13) + 12 = 25
holy bow damage: 1d8 + 4 + 2d6 ⇒ (5) + 4 + (3, 1) = 13

bow attack 2: 1d20 + 12 ⇒ (1) + 12 = 13
holy bow damage: 1d8 + 4 + 2d6 ⇒ (8) + 4 + (5, 3) = 20

bow attack 3: 1d20 + 7 ⇒ (7) + 7 = 14
holy bow damage: 1d8 + 4 + 2d6 ⇒ (4) + 4 + (3, 3) = 14

Meanwhile, the spirit unleashes its rage on the treatening foe.

bite attack: 1d20 + 15 ⇒ (1) + 15 = 16+6 if still threatening Mal
bite damage: 1d3 + 4 ⇒ (1) + 4 = 5+8 if still treatening Mal

claw attack 1: 1d20 + 15 ⇒ (19) + 15 = 34+6 if still threatening Mal
claw damage: 1d2 + 4 ⇒ (2) + 4 = 6+8 if still treatening Mal

claw attack 2: 1d20 + 15 ⇒ (20) + 15 = 35+6 if still threatening Mal
claw damage: 1d2 + 4 ⇒ (1) + 4 = 5+8 if still treatening Mal


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

claw attack 2 crit confirm: 1d20 + 15 ⇒ (14) + 15 = 29+6 if still threatening Mal
possible crit claw damage: 1d2 + 4 ⇒ (2) + 4 = 6+8 if still treatening Mal


Malaswyn, if they’re threatening you, that means using your bow will draw AoOs. Let me know if you position yourself that way.


Male Elven Magus (Spell Dancer) 11

Weaving out of the way of flying axes, the elf keeps his movements tight and focused. As he turns and twists, his lithe blade flickers out to scythe through defenses and leave his opponents bleeding.

Readied Attack: 1d20 + 15 ⇒ (15) + 15 = 30 for 1d6 + 6 ⇒ (1) + 6 = 7
Full Attack: 1d20 + 15 + 3 ⇒ (11) + 15 + 3 = 29 for 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11
1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21 for 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10

Readied attack then activate Arcane Strike and full attack.

Current buffs: Spelldance (+30ft movement rate, +6 dodge to AC, 8/10 rounds used); Fly
Current AC: 30


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

So, by step behind Shemedaer, I was meaning that he would take 5ft step back from combat, putting the guardian spirit between him and foes.


Got it. The plus is that they don't have AoOs. The minus is that they don't threaten. By the way, the smite applies to one opponent threatening that must be identified. So it will apply on one of the barbarians that attacked Malaswyn previously.

Round 7

On the battlements, Kalsgrim's first arrow flies true and hits the foremost barbarian in the back of the skull. He goes limp and collapses to the ground. Two more arrows miss and the last one gets one of the barbarian in the shoulder. He grunts, but keeps on running.

The last two visible barbarians disappear in the forest. By your count, 5 or 6 made it out.

Inside the courtyard, Kriger downs another barbarian with his first swing, but the other one sidesteps the ranger's other swings. Raveneau, who previously had stabbed one of the attackers as he moved forward, now presses on and grievously injures one of the barbarians.

While Malaswyn steps back to fire his bow, his spirit guardian continues to attack the barbarian who first attacked the cleric. The summoned creature takes down the offending attacker and injures another one, cutting a deep gash.

Malaswyn, from behind his guardian, fires at the nearest barbarian and his first arrow finds its mark, slamming in the man's leg, who roars in pain.

Secret Rolls:

Use Strength Surge
Kriger: 1d20 + 11 - 2 + 2 ⇒ (3) + 11 - 2 + 2 = 141d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 x
Raveneau: 1d20 + 11 - 2 + 2 ⇒ (4) + 11 - 2 + 2 = 151d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 x
Raveneau: 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 251d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 x
Malaswyn: 1d20 + 11 - 2 + 2 ⇒ (10) + 11 - 2 + 2 = 211d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 x
Shemedaer: 1d20 + 11 - 2 + 2 ⇒ (10) + 11 - 2 + 2 = 211d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 x
Shemeader: 1d20 + 11 - 2 + 2 ⇒ (17) + 11 - 2 + 2 = 281d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 **
Kriger: 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 251d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 x

