Kingmakers of the Everflame (Inactive)

Game Master McBugman

Kingdom Errata
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XP: 6594


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Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara quickly gives up on stealth and moves to try and get a clear shot at the closest enemy with her Coin Shot spell, but she not expecting to hit at such long range.

Copper Coin Shot wRange Penalty: 1d20 + 4 - 8 ⇒ (16) + 4 - 8 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

I'll get aropper post out tomorrow. But do the bandits(?) not need to test for concealment as we're in dim light? (50% for Arim cos he's a bad ass shadow) Wendell is OK because of his dark vision.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I have my low-light vision which doubles my normal range to see in dim or low light...but at my current range I'm not sure it matters.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yup, those who do not have darkvision or are out of range of their low-light vision will need to test for concealment. These bandits are operating as intended though :)


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Concealment(low is bad): 1d100 ⇒ 58


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:
GM Shai Hulud wrote:
These bandits are operating as intended though :)

EEK! Sorry GM, didn't mean to call you out. I just got all excited because Dim light is fun for Arim... normally.

Arim continues to hurtle towards the Bandits at the camp, now just a few step away

Double move, map updated


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map
Arim Jubar wrote:

EEK! Sorry GM, didn't mean to call you out. I just got all excited because Dim light is fun for Arim... normally.

Muahahaha! ;)

Aleksara's coin shot flies wide and ricochets off the monolith and into the night.

As Arim continues to charge, Jerrik stays on his horse and rides forward as well.

Round 2, Active Conditions: Dim Light
Wendell
William
Alfentinius

Bandits (1:-4,2:0,3:0)
Aleksara
Arim -7
Chett
Jerrik

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell aims his next arrow at the bandit #2 furthest away from the group.

C. Longbow: 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Included long range penalty (-2)

Once the arrow has flown, Wendell calls out to Chett to continue the assault. "Chett, shake 'em up!"

Handle Animal, Rattling Strike: 1d20 + 11 ⇒ (6) + 11 = 17

Chett will use Rattling Strike on his next turn.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius looks at the William struggling with the horses... and tries to lend the goat a hand but finds himself being dragged along by the larger horses...

Handle Animal: 1d20 + 5 ⇒ (2) + 5 = 7


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

William moves along with the horses and once again tries to steer them away from the fight with little success...

Handle Animal: 1d20 - 2 ⇒ (9) - 2 = 7


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

OK...this would be hilarious if there weren't enemy arrows raining down on us! =/ How hard would it be to get my horse combat-trained?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

As Wendell puts an arrows into the lone bandit, Alfentinius and William start having trouble with the horses.
Horse scatter: 1d8 ⇒ 5

With Chet and Arim closing in on two of the men, they choose to drop their bows and pull out short swords. The man shot by Wendell looses an arrow at Jerrik as the Ulfen rides bravely forward. All of their attempts miss horribly as the darkness and grass interferes.
Charge on Arim: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Attack on Jerrik: 1d20 + 3 ⇒ (2) + 3 = 5
Attack on Chet: 1d20 + 3 ⇒ (1) + 3 = 4

Round 2, Active Conditions: Dim Light
Wendell
William
Alfentinius
Bandits (1(AC-2):-4, 2:-7, 3:0)
Aleksara
Arim -7
Chett
Jerrik


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

To get into closer range with the worst target, Aleksara takes off at a run!

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Now in range of the soft fleshy man, Chett hisses and attacks.

Claw (Left): 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Claw Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Claw (Right): 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Claw Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Bite, Rattling Strike: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 Target is shaken
Bite Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Shaken rounds: 1d4 ⇒ 3

The bandit is ready for the first attack and easily dodges it, but side stepping the first leads him helplessly into the next. Chett's claws dig in and pull him close enough for a snarling bite.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim crouches under the thrust from the oncoming bandit, making the move look clumsy. Turning on his heel with almost impossible grace he puts his greatsword into his foes shins, using the bandits own momentum to make the blow count...

Entering RAGE!

Power Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Ooof!

Running in, Aleksara nears Arim right as he detaches the legs of the vulnerably overextended man who falls unconscious as he hits the ground. Off in the distance everyone hears the large cat's warrior screams, making it easy to imagine a tiger drastically different than the one you all really know. The man shrieks in terror beneath Chett, his sanity as frayed as his flesh and clinging to waking life.

Chett, Arim, Aleksara:
Now that you're closer you see there are two other men with in the camp area. They are standing on the wagon and seem quite active with their movements. The dogs are indeed tightly muzzled as expected earlier and can be seen and heard whimpering by the monolith.

