Kingmaker

Game Master Jovich

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Narthropple Expedition

Sword Marches Stats

Kingmaker Campaign Rules

Rillka's Map

Perception:

[dice=Ser Andreas Perception]d20+6[/dice]
[dice=Rillka Perception]d20+8[/dice]
[dice=Albert Perception]d20+1[/dice]
[dice=Saoirse Perception]d20+4[/dice]
[dice=Duzz Perception]d20+11[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


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Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Andreas turns and looks off into the distance towards what he hopes is the location of the bandit camp.
I feel that we should rest for most of the night. In a few hours we scout the area leading up to and around the bandit camp. We get an idea of what the land is like and what the enemy has in store for us. Come early morning an hour or two before dawn we strike. Take out as many of the guards unaware before we strike the main camp. My hope is we can remove a good portion of the enemy before the morning. Our information shows that we are outnumber, therefore we may not be able to give quarter. We will try if it is possible but I am thinking it will be a deadly fight. If guards can be neutralized with out death..we should do so.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Gird listens then makes the comment

"I can follow that plan.


Female
Quick Skills:
Diplomacy +8, Handle Animal +8, Knowledge (History) +3, Perception +6, Ride +7, Survival +6,
Catfolk
Quick Stats:
HP 15/15, AC20, T13, FF17, F+4, R+3, W+0, Perc+6,Base Atk +1;CMB +3; CMD16, Hero Pt. 1, Int+3
Cavalier (Beastrider)

"I'm not sure if we do outnumber them. We should make sure there aren't any hidden surprises in store for us," the catfolk said.

And with that I'm off to bed.


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn nods, "Yeah, Ah..can find us a good camp site... on it..."

The young half breed collects his shortsword, and Mithril bow... and begins a quick search of the area...

...And then give the 'forest' Troll's{?}... body a once-over, looking for any valuables or weapons ...perhaps even clues on the corpse before dragging it away from the party so as to not attract nocturnal scavengers to the party while they wait for him to find a suitable campsite...

Fenn's Stealth: {Take 10!} 10 + 5 = 15
-To Avoid detection by any additional hostile encounters

Fenn's Perception: {Take 10!} 10 + 7 = 17

Fenn's Survival: {Take 10!} 10 + 6 = 16

* Just going for the sure thing.. and taking 10 on all these rolls!


Kingmaker Table 1

Based on Annurian's scent and Fenn's eyes, they can tell there's nothing threatening in the area. Fenn sees nothing near the body besides its fur loin cloth; bear pelt by the look of it.

setting up camp? people taking watch?

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

take 10 = 17 Gird sets up the campsite and fire using his flint and steel and volunteers for first watch

"I'll take first watch, that'll give me a good sleep after for my healing spells."


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

I will take the middle watch


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn shrugs, "Guess Ah'll be takin' last watch..."


Kingmaker Table 1

Fenn's skills find them a nice, comfortable grove of trees that provides good cover, and backs up to an enormous rock, making it easy to see anyone or anything that might approach. I'm assuming Derra and Annurian go somewhere in the middle.

GM:
Fort Gird: 1d20 + 4 ⇒ (2) + 4 = 6 Derra: 1d20 + 4 ⇒ (3) + 4 = 7 Andreas: 1d20 + 4 ⇒ (10) + 4 = 14Annurian: 1d20 + 5 ⇒ (12) + 5 = 17Fenn: 1d20 + 3 ⇒ (8) + 3 = 11

Gird lasts a little over an hour before he wakes up Derra for her shift. Derra lasts a few minutes longer than he did before Andreas takes over. Andreas makes it just shy of three hours before he wakes Annurian for his turn. Annurian makes it well past three hours, during which time Fenn wakes rested, and ready to go, relieving him. Gird, Derra, and Andreas all wake rested at different times in Fenn's watch, which lasts a little over two hours at which point Annurian wakes refreshed.

