Kingmaker: Welcome to Free Roaming

Game Master Tassadan

Beginning at a rugged trading post on the southern border of Rostland, Kingmaker expands to become one of the most monumental undertakings possible: creating a country.


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GM

DC 10 Perception:
The inhabitants are all lightly armored. You cannot tell what kind of armor from this distance, however.

DC 15 Perception:
There is a platform in one of the treetops where a single bandit seems to be standing guard. This may be the "watchtower" that the bandits were talking about before.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Perception (Favored Enemy, Humans): 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

I'm assuming that, since there's a human up on the platform, I'd get my FE bonus against him.

Gerran whispers, hoping that Aerynne's magic is doing its job. "There are five persons in the camp, and an additional one on a platform above. If we're going to do this, we should do it quickly - you all should come down the main road. Try to be quiet to give them as little warning as possible, but be aware of traps - we were almost caught by a bear trap. When and if they react to your presence, I will let you know. We can attack from behind while you attack from the front, and we'll hopefully be done with this quickly."

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Cadeyrn Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Aerynne quickly relays Gerran's message back to the rest of the group. Assuming nobody protests to the catfolk's plan, she'll gesture in his general direction and whisper a reply:

"Got it. We're on the way."

The half-elf takes out her crossbow and loads it with a bolt before mumbling a quick prayer for luck over everyone that remained behind. She then follows down the main trail with the others, keeping an eye out for that bear trap.

Aerynne Stealth: 1d20 + 1 ⇒ (11) + 1 = 12

Aerynne will preferentially stay behind Morgrym and Wallop as they move closer to the camp. She also casts guidance on everyone bar Cadeyrn and Gerran, giving you a +1 bonus on a single d20 roll for the next minute.

Cadeyrn Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

Cadeyrn creeps closer to the bandits, trying to remain hidden behind the trees and readying himself to attack.

I moved Cadeyrn a little closer on the Roll20 map.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

My internet is moving really slowly and I'm not able to pull up more than the top right corner of the map where Gerran and the wolf are shown. I'd like to go ahead and make my move so I don't slow anyone down and I'll try on the map again later.

Scraps will pause in the camp to load her rifle, allowing the others to move ahead of her.

She will then follow the group as they move out. She will enter the underbrush beside the trail, such that she has a view of the platform, when the others move to rush the camp.

Stealth
1d20 + 8 ⇒ (11) + 8 = 19

She will target the man on the platform when it is her turn to shoot, whenever that is.

Spoiler:

1d20 + 7 ⇒ (4) + 7 = 111d10 ⇒ 10

Her rifle has a range increment of 40'. She will do her best to get within that distance. If she does, her shot is vs touch AC, if she doesn't, it is vs normal ac.

Ack, Scraps' first miss of the campaign and almost a misfire. I will await turn 2 for my next post.


Male Human Wizard 2

Yeah, I can't see anything except the camp, Caderyn and Gerran.

Marius loads his crossbow and follows behind the others. He looks tense. He casts a spell, resulting in a pale matrix of force surrounding him before it fades from sight. He casts a second spell, and the amorphous shape you may have seen back at the trading post appears before it fades from sight as well.

Stealth 1d20 + 1 ⇒ (5) + 1 = 6


GM

I've cleared more of the fog of war (which is there on purpose). Also, could you put casting specifics in ooc, Marius? While I'd love to dig through the forum for our battle history... wait no. I'd hate to do that. I will post the reactions of the bandits and other things once everyone has posted.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Looks like mage armor and unseen servant, in that order, fwiw.


Male Human Wizard 2

Yes, sorry. Mage Armor and Unseen Servant. I usually put it in ooc after the pose, but forgot this time.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Wow, I spent 45 minutes trying to get the rest of the picture to download. Good to know that's the fog of war. I won't try so hard next time. 8)


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Wallop hefts his greataxe and moves into position ahead of the ranged attackers and waits for the signal to rush in.

Stealth:1d20 + 6 ⇒ (12) + 6 = 18


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Sorry about that. Morgrym will take up his usual spot near the front of the group with his shield and axe at the ready.


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

I looked through the previous posts, so I'm sorry if I just missed something, but was information provided on the river? Is this just a shallow brook or something where depth and current would be an issue?