Round 2, Active Conditions: Dim Light
Wendell
William
Alfentinius
Bandits (1:-20, 2:-7, 3(Shaken):-14, 4:0, 5:0)
Aleksara
Arim -7
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15


Inactive

With the situation seemingly in hand, Jerrik reared his horse back towards Alfentinius. "YAH, Jasper!" The big stallion rose up, almost turning in place before charging off the opposite way they had been heading. As they closed in on the frantic horse, Jerrik leaned out and tried to grab the reigns. "Got yeah, there now. Easy big guy. Calm down."

Handle Animal: 1d20 + 8 ⇒ (19) + 8 = 27


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

As Jerrik returns his horse to the equine grouping, he is able to calm the animals and build a herd around Alfentinius. Wendell, William, and Alfentinius are then able to take advantage of more opportunities.

Round 3, Active Conditions: Dim Light
Wendell
William
Alfentinius

Bandits (1:-20, 2:-7, 3(Shaken):-14, 4:0, 5:0)
Aleksara
Arim -7
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius feeling things get out of hand is relieved when Jerrik turns to help him and shows such a commanding presence towards the horses.

Jerrik you're a born leader you know that...

Alentinius then tries to help get the horses under control...1d20 + 5 ⇒ (4) + 5 = 9... With little success.


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

William also tries to help with the animals...

handle animal: 1d20 - 2 ⇒ (6) - 2 = 4

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell continues to move forward towards the cart, then casts Gravity Bow on himself. He draws an arrow from the quiver as if it were heavy as a hammer and notches it on his bowstring.

When he hears the growling and the screams he knows Chett has become a wild beast. His friend, the soft companion he uses for a pillow on cold nights is buried somewhere deep within under all that animal instinct and anger.

"Poor sonofab!!!%..."

The hunter knows his tiger companion will not relent when the bandit cries mercy or goes limp. He shudders at the thought. The horrible sounds when Chett sets to mauling prey have haunted Wendell in many dreams before - sometimes it is Wendell feeling helpless under tooth and claw.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

The better off archer shoots at Aleksara as she is closing in on him, thinking if her friend could swing like that then there's no telling what she can do with her menacing sword. His aim is inspired but not as deadly as he had hoped.
Attack on Aleksara: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

While falling beneath Chett, the shaken man draws his shortsword and slashes at the tiger to no gain.
Shaken attack on Chett: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12

The two men around the cart can be seen by Arim, Aleksara, and Chett dismounting and focusing on the ground around it.

Round 3, Active Conditions: Dim Light
Wendell
William
Alfentinius
Bandits (1:-20, 2:-7, 3(Shaken):-14, 4:0, 5:0)
Aleksara -4
Arim -7
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Chett continues to maul the bandit that just made a frantic slash with his shiny man-claw.

Claw (Left): 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Claw Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Claw (Right): 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Claw Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Bite: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Bite Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

If the bandit is prone (not sure if I read that right, not caused by Chett) he has -4 AC against melee.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Ignoring the superficial cur on her cheek from the bandit's arrow, Aleksara charges her would-be archer!

Swift action to enchant her sword!

+1 Katana (Mountain Cutter)+ Charging: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage (Magic/Cold Iron): 1d8 + 2 ⇒ (6) + 2 = 8

"Bleed for me me!"


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim doesn't like the look of the bandit's attention on the wagon, he follows through on his attack, breaking into a run.

Leaping over the dogs he nears the wagon. Feinting to one side to draw the attention of the guard...

Acrobatics(moving past the bandit): 1d20 + 2 - 1 + 5 ⇒ (20) + 2 - 1 + 5 = 26

...he jumps onto the drivers seat...

Acrobatics(jumping onto the platform): 1d20 + 2 - 1 + 5 ⇒ (13) + 2 - 1 + 5 = 19

...and stands, sword raised, ready to smite the first bandit to rush him.

double move onto the wagon.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Chett mauls the man who collapses underneath the tiger. Aleksara charges the archer, his eyes go wide as her katana gleams with magical energy and she strikes him to the ground!

As Arim expertly bounds through the camp and jumps into the drivers seat he is almost too caught up to notice, but the realization and smell hit him as he proudly takes the drivers seat.

Arim:
This cart has been doused in lantern oil.

Arim: 1d20 + 4 ⇒ (7) + 4 = 11

Round 4, Active Conditions: Dim Light
Wendell
William
Alfentinius

Bandits (1:-20, 2:-15, 3:-20, 4:0, 5:0)
Aleksara -4
Arim -7
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Getting frustrated Alfentinius resorts to yelling at and lying to the horses...

Listen you stupid horses I need you all to get together and work with me here... come on I think I have some carrots...

Handle Animal: 1d20 + 5 ⇒ (20) + 5 = 25

Go help the others Jerrik... I think Billy and I got this...


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

And William manages to help... runnin off to head off the last wandering horse an redirect it towards Alfentinius.