About 11 hours total have passed, but everyone is totally rested. All spells and SLAs recovered, 1 HP healed if necessary. It is now about an hour and a quarter before sunrise.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Everyone get ready, we should get moving soon. My suggestions are as such...Fenn take point, you are the quiet one and will have the best chances of seeing things before the rest of us. The rest will follow behind at a good distance. Gird will back Fenn up. Derra and Annurian will take middle and I will take rear guard. Fenn, Keep us informed of what you find and see. We should ride the horses for about an hour, that should be close enough that they will not be heard. We need to take this slow till we get in range of the camp. Remember the tactics and work with each other. Stay safe and good luck. Any questions, concerns or thoughts? I am open to suggestions....


Kingmaker Table 1

I've changed the link to a slideshow. The bandit camp is the second slide. I'm going to roll perception checks here, then based on these I'll populate the map with what you see. I've placed your avatars on it in no particular arrangement, but feel free to move them anywhere within the magenta box.

Perception:

Andreas: 1d20 + 1 ⇒ (9) + 1 = 10Fenn: 1d20 + 7 ⇒ (5) + 7 = 12Gird: 1d20 + 7 ⇒ (8) + 7 = 15Derra: 1d20 + 6 ⇒ (3) + 6 = 9Annurian: 1d20 + 7 ⇒ (19) + 7 = 26

Annurian's eyes and ears show him two outposts w/ torches ablaze. Atop each is a bowman, arrows knocked and eyes scanning the early morning forest. He can also hear a few others starting to rouse from their slumber to the northeast.


Male Shabti Unchained Summoner (Soulbound)

The skinwalker points what he notices to the others, then makes sure to go back to his usual combat features.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

This is day two of the three..Before the bandits from the Outpost are to be expected back?


Kingmaker Table 1

correct, this is the bare-bones crew.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

so they are not expected back for another day. Good, will post later tonight


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

I think we should observe and not engage. I hope we can gather some details and get out of here. We will come back later at night to attack. Annurian anything smell out of the ordinary? Everyone else keep your eyes and ears opened. I want numbers, races, weapons, and any tactics you can see.


Female
Quick Skills:
Diplomacy +8, Handle Animal +8, Knowledge (History) +3, Perception +6, Ride +7, Survival +6,
Catfolk
Quick Stats:
HP 15/15, AC20, T13, FF17, F+4, R+3, W+0, Perc+6,Base Atk +1;CMB +3; CMD16, Hero Pt. 1, Int+3
Cavalier (Beastrider)

Hissing a bit, Derra pointed out saying, "I don't know. We still have no idea how powerful the bandits inside are. We should scout out the area and see if we can figure out if anyone knows exactly what's inside that fort. Plus we could be walking right into a trap. I say we come back here after we've gained...how do you humans say...experience?"

No offense y'all but I have a bad feeling about going straight for the bandit HQ. Feels I don't know a bit rushed don't you think? Plus, I'm assuming the bandits are the main villains of the story and thus in classic RPG rules, we are level 1. They probably are not. So we could get stomped very quickly. Haven't read the books, so I'm basing my assumptions on my years of playing video games.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Take a look at the map, This is not the main HQ...these are a bunch of low level bandits most likely...we are trying to scout them out...We can leave and come back but this will place the outpost in danger.


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn whispers, "...look we came here to attack at dawn while most are still waking up... if we focus our missile fire on one o' the sentry's we might be able ta' taking him out before he raises any alarm... then do tha' same to tha' other sentry... we got tha' range ta' deal with them with all these longbows after all! If we take hem out... we can slip into camp and catch them ALL without armor on and weapons ready... as most are just waking up and not ready ta' fight... "

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

at a whisper or loud enough so all can hear, as he is getting his longbow ready

"Fenns right, lets take this opportunity"


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Andreas shakes his head
There is very little we know for sure, observing will give us an advantage come tomorrow....but...I also see that this is a great opportunity. You do understand that when you let those arrows fly...there is no turning back. We will be very limited in granting quarter. You must go for the kill on those sentries. If the alarm is raised before we move...well it will be harder for us.