GM

The group of you begin to walk down the road. It is not long before you come to the river ford, an area of shallow water, rocks, and above-water soil that allows crossing from one side to the other of the Thorn River. It seems easy enough to cross, but battle upon the stones seems like it could be arduous (difficult terrain).

You see down the road a fallen tree, split in two and hollowed by animals and the elements. A second crossing lies just beyond the tree, after which an unattended wagon lies on the road.

DC 23 Perception:
A Bandit hides behind one of the hollowed logs

DC 27 Perception:
Another bandit sits upon a platform set in the trees to the west of the road.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Hoping for a nat 20... :) Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Aerynne follows the group across the river ford, listening intently for the signal from Gerran or Cadeyrn that the bandits had spotted them.

Assuming no signal or other attacks, I'll move across the river and hide behind the trees just beyond (with the rest, of course).


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Morgrym will also cross, still trying to stay to the front of the group.

Perception Check:1d20 + 2 ⇒ (5) + 2 = 7


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Wallop out front.

1d20 + 2 ⇒ (17) + 2 = 19


Male Human Wizard 2

Perception 1d20 + 2 ⇒ (16) + 2 = 18
Cagnazzo's Perception 1d20 + 5 ⇒ (19) + 5 = 24

Cagnazzo whistles and trills something in Marius' ear.

Marius holds out a hand and hisses, pointing at the hollowed out log and signalling that there's one enemy there.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Oops, that was a perception roll btw. Forgot to add that to my post.


GM

Don't worry Wallop, I figured.

At Cagnazzo's notification, Marius now sees the slight signs of movement from behind the log. Wallop also sees the movement after Marius's hiss and point.

For those who haven't rolled yet, Marius pointing at the logs gives you a +5 circumstance bonus on your perception checks toward the DC 23 check.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Scraps Perception:

1d20 + 10 ⇒ (18) + 10 = 28

Scraps will conversationally say, "My ma used ta make the best raw rat and mud pie. We lived under a bridge in de city next to a river jes like this one, only with more trash...an it was green and smelt kinda funny. Ours dint have no bandits hidin behind logs or ups in trees on our rights like they be out heres. I kinda likes the smell, but dem bandits probly needs ta go."

I was confused earlier and assumed we were going directly into combat since Gerran and the wolf were already on the map. Or maybe I'm confused now. Either way, I'm flexible and will keep my old roll (a miss) or make a new one. Scraps is just agreeable that way.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran nocks an arrow and continues to hide, waiting for the bandits to intercept the group so he can swing around behind them.

Stealth (cont.'d) - take 10 for 20


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Sorry Tassadan, I believe we might have hit a bit of a slowdown because some of us are confused. The movement from behind the log is dead ahead of where Wallop's icon is currently facing right? Do we get the sense that whomever or whatever is behind that log is aware of us?

Perception check to see if the behavior of the guy behind the log indicates we are seen: 1d20 + 2 ⇒ (14) + 2 = 16 possibly +5 more?

If Wallop feels they are unnoticed, he gestures to Morgrym to stay put for a second and then follow quickly at the signal.

Stealth to sneak up on the guy behind the log: 1d20 + 6 ⇒ (19) + 6 = 25

If I can get there quietly enough, Wallop rages and then attacks

Attack bandit behind log (flat footed?) with my great axe: 1d20 + 8 ⇒ (9) + 8 = 17

Damage if that hits: 1d10 + 7 ⇒ (3) + 7 = 10

**NOTE: if we are seen forget the sneak, Wallop just rushes up and attacks the guy behind the log. In that case, can I use a 'charge' attack? I'd guess not because its not quite a straight line and the log is kind of in the way ... but Wallop is short and can run under the branches!! 8)


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Well, if we're moving, then Scraps is going to hustle within 40' of the man in the tree. If she can get there with one move she will fire. If she can't, she's going to get within 40' and seek cover, ready to fire next turn.

1d20 + 7 ⇒ (1) + 7 = 81d10 ⇒ 8

And her gun jams! So either this turn or next she has to take a full round action to clear her gun.

This guy up in the tree is very lucky!

sorry for posting with the wrong avatar. I'm not a goblin in my other life.


GM

Ah, I see the problem.

Scraps sees that the man in the tree is poised with some sort of small object in his hand, as though he's ready to throw it. The other bandit also appears to be alerted, but seems to be waiting for some sort of signal. The bandits in the camp seem completely unawares of an intrusion.