Archers, Deadly Aim
B2: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 201d8 + 2 ⇒ (2) + 2 = 4 **
B2: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 61d8 + 2 ⇒ (5) + 2 = 7
B2: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 241d8 + 2 ⇒ (2) + 2 = 4 **
B3: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 201d8 + 2 ⇒ (2) + 2 = 4 **
B3: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 201d8 + 2 ⇒ (4) + 2 = 6 **
B3: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 111d8 + 2 ⇒ (4) + 2 = 6
B4: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 191d8 + 2 ⇒ (5) + 2 = 7 **
B4: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 81d8 + 2 ⇒ (5) + 2 = 7
B4: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 191d8 + 2 ⇒ (2) + 2 = 4 **
B6: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 221d8 + 2 ⇒ (2) + 2 = 4 **
B6: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 61d8 + 2 ⇒ (7) + 2 = 9
B6: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 151d8 + 2 ⇒ (4) + 2 = 6
B7: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 251d8 + 2 ⇒ (6) + 2 = 8 **
B7: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 211d8 + 2 ⇒ (7) + 2 = 9 **
B8: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 71d8 + 2 ⇒ (5) + 2 = 7
B8: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 231d8 + 2 ⇒ (7) + 2 = 9 **
B9: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 121d8 + 2 ⇒ (2) + 2 = 4
B9: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 241d8 + 2 ⇒ (5) + 2 = 7 **

The barbarians strike back, but their attacks are clumsy and easily avoided, but for one, who manages to cut at the Spirit Guardian.

-14 hp to Shemedaer. Mal, can you put his combat stat under his profile and use it for his attacks? It's easier for me to keep track of his AC, etc.

The archers then respond in kind, and this time their arrows find their mark. Many barbarians are hit.

Your turn. Kriger has 2 on him, Raveneau 2, Malaswyn 0, and the Guardian 3. All are wounded.No barbarians are visible outside the fort.


"Curses." Kalsgrim hisses when the last Tiger Lord leaves his sight. He takes an instant to note the point where they disappeared so he could tell Kriger later. Then he turns, running back to where he could see how the battle was going in the courtyard.

Double move along the walls to get back to an overview of his friends' combat.


Actually, Kalsgrim is on a wall that overlooks the outer courtyard as well. He just has to turn around to see the whole courtyard and do what you would like.


Kalsgrim turns away from the fleeing barbarians and towards those fighting still. He surveys who is under the greatest threat, and aims to help Malaswyn's minion.

Longbow, rapid shot, deadly aim. Targeting one of the one's around Mal's guardian. If he falls and other arrow shots are left, he'll move on to the next one threatening the guardian.

To hit 1d20 + 17 - 3 ⇒ (15) + 17 - 3 = 29
Damage 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17

To hit 1d20 + 17 - 3 ⇒ (2) + 17 - 3 = 16
Damage 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20

To hit 1d20 + 12 - 3 ⇒ (1) + 12 - 3 = 10
Damage 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21

To hit 1d20 + 7 - 3 ⇒ (4) + 7 - 3 = 8
Damage 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Active Effects: Clarion Call, Zephyr's Fleetness, Divine Bond (bow).


Kalsgrim's first arrow hits, but does slay. the other arrows thunk in the ground around the barbarians.


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

Malaswyn fires another volley of arrows toward barbarians near him rapid shot

attack 1: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d8 + 4 + 2d6 ⇒ (2) + 4 + (5, 5) = 16

attack 2: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 4 + 2d6 ⇒ (2) + 4 + (1, 3) = 10

attack 3: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 4 + 2d6 ⇒ (2) + 4 + (1, 3) = 10


Augmented Spiritual Guardian Silvanshee

Shemedaer roars and attacks the closest foe.

bite attack: 1d20 + 15 ⇒ (7) + 15 = 22
bite damage: 1d3 + 4 ⇒ (2) + 4 = 6

claw 1 attack: 1d20 + 15 ⇒ (17) + 15 = 32
claw damage: 1d2 + 4 ⇒ (2) + 4 = 6

claw 2 attack: 1d20 + 15 ⇒ (7) + 15 = 22
vclaw damage: 1d2 + 4 ⇒ (2) + 4 = 6

attacks are +6 if still threatening Mal; damage is +8 if still treatening Mal


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Managing to avoid multiple attacks, Kriger grins wryly as he presses his own attack with an even greater fervor.

Attack #1: +1 Impact Greataxe w/PA: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 3d6 + 19 ⇒ (6, 6, 2) + 19 = 33

Attack #2: +1 Impact Greataxe w/PA: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 3d6 + 19 ⇒ (3, 4, 1) + 19 = 27

Attack #3: +1 Impact Greataxe w/PA: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 3d6 + 19 ⇒ (2, 1, 1) + 19 = 23

AC 26; Hp's 126/146; 60' speed; Tiger aspect(4/10 round)(+2 dex)


Malaswyn Tyddewi wrote:

Malaswyn fires another volley of arrows toward barbarians near him rapid shot

[dice=attack 1]1d20+12
[dice=damage]1d8+4+2d6

[dice=attack 2]1d20+12
[dice=damage]1d8+4+2d6

[dice=attack 3]1d20+7
[dice=damage]1d8+4+2d6

The melee is thick, making it hard to aim, and Malaswyn's arrow whizz past the barbarians.