Seeing that his companions want to attack now. Andreas still feels that it is more important to wait and be prepared to attack. He feels that this is a good opportunity as well and decides that it is time to strike. The group will have to adapt to the combat as it unfolds.
Alright then. We move on them now. Everyone that has a ranged weapon prepare to fire. We take out the closest enemy in the trees and then move on to the other one. We have surprise so let us take them out right away.

He motions for them to place arrows in the ground for easy reach. Then holds up his hand with fingers spread. He starts to lower a finger and each time he mouths a number...five, four, three, two, one. With the numbers silently communicated, Andreas turns and watches the flight of arrows. He hopes they find there mark and be quick about it.

I would like to have the archers fire there arrows and if the target goes down they will adjust to the next target...is this ok ?


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

That's what Fenn had n mind...

Fenn takes aim on the sentry, waiting until the other sentry is NOT looking toward his fellow and let's fly with an Arrow from his mithril bow...

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Standard Action - Attack w/Mithril Longbow vs Flat-footed AC: 1d20 + 4 ⇒ (19) + 4 = 23

Damage Mithril Composite Longbow: 1d8 + 3 ⇒ (5) + 3 = 8


Kingmaker Table 1

I'm assuming everyone's making a Stealth Check, followed by initiative. I'll roll for you. Fenn, you didn't use your full bonus, that's a +4 with the Elven reflexes trait. In case any of you are worried, keep in mind there's a concealment bonus vs being detected in darkness.

Stealth:
Fenn: 1d20 + 5 ⇒ (9) + 5 = 14Andreas: 1d20 - 3 ⇒ (2) - 3 = -1Gird: 1d20 + 7 ⇒ (15) + 7 = 22Derra: 1d20 + 3 ⇒ (3) + 3 = 6Annurian: 1d20 + 2 ⇒ (8) + 2 = 10

GM:
Red perc: 1d20 - 4 ⇒ (13) - 4 = 9Orange perc: 1d20 - 4 ⇒ (3) - 4 = -1Yellow perc: 1d20 - 4 ⇒ (15) - 4 = 11Elsa: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0Kressle: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

Initiative:

Fenn, Andreas, Gird, Derra, Annurian: 2 + 4 = 61d20 + 2 ⇒ (13) + 2 = 151d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (16) + 3 = 191d20 + 2 ⇒ (17) + 2 = 19
Red, Orange, Yellow, Elsa, Kressle: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (20) + 5 = 251d20 + 1 ⇒ (13) + 1 = 14

Round 1 (surprise):

Elsa: Surprised
Derra: Detected
Annurian: Detected
Yellow: Surprised
Orange: Surprised
Red (8 L): Surprised
Andreas: Detected
Kressle: Surprised
Gird:
Fenn: Hits Red for 8 dmg

The trained ears of a female bandit, who appears to be the leader based on her tone pick up on movements of the heroes. Not knowing what it is, however, she simply barks, "At the ready, you lot! Find out what that noise is!" This order comes too late for one of them red whose vigilence is rewarded with an arrow to the gut 8 dmg.

Gird is up. No one else can act during the surprise round as you were detected.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Gird uses studied target on the Sentry and then lets the arrow fly

Longbow: 1d20 + 4 ⇒ (15) + 4 = 19

Longbow Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Kingmaker Table 1

Round 1 (Surprise):

Elsa: Surprised
Derra: Detected
Annurian: Detected
Yellow: Surprised
Orange: Surprised
Red (14 L): Surprised, dying
Andreas: Detected
Kressle: Surprised
Gird: Hits Red for 6 dmg
Fenn: Hits Red for 8 dmg

The arrow to the gut causes the sentry to double over in pain, and it's followed by another that catches him in the top of his shoulder causing him to collapse bleeding 6 dmg, Red is dying.

Round 2:

Elsa: Move, equip
Derra:
Annurian:
Yellow:
Orange:
Red (14 L): dying
Andreas:
Kressle:
Gird:
Fenn:

As you turn your attention to the other outpost, you see a dwarf woman in the same roguish leather climbing it to join the other sentry, and drawing her bow.