For now, act as though you have a surprise round! Wallop, since he's already aware of you, no stealth attack. Sorry!


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps runs up to within 40', misfires, and prepares to free her breech.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Aerynne - Crossbow: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 ⇒ 6

Seeing Scraps rush out into the open, Aerynne takes aim at the bandit in the crude watchtower and fires a bolt. She clucks her tongue in dissatisfaction almost immediately after pulling the trigger, noting that she did not take full account of the effect of wind on her shot, but hopes that the unexpected attack would catch the bandit off guard.

Cadeyrn - Bite (Charge): 1d20 + 6 ⇒ (20) + 6 = 26
Crit Confirmation: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (3) + 3 = 6Crit Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Cadeyrn's AC is 14 until his next turn.

Cadeyrn! Go!

With a howl and bloodthirsty snarl, the fey-wolf springs forth from behind the trees, leaping across the battleground like a rushing shadow. He leaps at the nearest bandit and tears through armor and flesh alike, blood cresting his muzzle and the ground around the man. Hackles and fur raised as he snarls frighteningly, Cadeyrn then turns his attention to the others, silver eyes glowing unnaturally brightly like two small stars hung in his face.


Male Human Wizard 2

Marius aims and fires at the man behind the log before Wallop gets to him.

Light Crossbow 1d20 + 1 ⇒ (14) + 1 = 15
Damage 1d8 ⇒ 1


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran, seeing Cadeyrn running for the bandit camp, looses an arrow at the nearest human bandit not engaged in melee.

Attack (Favored Enemy, Human): 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage (Favored Enemy, Human): 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6


GM

The battle begins! Unfortunately the cover that the two bandits have taken cause Marius's and Aerynne's crossbow bolts to fly harmlessly into the thick wooden barriers. Scraps's misfire also puts her in the open trying to fix her weapon.

The others are far more successful. Wallop is able to find footing enough to run atop the log and bring his axe down upon the head of the bandit (an extra +1 to attack!). The blow all but kills the man as he reels backward, blood dripping from his scalp.

Cadeyrn takes the first kill of the battle. Rushing toward the closest bandit, the fey wolf leaps to take a bite-sized chunk out of the man's neck. He falls. Hard. Gerran's arrow is close behind, but barely misses its mark as it bounces of a metal stud in the bandit's leather armor.

Now Initiative!
Party: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy: 1d20 + 2 ⇒ (17) + 2 = 19

Enemy goes first

The bandits are quick to react. The one in the first tower throws a stone at the ground in between Scraps and Wallop. Upon contact, the stone explodes, releasing a violent and deafening crack of noise! Scraps and Wallop make a DC 15 Fort save or become deafened for 1 hour.

The bandit facing Wallop, his dagger already drawn, slashes at the halfling. He catches the back of Wallop's hand, drawing blood Wallop takes 2 damage.

Meanwhile, Cadeyrn becomes the center of attention in the campsite. The bandit immediately next to the corpse draws a rapier and stabs at the wolf to no avail, but he is not alone. Two more bandits join him by Cadeyrn's side, one slashing him with a longsword (4 damage) and another stabs him deep with a dagger (4 damage).

Steel rains from the female member of the ensemble as well, as she throws a dagger into the fray, but it instead imbeds itself in the dirt next to Cadeyrn.

Meanwhile, Gerran deftly dodges the dart (actually an arrow) directed toward him.

Your initiative order:
Marius: 1d20 + 1 ⇒ (14) + 1 = 15
Aerynne: 1d20 + 2 ⇒ (4) + 2 = 6
Scraps: 1d20 + 6 ⇒ (3) + 6 = 9
Gerran: 1d20 + 3 ⇒ (17) + 3 = 20
Wallop: 1d20 + 4 ⇒ (1) + 4 = 5
Morgrym: 1d20 + 1 ⇒ (8) + 1 = 9

[ooc]The order is Gerran, Marius, Scraps, Morgrym, Aerynne, Wallop.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Fort save vs Deafness: 1d20 + 4 ⇒ (10) + 4 = 14

Scraps seeks cover in the tree below the bandit as her move action and clears the jam with Quick Clear. This does not take her Grit point as she is using a standard action.

