Lords of the Stolen Lands - A Black Fang PBP

Game Master Justin Sluder


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Hey BlackFang game still alive? I'm hoping you just got busy with RL stuff let us know


Dice Rolls:
Helgash Disguise: 1d20 + 3 ⇒ (1) + 3 = 4
Helgash Bluff: 1d20 + 3 ⇒ (10) + 3 = 13
Hyglak Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Happs Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Happs Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
--Initiative--
Baelin: 1d20 + 4 ⇒ (13) + 4 = 17
Connel: 1d20 + 5 ⇒ (7) + 5 = 12
Helgash: 1d20 + 1 ⇒ (16) + 1 = 17
Hyglak: 1d20 + 3 ⇒ (11) + 3 = 14
Korren: 1d20 + 5 ⇒ (3) + 5 = 8
Theodronis: 1d20 + 3 ⇒ (9) + 3 = 12
Happs: 1d20 + 4 ⇒ (17) + 4 = 21
Bandits: 1d20 + 7 ⇒ (11) + 7 = 18
Svetlana: 1d20 - 1 ⇒ (1) - 1 = 0
--Combat Rolls--
Bandit 1 Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Bandit 2 Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Bandit 3 Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Bandit 4 Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Bandit 5 Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Happs Rapid Shot attack 1: 1d20 + 6 ⇒ (19) + 6 = 25
Happs Rapid Shot attack 2: 1d20 + 6 ⇒ (17) + 6 = 23
Bandit 1 attack: 1d20 + 4 ⇒ (15) + 4 = 19
Bandit 3 attack: 1d20 + 4 ⇒ (16) + 4 = 20
Bandit 4 attack: 1d20 + 4 ⇒ (9) + 4 = 13
Bandit 5 attack: 1d20 + 4 ⇒ (11) + 4 = 15
Happs damage: 1d8 + 6 ⇒ (5) + 6 = 11
Bandit 2 damage: 1d8 ⇒ 7
Hyglak attack: 1d20 + 6 ⇒ (11) + 6 = 17
Hyglak damage: 1d8 + 2 ⇒ (4) + 2 = 6
Svetlana attack: 1d20 + 1 ⇒ (2) + 1 = 3

The six men ride in boldly, the one in the lead saying, "Smart man, Leveton, making sure the doors are open so we ain't gotta burn the place down. We'll be..." He stops, taking a closer look at Helgash in disguise, then yells out, "You ain't Oleg! KILL EVERYONE!"

Combat Begins

**Initiative Order**
Bandit Leader..21..done
Bandits..18..done
Baelin..17
Helgash..17..unconscious
Hyglak..14..done
Connel..12
Theodronis..12
Korren..8
Svetlana..0..done

Round 1

The bandit leader brings his bow to bear on Helgash. He quickly fires two arrows, the first flying through the clothes he's wearing, the second striking him.

The other five are a little slower to fire, but all manage to launch arrows at the two people they see. Four fire at Helgash, one at Svetlana. None of them strike Helgash, but the one strikes Svetlana.

Helgash takes 11 damage.

Hyglak pops up from hiding and fires a single arrow at the leader, striking him solidly.

A full second later, Svetlana brings her crossbow to bear on the leader and launches at bolt at him, but misses by feet and sends a bolt flying over the wall.

GM only notes:

Happs 29/34
Svetlana 11/16

MAP


Male Human Fighter/Monk (Master of Many Styles)

With a great push, Theodronis would slam his door closed before sweeping his gaze across the seen. Noticing a horse in Baelin's way, he would move to close the distance between him and it.

While he moved he would pull his Aldori Sword free from its scabbard and fall into a fighting stance his master had taught him.

"Surrender thieves or taste my blade," he would shout in an attempt to give them the chance he said he would.

Move to close door. Move to move and pull sword. Swift to fall into Crane Style. Free to speak.


Male Human Gestalt 1: Fighter / Cleric of Abadar

any results of the Detect Magic as they entered?

Seeing that the ruse is quickly uncovered, Connel crawls forward to make sure that all his companions are in range as he starts calling on the power of Abadar.

Suddenly each of the companions gets a split second impression that they are in the heart of a bustling city market: the din of the crowd, the rich smells of roasted meats and fresh baked breads, its gone as quickly as it came but the warm feeling lingers...

Looks like I can get the entire party in a single 50' burst? If not, I will move as far north as I can to try and get Hyglak/Svetlana in range of a 50' burst without missing the guys by the door. Standard Action to cast Bless on party (+1 morale bonus on attack rolls and saves vs fear affects). Move Action (if didnt need to move prior to casting) to move along roof until right above the wagon, keeping low as possible


Connel: You detected magic, but haven't had enough time to pinpoint who or what. Hyglak, Svetlana, and Theodronis are impossible to include in the bless from atop the stables. Moving 5-10 ft. east, to the edge of stables, will get the bless on yourself (obviously), Baelin, Helgash, and Korren. Moving north even on square will put Baelin outside of the bless burst, so I recommend only moving the 5 ft., then casting bless.