Derra & Annurian are up.


Male Shabti Unchained Summoner (Soulbound)

Annurian double moves, pulling his shortbow on the move, towards the further outpost.

After his movement he lies prone on the floor, trying to become a harder target.

Current AC is 17; 21 vs. ranged attacks


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Can we bot and move on.


Kingmaker Table 1

Feel free. Dunno if I told y'all or the other table or both, but my rule is y'all can bot each other if you think it's necessary. Derra's been MIA for 4 days now, I figure that's long enough.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

I will bot her tonight if she does not post by then..


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Derra Bot
Derra runs towards the logs next to Annurian. She draws her long sword as she moves and raises her shield above her head to grant her some extra protection from an arrows.


Kingmaker Table 1

Round 2:

Elsa: Move, equip
Derra: Move, Total Defense (+4 to AC)
Annurian: Double move, lie prone
Yellow: Moves drawing bow, Arrow 1: 1d20 - 4 ⇒ (20) - 4 = 16 Percent Miss: 1d100 ⇒ 1 Missed.
Orange: Arrow 1: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 miss
Red (14 L): dying Stabilize: 1d20 + 1 ⇒ (17) + 1 = 18 success
Andreas:
Kressle:
Gird:
Fenn:

As Derra approaches the log, shield ready; Annurian comes up beside her, bow drawn, and lies prone. The two of them see another yellow bandit come into view in the trees north of the orange sentry; he looses an arrow at the sound of Derra marching, but it goes wide in the darkness. Not wanting to be outdone, the sentry follows suit, but misses entirely as well. The other red sentry meanwhile ceases to bleed from his arrow-wounds stable.

Andreas is up.


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Turning back towards Fenn
Light up the tree stand and keep an eye out for those dwarves...if they are here that is.

Andreas then runs towards the left of the bandits, placing as many trees and shrubs between him and them. Drawing his weapon as he runs and keeping his shield between him and the archers.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

When it's Gird go

Girds will move forward 30ft then draw and loose an arrow at Orange

Longbow: 1d20 + 3 ⇒ (8) + 3 = 11

Longbow Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn will stealthily move 10'ft finding another position taking cover behind a different tree.. to snipe from and losses another ar this time at orange bandit...

Move Action: Stealth: {Trying to hit targets flat footed-by staying undetected} 1d20 + 3 ⇒ (11) + 3 = 14
Standard Action: Shoot-Mithril Comp. Longbow- At Orange Bandit 1d20 + 4 ⇒ (18) + 4 = 22
Damage Mithril Comp. Longbow: 1d8 + 3 ⇒ (6) + 3 = 9


Kingmaker Table 1

Round 2:

Elsa: Move, equip
Derra: Move, Total Defense (+4 to AC)
Annurian: Double move, lie prone
Yellow: Moves drawing bow, Arrow 1: 1d20 - 4 ⇒ (20) - 4 = 16 Percent Miss: 1d100 ⇒ 1 Missed.
Orange (9 L): Arrow 1: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10 miss; dying, unconscious
Red (14 L): dying Stabilize: 1d20 + 1 ⇒ (17) + 1 = 18 success
Andreas: Move, total defense (+4 to ac)
Kressle: Delay, hears Fenn
Gird: miss orange
Fenn: Hit orange for 9 dmg

Andreas follows Derra's lead: approaching carefully with shield up. As Fenn tries to get the drop on the standing orange sentry, he hears the lady voice again from behind the post, "There's another one coming! Keep your eyes on the trees!" Thanks to the warning, the orange bandit spots Fenn just in time to take an arrow to the chest and fall dying to the ground.

That's all the time we have today, players. See you again on Saturday.


Male Shabti Unchained Summoner (Soulbound)

Annurian stands up and grunts angrily, then moves forward again and goes back prone.

Keep them arrows flying, kid! - he says to Fenn, but probably not quite heard from the distance he was.


Kingmaker Table 1

Okay, so it's Sunday...plans were delayed. Back to it!