Scraps fails her fort save and is deaf for the next hour.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

fort save 1d20 + 5 ⇒ (15) + 5 = 20


GM

Wallop is able to focus past the ringing tinitis in his ears at the other aspects of the battle, especially the bandit still standing before him.

Scraps is not so lucky. What you now recognize as a thunderstone landed far closer to her, taking advantage of her acute senses and overriding her hearing.

Just as a refresher, deaf creatures fail all hearing based perception checks, take a -4 to initiative, -4 on opposed perception checks, and a 20% spell failure chance to spells with verbal components. In Scrap's case, it's not that bad, especially now that the battle started and is not stealthy


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

its a bit of a moot point but I forgot I was raged so that is +2 more. Can I loan a few points to Scraps? 8)

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Visibly bloodied by the assault, but still standing, Cadeyrn snarls at the three bandits surrounding him and retreats back to Aerynne. She gasps at his injured state, and immediately begins chanting in the Sylvan tongue as soothing, watery-blue energy gathers at her fingertips. The magic drips from her fingertips like slow and steady raindrops, each droplet sealing away the stab wounds as if they were never there. Two clear scars remain however, right in the very centre of the previous wounds where the attack was the deepest.

Satisfied with her efforts, Aerynne sets a bolt in her crossbow and readies to fire again. "Try to be more careful next time!" She chides the fey-wolf as she looks around the brushes, seeking out a target.

Cadeyrn withdraws. He first moves one square diagonally north-west AoO-free but still might provoke from the top-left bandit.

Acrobatics (avoid AoO): 1d20 + 6 ⇒ (5) + 6 = 11 He provokes from that one bandit unless the bandit's CMD is super low. AC 16.

Aerynne casts lesser rejuvenate eidolon and then reloads her crossbow.

Lesser rejuvenate eidolon: 1d10 + 1 ⇒ (5) + 1 = 6 Cadeyrn is at 9/11 hp.


Male Human Wizard 2

Marius steps forward and reloads his crossbow. He turns his attention to his right and lets a bolt fly at the bandit in the far tower.

Light Crossbow 1d20 + 1 ⇒ (17) + 1 = 18
Damage 1d8 ⇒ 3


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran looses an arrow at the bandits once more, shooting at any that look to be lesser-armored.

Attack (Favored Enemy, Human): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage (Favored Enemy, Human): 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Then, realizing that this is not going as well as he'd hoped, he moves closer to his companions, dropping his bow and drawing his greatsword, to provide them some defense when the bandits retaliate.


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Startled by the seemingly spontaneous eruption of violence, it takes Morgrym only seconds to assess the battle. Unfortunately, every second is precious in battle and Morgrym starts cursing himself for being caught so unaware. Thinking quickly, he hustles across the river and takes up position next to Gerran, raising his shield against any would-be attackers.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

are we posting our round two actions now? If so ...

Wallop attacks the same bandit as before to finish him off. Attacking raged with great axe and power attack.

Attack 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Damage 1d10 + 8 ⇒ (8) + 8 = 16

Edit: sorry been posting from my phone a lot lately so I've not been adding much flavor text. Just logging back in to fix that a bit.

Wallop, glances down at the wound on the back of his hand, his expression shows more detached curiosity than of pain, then with a menacing grimace, he reverses the blade on the halfling sized great axe and cuts viciously for the bandit's head ...


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Wallop, I'm under the impression that we are posting our round one actions. The round in which you attacked the bandit the first time was the surprise round. The round in which you were injured was the bandit's initiative for round 1.


GM

Morgrym is correct.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

I was counting the surprise round as round 1 so I suppose we are all on the same page. GM Tass, don't forget my ac is 15 when raged.


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Just confirming - were we waiting on someone to go?


GM

We're waiting on me. Sorry guys. I had the update of the bandits turn all written out and then fell asleep.

Cadeyrn quickly and gracefully leaps out of the nest of thieves between bandits, and almost escapes completely without trouble when he stumbles on a rock. The bandit's longsword is just able to catch Caderyn's flank as he flees, leaving an incision behind. (Cadeyrn takes 3 damage)

Meanwhile, Wallop buries his axe so deep in the head of the bandit he's facing that he almost can't pull it out again. The man is not a pretty sight, to say the least.

Morgrym's second bolt has about as much luck as the first, hitting wood instead of man as the bandit takes cover against his crossbow.