-4 to hit without Precise Shot.


Shemedaer wrote:

Shemedaer roars and attacks the closest foe.

[dice=bite attack]1d20+15
[dice=bite damage]1d3+4

[dice=claw 1 attack]1d20+15
[dice=claw damage]1d2+4

[dice=claw 2 attack]1d20+15
[dice=vclaw damage]1d2+4

attacks are +6 if still threatening Mal; damage is +8 if still treatening Mal

Shemedaer's attack strike true. Even though they do little, they add up, as the barbarians had suffered numerous blows and arrows. He bites at one, while scratching at another, and the two collapse under the onslaught.

The Guardian Spirit still has one foe.


Kriger Eilifsson wrote:

Managing to avoid multiple attacks, Kriger grins wryly as he presses his own attack with an even greater fervor.

[dice=Attack #1: +1 Impact Greataxe w/PA]1d20+18
[dice=Damage]3d6+19

[dice=Attack #2: +1 Impact Greataxe w/PA]1d20+10
[dice=Damage]3d6+19

[dice=Attack #3: +1 Impact Greataxe w/PA]1d20+5
[dice=Damage]3d6+19

AC 26; Hp's 126/146; 60' speed; Tiger aspect(4/10 round)(+2 dex)

Kriger's axe deftly cuts down a first barbarian, then as he returns it, it catches the other, wounding him gravely.

One down, one wounded. Kriger still has one left standing. Raveneau to end your turn. He has two left standing, but not by much.


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

Fair play. Sorry I didn't call it.


That's fine. Lots of moving parts... I decided not to apply soft cover on top, as you're very close to them.


Male Elven Magus (Spell Dancer) 11

Unworried by the barbarians Raveneau lets loose a belly laugh of pleasure and smiles. To his foes he seems to offer easy target before swaying and sliding about, his blade ever hungry and flickering. "Do drop your blades when you weary, I can keep this up for an age."

Full Attack: 1d20 + 15 + 3 ⇒ (19) + 15 + 3 = 37 for 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Crit confirm: 1d20 + 15 + 3 ⇒ (14) + 15 + 3 = 32 for 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15 extra
1d20 + 10 + 3 ⇒ (14) + 10 + 3 = 27 for 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14

Activate Arcane Strike and full attack. Focus on the weakened one first.

Current buffs: Spelldance (+30ft movement rate, +6 dodge to AC, 9/10 rounds used); Fly
Current AC: 30


Raveneau cuts down another barbarian and further injures the other.

His words, as well as the fact that the fate of the battle appears sealed, give the three remaining barbarian pause.

As the archers on the battlements raise their bow, they curse and throw their weapons down.

"We surrender!" shouts the smallest, a fair-haired young man dressed in furs.

Combat over.


Male Elven Magus (Spell Dancer) 11

The elf beams a smile and stops his effervescent feet from moving. His blade is spun wide in a circle to spritz much of the blood from it, before it's seen back to scabbard. A deep inhalation to center followed by words "Accepted." adjusting his gaze to take in his companions and confirm that they were also willing to see the battle within the courtyard ended.


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

Malaswyn looks to Kalsgrim.

What do we think? Track the escapees, or get directions from the captives and race to the Tiger Lord's lair?


Using his magically amplified voice, Kalsgrim calls out "Lord Numesti! The Tiger Lords have fled, or been slain or captured! Where do you want the prisoners? Where do you want the fort's wealth they were trying to steal?"

Kalsgrim leaves the opening for Numesti to exert his authority, since the soldiers seem to harbor more loyalty for him.

When close to the other champions from Providence, Kalsgrim says "Remember, we are just liberating Fort Drelev; we need to defer to Lord Numesti until the Sword Lords grant this territory officially to him or to someone else, or we are able to formally take this region under the protection of Frieland."

Kalsgrim then asks Kriger "I saw where those fleeing Tiger Lords went into the wilds. Could you track them quickly and reliably in this terrain, enough to catch up to them? I think we should try to question these that surrendered so we can whisk ahead before the escapees reach their base."

If we can find out where their main base is and air walk ahead of them, we may still have an element of surprise.

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