Round 3:

Elsa: arrow 1: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 dmg: 1d8 ⇒ 4
Derra:
Annurian: Move, lie prone
Yellow:
Orange (9 L):
Red (14 L):
Andreas:
Kressle:
Gird:
Fenn (7/11):

After her comrade falls dead in front of her, the dwarf woman steps up and looses her arrow from whence the enemy arrow came, and it strikes Fenn straight in the shoulder 4 dmg.

Derra & Annurian are up. Annurian, dropping prone is a free action, do you have a standard action you want to use, or is that your turn?


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Botting Derra
Derra stands up and moves towards the bandit that is on the ground.
Double move and keeping herself well protected from the archer by keeping as much of the platform over her as she can.
I recommend you surrender now!
if she can she will charge and attack not sure with the terrain and such. AC:18
Charge Attack:Yellow: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Shabti Unchained Summoner (Soulbound)

Unfortunately, standing up is a move action (or standard) so I spent all my actions last turn :) Stand Up, Move, Prone

Once again, Annurian stands up and moves closer to the enemies. He's now so dangerously close that his warm breath can be felt - hopefully helping on Andreas request for the bandits' surrender.


Kingmaker Table 1

The ground seems too uneven for Derra to line up a good attack and ends up simply putting the yellow bandit on guard; seeing that he is surrounded, he drops his bow, but then quickly and deftly draws his sword and swings at the clawstrider cutting her deeply 7 dmg.

Round 3:

Elsa: arrow 1: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 dmg: 1d8 ⇒ 4
Derra (8/15): Charge attack, miss
Annurian: Stand, move
Yellow: Sword: 1d20 + 2 ⇒ (18) + 2 = 20 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Orange (10 L): stabilize: 1d20 + 2 ⇒ (2) + 2 = 4 fail, 1L
Red (14 L): stabilize: 1d20 + 2 ⇒ (19) + 2 = 21 success. Stable.
Andreas:
Kressle:
Gird:
Fenn (7/11):

Andreas is up.


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn grunts in pain... but does not relent.. trying to use the shadows to move to another tree for cover, then popping out on the other side of the tree to shoot back at the dwarf Elsa!

Move Action: Stealth to another tree for cover - 10'ft 1d20 + 3 ⇒ (5) + 3 = 8
Standard Action: Shoot Comp. Longbow 1d20 + 4 ⇒ (11) + 4 = 15

Comp. Longbow Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Gird will when it is his go use studied target on the Dwarf archer then fire an arrow at her.

Longbow+st: 1d20 + 4 ⇒ (15) + 4 = 19

Longbow+st Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Andeas moves rather loudly through the brush, hoping to draw attention to himself.
First talon has made contact with the enemy, 2nd Talon Move in from the East. Archers at the ready!
As Andreas comes out of the trees and into the open
Kessler! Surrender now. It is over, you are surrounded and outnumbered. Your men are dying...Surrender and we will grant you quarter. We can attend to the wounded as soon as you stand down. That goes for everyone else if you wish to live...stand down and surrender.


Kingmaker Table 1

Andreas Bluff: 1d20 + 7 ⇒ (20) + 7 = 27

Round 3:

Elsa (11 L): arrow 1: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 dmg: 1d8 ⇒ 4; dying
Derra (8/15): Charge attack, miss
Annurian: Stand, move
Yellow: Sword: 1d20 + 2 ⇒ (18) + 2 = 20 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Orange (10 L): stabilize: 1d20 + 2 ⇒ (2) + 2 = 4 fail, 1L
Red (14 L): stabilize: 1d20 + 2 ⇒ (19) + 2 = 21 success. Stable.
Andreas: Bluff that they're surrounded with no hope, DC perfect.
Kressle: Handaxe: 1d20 + 7 ⇒ (10) + 7 = 17
Gird: Arrow to hit Elsa for 6 dmg
Fenn (7/11): Arrow to hit Elsa for 5 dmg

Andreas' commanding voice leaves no room for doubt that there is certainly another team coming from the east. Unfortunately for him, Kressle, while scared, only seems to be more invested in the fight. "No way out? To the death it is!" she cries, "And my name is KRESSLE!", she adds as she brandishes her handaxes and sprints at Annurian with unforeseen abandon! Her opening swing barely clears the skinwalker's dipping head, calling from him renewed attention to the battle at hand. That attention becomes confidence as the mercenary witnesses two arrows; one pale-fletched, the other red-fletched; stick into the dwarf-archer's mid-torso, causing her to shriek doubly in pain and collapse in a pool of her own blood 11 dmg, dying.