1d20 - 2 ⇒ (16) - 2 = 14

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

The plodding Dwarf mumbles to himself as he continues to move towards the cart and notices the two bandits. "Why in the hells ain't those two in the fight'?"

Sensing something sinister in the work at the cart, Wendell places the beast whistle to his lips and gives two quick blasts to get the tiger's attention and uses two fingers to direct him to the bandits near the cart. Chett perks up, his whiskers and face wet with red blood.

Handle Animal: 1d20 + 11 ⇒ (4) + 11 = 15 Attack bandit #5
Does Chett understand which target to attack? >50 Yes.: 1d100 ⇒ 89

The tiger's eyes follow Wendell's fingers to the bandits near the cart and springs to his feet, the dying bandit beneath him immediately forgotten.

Wendell then draws back the bowstring and lets loose his heavy arrow at bandit #5.

C. Longbow: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 2d6 + 2 ⇒ (6, 3) + 2 = 11

"Arim, what the f%~# is goin' on up there?"


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

"****! Lamp oil! You ***s!... Chett, no! Shoo!"

Handle Animal ('cause they seem to be going so well for everyone else): 1d20 + 4 ⇒ (19) + 4 = 23

Now. Handle animal is not a free action, but yelling is. so I guess it's a GM's call as to how well this works... ordering a companion against its master's wishes with a single word.


Inactive

Ride (guide with knees): 1d20 + 3 ⇒ (2) + 3 = 5

Jerrik nodded to Alfentinius before turning Jasper back towards the wagon and the bandits. Jasper galloped back across the open plains carrying the Ulfen man as he drew out his bec de corbin. He gripped the pole arm tightly as the stallion carried him across the field.


As Jasper uses the Run action, Jerrik draws his weapon.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I really like the effort Arim! Great roll!
Chett gives Arim a curious sideways head tilt, adorable if not for the blood stained muzzle.

As Alfent and William are able to corral the last of the horses, Jerrik rides back into the disputed camp site. Wendell looses a finely drawn arrow into the only man visible from his vantage. The man is surprised and stumbles but maintains his footing. Arim can hear him swear, "F*$#! Oh that's bad, Tommy I don't know if I'll make it.."

"Just run Stan!" Yells back the man, presumably Tommy. He then strikes a tindertwig and drops it into the cart.

As Stan begins to run Arim is caught off guard by the retreat rather than advance and the wounded man evades the swipe of his sword. The arsonist turns and starts running off into the darkening night as well.
Arim AoO: 1d20 + 6 ⇒ (3) + 6 = 9

Round 4, Active Conditions: Dim Light
Wendell
William
Alfentinius
Bandits (1:-20, 2:-15, 3:-20, 4:0, 5:-11)
Aleksara -4
Arim -7
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"NO! You will NOT get away that easily!"

Aleksara charges again at the nearest enemy!

+1 Katana (Mountain Cutter): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage (Magic/Cold Iron): 1d8 + 2 ⇒ (4) + 2 = 6

Ugg! I just hope he has a penalty to AC for some reason...


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

That was my AoO for the retreating bandit yeah? Is the cart now on fire?... am I on fire now?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yeah I rolled the AoO in order to resolve the scene, debated whether I should or not. In the future if you guys want to hands down always roll your own I can respect that.

It takes a move action to strike a tindertwig and a Standard action to light something with it. As he just dropped it in order to flee, it's on top of the oil and in the act of catching it all on fire. So you are not on fire Arim. As it takes a second to catch, you can safely flee the cart or you can make a reflex save DC14 (10 +2 slightly obscured +2 slightly slippery) to stomp it out in time.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Yeah lamp oil isn't THAT flammable really.

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Chett stands still for a moment, confused by the conflicting instructions. However, when the bandit begin's to flee the tiger's chase instinct is triggered. He charges the escaping bandit (#4).

Claw: 1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim tries to kick the tindertwig away as it falls, before it can touch the oil...

Reflex (DC14): 1d20 + 2 ⇒ (9) + 2 = 11

...His toe clips the small piece of wood and it spins in he air, time slows and Arim watches in horror as the twig snaps in two, the lit half falling to the oil sodden cart bellow...

Whoosh?!


Inactive

Jerrik pulled hard on the reigns to steer Jasper closer to Arim and the wagon. Dropping his bec de corbin, he reached out with one hand, trying to grab Arim and pull him off of the cart.

Reposition on Arim: 1d20 + 5 ⇒ (8) + 5 = 13

Maybe's flat-footed, maybe I have higher ground, shrug. If successful, moving him off of the cart.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

A flash of white-blue flame lightens the night sky. Wendell realizes all to late that the bandit has lit the lantern oil.

"F+#+!"

Animal Focus: Stag (+5 base speed)

Wendell takes off in a sprint towards the cart. He slings the longbow over his shoulder as he nears the cart.