Male Human Gestalt 1: Fighter / Cleric of Abadar

5' it is then, thanks


Male Tauric Halfling/Sword Spider

Korren rises to one knee, taking advantage of the little cover of the wall's inner platform and its elevated position. As soon as the doors shut behind the bandits, Korren will fire at the rearmost bandit with a deafening thunder.

Attack vs. touch AC: 1d20 + 4 ⇒ (7) + 4 = 11.
Damage: 3d6 ⇒ (5, 4, 3) = 12.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Question: Why is Helgash unconscious? He has 13hp...


Helgash wrote:
Question: Why is Helgash unconscious? He has 13hp...

Because the GM initially missed rolling initiative for Svetlana, so Helgash was originally hit by 3 arrows, for 20+ damage, and then the GM realized he forgot her, so added her, which changed things for attack rolls, and I forgot to remove the unconscious from Helgash... However, I just noticed I missed that the change also made Happs (the bandit leader) hit Helgash twice, so he should have taken even more damage (a minimum of 6 more), but I'm going to ignore that. Don't worry, he's not unconscious.


Baelin will summon up some arcane energy casting shield on himself before moving into base contact with the one at the door.

swift into crane. at will shield spell (standard), Move to base.

current stats:
AC 30, HP 15 DR 1/evil

Throw down your weapons and be judged like men. Push this fight and you will die this day. I am Baelin Orvlosky, by charter banditry is a crime in these lands. This is your last chance.

intimidate: 1d20 + 9 ⇒ (6) + 9 = 15 check for dramatic effect :)


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

hehe, ok. So hanging to dear life by a thread :D

OUCH!

The initial barrage fired from the bandit leader landed squarely on Helgash, almost puncturing one of his lungs. His rage shakes him into surpassing the initial shock from the damage, and the huge tiefling lumbers forward to swing his massive hammer at the leader.

Mechanics:Move action=Approaching the bandit leader, Free Action=Rage, Swift Action=Smite Evil on the bandit leader

"It is over for you, fools!" - he roars.

Attack: 1d20 + 5 + 3 + 2 ⇒ (7) + 5 + 3 + 2 = 17
Damage if it hits: 1d12 + 9 + 1 + 3 ⇒ (8) + 9 + 1 + 3 = 21

oops

Status:

Smite Evil
+3 to hit
+1 to damage
+3 to AC

Rage
+4STR
+4CON

+2HP
+2hit
+3 damage
+2 will saves
-2AC

Current HP: 4
Current AC: 19


Dice Rolls:
Happs Ride check: 1d20 + 10 ⇒ (1) + 10 = 11
Bandit 1 Ride: 1d20 + 3 ⇒ (14) + 3 = 17
Bandit 2 Ride: 1d20 + 3 ⇒ (4) + 3 = 7
Bandit 3 Ride: 1d20 + 3 ⇒ (10) + 3 = 13
Bandit 4 Ride: 1d20 + 3 ⇒ (10) + 3 = 13
Bandit 5 Ride: 1d20 + 3 ⇒ (1) + 3 = 4
Happs Rapid Shot attack 1: 1d20 + 7 ⇒ (14) + 7 = 21
Happs Rapid Shot attack 2: 1d20 + 7 ⇒ (15) + 7 = 22
Bandit 1 attack: 1d20 + 4 ⇒ (16) + 4 = 20
Bandit 3 attack: 1d20 + 4 ⇒ (16) + 4 = 20
Bandit 4 attack: 1d20 + 4 ⇒ (1) + 4 = 5
Happs damage 1: 1d8 + 6 ⇒ (5) + 6 = 11
Happs damage 2: 1d8 + 6 ⇒ (2) + 6 = 8
Bandit 1 damage: 1d8 ⇒ 1
Bandit 3 damage: 1d8 ⇒ 8
Hyglak attack: 1d20 + 6 ⇒ (2) + 6 = 8

Combat Begins

**Initiative Order**
Bandit Leader..21..done
Bandits..18..done
Baelin..17
Helgash..unconscious
Hyglak..14..done
Connel..12
Theodronis..12
Korren..8
Svetlana..0..done

Round 1

Though the bandit Theodronis attempted to scare laughs at him, a moment later, Baelin issues a far more effective demand.

Korren quickly readjusts his aim, firing at the nearest bandit he can see. Sadly, he still misses, his bullet striking the roof of one of the bunkhouses.

Helgash moves in on the leader, successfully smiting him.

End round 1, begin round 2

The leader's horse moves back 5 ft., as he fires a pair of arrows at Helgash. As they are both about to strike home on the holy warrior of Iomedae, a transparent woman clad in golden armor appears and swats away one of the arrows. Only one strikes Helgash. As he falls unconscious, she smiles at him and helps him to the ground, and then she vanishes. 8 more damage

Yes, Happs hits hard, and fast.

Two of the bandits struggle with their horses, not doing anything but keeping them from bolting.