I took liberties with the color of the fletching of Gird and Fenn's arrows (respectively). Hope that's okay!

Round 4:

Elsa (12 L):dying, stabilize: 1d20 + 1 ⇒ (7) + 1 = 8 Fail, 1L
Derra (8/15):
Annurian:
Yellow:
Orange (10 L):
Red (14 L):
Andreas:
Kressle:
Gird:
Fenn (7/11):

Derra and Annurian are up.


Male Shabti Unchained Summoner (Soulbound)

The skinwalker looks at Kressle with hatred, and she can see him enraging. His hair grows even thicker, and his features become more devilish, as like a beast from the Abyss itself.

Bad, bad idea. - he mutters, hard to comprehend. - Let me see if I can make you rethink your surrendering.

Enraged, Annurian doesn't pull his attacks - although he will obviously stop if the enemy falls. As much as he doesn't want to kill anyone, his pumping blood sometimes makes it very tough.

Attacks:

Claw 1: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Claw 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Gore: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Hoof 1: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Hoof 2: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Confirm Crit (Claw 1): 1d20 + 6 ⇒ (17) + 6 = 23
Extra Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Kingmaker Table 1

Annurian plans to rip this girl to shreds, but his anger is abetted when she goes down after a single well-placed claw to the throat 17 dmg.

Seeing his boss go down, the remaining yellow bandit drops his weapon, and takes to his knees in surrender.

End Combat.

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Gird stalks into the camp roaming around and looking for the bandits booty.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

He is distracted by the moaning of those that need healing.. giving up on searching he gets to it.

"Who needs healing?


Male HP:13/13 AC:19 T:12 FF:17 F:+4 R:+2 W:+1 Perc:+2 Init:2 Bastard Sword +3, 1d10+2 CMB:+3 CMD:+15 Human Cavalier 2

Andreas walks into the camp after seeing Kessle dropped with one strike. He looks at the last bandit as he drops to his knees, effectivly surrendering and ending the conflict.
Gird, could you please stablize the fallen and then we will tend to our wounds.

He looks around at his companions.
Excellent work everyone.

Andreas walk up to the last bandit.
where are the others and when will they be back.


Male Half-Elf RANGER 1 | AC 15{16} T 12 FF 13{14} | HP 11/11 | F +3 R +3 W +1{+3Enchnt/+1Fey} | Init +2{+4trait} | Perc +7
Common Skills:
Craft {Armor/Bow/Weap}+5, Handle Animal +6, Kno {Nature} +5, Stealth +5, Survival +6 [+10 vs lost 'trait']

Fenn enters the camp... stowing his bow across his back... he moves around gathering the bandits weapons and gear...

Perception: {Take 10!} 10 + 7 = 17
Craft {Alchemy}: 'Untrained' 1d20 + 2 ⇒ (7) + 2 = 9

He stops by Kressle's prone form and knees down to pull bandages from his belt pouch, gently cradling her head in his lap to try to staunch her throat bleeding... his simple country chivalry... showing concern on his face to tend to injured women-folk first...!

Heal: 1d20 + 1 ⇒ (3) + 1 = 4

Speaking up he says, arrow still in his shoulder, "Ah'll live Gird by this woman~ Kressle, will die if she's not helped now...!"

Sovereign Court

Skills:
Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7
Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6| Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1

Gird gets to casting stabilise on whomever it will help.. the most wounded first

"Almost seems a shame to bother with her, considering her crimes, she'll just end up for the noose anyway?"

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