Gerran has similar results as his arrow shoots wide of his target. The decision to switch to melee was a wise one.

Then the bandits advance. Because Scraps has sought cover, the bandit on platform K3 draws his bow and instead fires at Aerynne, though misses by a wide margin. The bandit at platform K2 does the same, although he aims for Wallop. The shot harmlessly glances off of Wallop's armor as the halfling draws his bloody axe from the bandit corpse.

The other three bandits and their female counterpart advance on Morgrym and Gerran. Two of the men simply run into places to get into position to attack, their movement hindered by the stumps in their way, but the third is able to lash out with his longsword toward Morgrym. The dwarf skillfully deflects the blow away with his shield, however.

The female bandit again throws a knife, this time at Gerran. The blade, however, simply sticks in a nearby bush rather than the Catfolk's flesh.

With the exception of the bandit that hit Cadeyrn, they all rolled REALLY badly this turn. You all are up!


Male Human Wizard 2

Marius steps forward, drawing a pinch of wool from a pouch at his belt, and points two fingers at the northernmost bandit behind Gerran. A wisp of smoke coils from the wool in his hand as he speaks an arcane word, which wafts into the face of the bandit.

Cast Daze at the Bandit to Gerran's left. DC 14 Will


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Wallop ungently places his booted foot on the head of the fallen bandit and uses it to kick the limp body off the end of his blade. Then he turns and rushes the bandits facing Morgrymm and Gerran.

Round 2:
To Hit (Rage, greateaxe, power atk): 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Damage: 1d10 + 8 ⇒ (4) + 8 = 12

Edit: Whoa! The hot dice continue! another round of this and I may head to Vegas for a couple of days. Do you need to know how to gamble to win there? lol

To Confirm Crit: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20
Extra Damage if applicable: 1d10 + 8 ⇒ (5) + 8 = 13


Male Dwarf Stonelord Paladin Level 2 (AC: 20 Init+1 Prcptn+2 Crrnt HP 19)

Not clear on where Wallop moved to or which bandit he attacked, but Morgrym will strike the one that doesn't have a great-sword through the face...

Morgrym barely flinches as he deflects the bandit's blow.

"Weak faith, weak arms...

Power attack with axe; to hit:1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

"...Father Torag guides my blows. Surrender to his will and you may yet receive his mercy." Morgrym finishes as he strikes at the bandit.


Goblin 1 Gunslinger (musket master/bushwacker) HP 20/20, AC 18/16/14, Saves 5/7/2, Musket +8, 1d10, Init +6, Percept +10

Scraps loads a cartridge, 5' steps out from behind the tree and fires at the bandit on the platform above her.

1d20 + 7 ⇒ (17) + 7 = 241d10 ⇒ 1

Scraps rushes her shot after clearing her breach. The musketball barely nicks the bandit (1 damage) and she whispers a quiet curse, "Darn it!"


Male Catfolk Ranger (Skirmisher) 2 [ HP 22/22 | AC 19/13/16 | Fort +4, Ref +6, Will +1 | Init +3 | Perception +8 (+2 vs. Humans) ]

Gerran sticks close by Morgrym, thankful for his presence, and swings at the northernmost bandit.

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Sorry there are no column and row markers on the map. I was attacking the one due east of Morgrym. Not entirely sure I can make it to him though so he may not have an axe in the face.

Grand Lodge

Female Half-elf Gunslinger 7
Stats:
HP: 67/67 || AC: 22, touch: 17, flat-footed: 16 || CMD: 25 || Fort: +8, Ref: +10, Will: +6(+8); +2 vs. enchantment, immune sleep || Init: +6 || Perception: +8, low-light vision

Hmm, with the AoO I think Cadeyrn went to 0 hp at some point, but then immediately got healed on the same turn, so... I think I'll just stick to reducing him to 6/11 hp than figuring out the time-warp shenanigans.

Cadeyrn loops back around the nearby cluster of trees to tear a chunk out of the northernmost bandit's side. (Unless Gerran has already killed him, in which case he attacks the middle bandit.)

Cadeyrn Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Aerynne tries to help out with artillery fire from the sidelines, but her crossbow locks up when she pulls the trigger and snaps the bolt in two. She grumbles to herself and clears away the debris before reloading her weapon again.

Aerynne Attack: 1d20 - 2 ⇒ (1) - 2 = -1

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