"I'll get the fire out! Keep one o' them bastards alive!"

Run, double move.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Aleksara and Chett give chase to the fleeing bandits, Chett swiping at one and successfully nicking the back of his leg with a claw. As Arim tries to kick the match away it miraculously evades him! As the flames spread around the surface of the oil Jerrik swings his horse around and reaches for Arim's hand to pull him off the cart. As his fist closes on Arims sweating arm Jerrik's grip slips, making the Bloodrager only stumble sightly as the flames start to lick up his legs.
Fire! Fire!: 1d6 ⇒ 4 Arim takes 4 damage from the fire.

These two are going to either run away or get killed trying. Chett, Aleksara, and whomever else desires can make whatever rolls they wish until they down the man or give up.

Wendell
William
Alfentinius

Bandits (1:-20, 2:-15, 3:-20, 4:-3, 5:-11)
Aleksara -4
Arim -11
Chett
Jerrik

Some enemy errata for all of your enjoyment:
AC 14 : T 12 : FF 12
Fort 4 : Ref 4 : Will 1
CMB 3 : CMD 15


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"STOP or DIE!!"

Silver Coin Shot(w/Range Penalty?): 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Damage(Silver): 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

With his master's attention on the cart, the tiger ferociously attacks the fleeing bandit. Chett knows no pity or remorse, and continues to attack after some of the other group members become uncomfortable.

Round 1 of attacks:

Claw: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Claw: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Bite: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Round 2 of attacks:

Claw: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Claw: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Bite: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Bite (Crit?): 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Critical Damage: 2d6 + 2 + 2 ⇒ (2, 5) + 2 + 2 = 11

Once Chett has the fleshy man on the ground, he goes for the throat, only stopping once his prey is still and silent.

Round 3 of attacks:

Claw: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Claw: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Bite: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

On Wendell's next turns, after the others are resolved:

Now close enough to the cart, Wendell casts Create Water, pouring 4 gallons of water onto the cart each time in an attempt to extinguish the flames.

The first Create Water would occur 6 seconds after the cart ignites, the second occurs 12 seconds after.

He will continue to use the spell until all the flames are extinguished. Only then does he realize Chett furiously tearing at the bandit.

"Chett! STOP! Damned psycho!" Realizing Chett is not listening, Wendell blows a long sharp blast into his beast whistle and casts Create Water over the tiger's head.

With a bloody hiss the animal jumps into the air then disappears into the night.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim leaps from the cart and begins to roll on the ground, trying to put out the fires that have caught all over his clothing.

When then action is over and Wendell acts:
He is still rolling around as several gallons of water appear in the air and hammer down all around him and the wagon.

As the water finally stops Arim is a forlorn, sorry figure, laying on his back in an oily puddle, steam rising from his singed leather armour.

"...thanks Wendell... Tell me we got one of the ***s alive?"


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Along with William's help Alfentinius keeps the horses under control and away from the fighting and fire.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Chett tears the man down, then picks the body up like a toy in his mouth and carries him proudly like a trophy. Aleksara shoots a coin into the darkness but the man keeps running and appears to have escaped.

After Wendell floods the cart for almost a minute the fire is undeniably out. A simple inspection shows that the cart itself and the gear within is hardly damaged. Thanks to the quick reactions the oil was barely able to completely but, let alone start burning the actual cart and materials held inside. Thus, the surface of the wood and tools are just superficially seared black from the heat with only the rope looking to have seen better days. Luckily your tents, food, and backpacks were out of the cart or on your person.


Inactive

Clapping Wendell hard on the back, Jerrik smiled. "Well done my friend. Quick thinking. Arim needed a bath, and may yet need another one."

Jerrik stared hard into the darkness in the direction the last bandit ran off in. "Can we track him? We cannot afford for him to alert the Stag Lord, and criminals should not run free when we can prevent it. He must be brought to justice."

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell nods. "Y' read my mind, Jerrik. Let's mount up 'n get after him. He can't be far."

Before they go, Wendell will cast Light on Jerrik's weapon, then cast Guidance on himself, Jerrik, and anyone else who intends to search for the bandit.

Survival: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Wendell peers into the darkness in search of the bandit, scans the ground for tracks, then calls for Chett to come along.

However, the tiger is nowhere to be found.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius looks at the rest of the group.

I think William and I are going to stay here and see if any of the bandits here are just unconscious and not dead.

Alfentinius will then begin checking the 4 bandits who have been downed for life signs and try to stabilize any who need it.

heal: 1d20 + 0 ⇒ (15) + 0 = 15
heal: 1d20 + 0 ⇒ (18) + 0 = 18+2 for Williams help makes 20
heal: 1d20 + 0 ⇒ (8) + 0 = 8
heal: 1d20 + 0 ⇒ (19) + 0 = 19+2 for Williams help makes 21

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