The other three bandits fire arrows. One each at Helgash, Hyglak, andTheodronis. One arrow strikes Hyglak and Theodronis each. 1 damage on Theodronis

Hyglak misses the bandit leader, and moves towards Helgash.

Svetlana moves to the door, pushing it open and disappearing inside.

GM only notes:

Happs 8/34
Hyglak 4/12
Svetlana 11/16

MAP


Male Human Gestalt 1: Fighter / Cleric of Abadar

Trusting his cousin to stabilie their companion for the moment, Connel decides to use the fact that the bandits are unaware of him to strike and hopefully begin bringing this combat to closure.

Move Action: move 5' SE from current position to still be within 30' of bandit leader.
Attack Action: Fire crossbow at leader (point blank and bless). 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18

Damage: 1d8 + 1 ⇒ (6) + 1 = 7
any to hit bonuses for 'surprise'?


Male Human Fighter/Monk (Master of Many Styles)

Grimacing as the arrow grazed his shoulder, Theodronis would step up next to his enemy in a defensive stance before suddenly lashing out in a wide arc that seemed to strain every fiber in his body as he swung not only at the bandit next to him, but the next closest as well.

Attack Roll: 1d20 + 1 ⇒ (4) + 1 = 5
Damage Roll: 1d8 ⇒ 1

Free action to 5-foot up. Swift action to declare Widen Attack on two nearest bandits. Standard action to attack defensively.

I had moved over to the rear one earlier so I took that into consideration.

Current Stats:
Hit Points: 11/12
AC: 20


Baelin sees Helgash take another arrow and decides he must engage the leader. Withough hesitation he gains a spring in his step as he moves up to base the leader standing amongst all the bandits he leaps performing a super man punch to Happs ribs.

move action to back left of Happs. Was not moved on the map from last round. Attack action unarmed strike

Attack roll: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (6) + 3 = 9
conformation: 1d20 + 5 ⇒ (15) + 5 = 20
crit damage: 1d6 + 3 ⇒ (5) + 3 = 8

The old man shows he has some fight in him as he runs up to avenge his fallen ally.

I gave you a chance to settle this as men. Now you will face a terror like no other. Remember the name Baelin as it will be the one you share with the other fallen in the afterlife

Hope no one dislikes my banter too much. I like talking with the bad guys while fighting ;). woops forgot to add in bless, changing attack bonus to +5

current status:
AC 30, HP 15, DR 1/Evil


Male Tauric Halfling/Sword Spider

I would like to edit last round's actions, and add a reload action. I just forgot to type it out. If not, he will simply reload before firing. If that is okay he will reload after his shot this round also.

Seeing Helgash fall, Korren roars in anger, "I call the destruction of Torag the Mighty upon you, reaver scum!" Korren fires again, attempting to strike the same target.

Swift action to pronounce Destruction judgement. +1 to all damage until combat is over.

Attack vs. Touch AC: 1d20 + 5 ⇒ (16) + 5 = 21.
Damage: 3d6 + 1 ⇒ (3, 1, 3) + 1 = 8.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"Bggdffffllhshdgfggggg" - Come the unintelligible words from the fallen Barbarian, his rage dissipating in a pool of his own blood.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Shameless bump :D


Everyone:
Unless I'm missing something, it still takes a standard action to reload your musket. However, I always forget to mention certain house rules I have.
House Rule: A character can combine the move actions from two consecutive rounds to perform an additional standard action. Yes, this means a caster could cast three spells across two rounds.

Dice Rolls:
Bandit 1 AoO vs. Baelin: 1d20 + 4 ⇒ (6) + 4 = 10
Bandit 4 AoO vs. Baelin: 1d20 + 4 ⇒ (3) + 4 = 7
Roll to see if barely controlled horse of Bandit 5 makes AoO vs. Baelin (functioning as confused): 1d100 ⇒ 33
Helgash Con check to stabilize (DC 16): 1d20 + 1 ⇒ (13) + 1 = 14
--Begin Round 3--
Check to see if Happs' horse flees (as confused): 1d100 ⇒ 62
Happs' horse damage to self: 1d8 + 3 ⇒ (4) + 3 = 7
Bandit 1 Ride: 1d20 + 3 ⇒ (2) + 3 = 5
Bandit 2 Ride: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 3 Ride: 1d20 + 3 ⇒ (8) + 3 = 11
Bandit 4 Ride: 1d20 + 3 ⇒ (3) + 3 = 6
Bandit 5 Ride: 1d20 + 3 ⇒ (4) + 3 = 7
Bandit 1 Ride to stay in saddle: 1d20 + 3 ⇒ (14) + 3 = 17
Bandit 3 Ride to stay in saddle: 1d20 + 3 ⇒ (2) + 3 = 5
Bandit 4 Ride to stay in saddle: 1d20 + 3 ⇒ (1) + 3 = 4
Bandit 5 Ride to stay in saddle: 1d20 + 3 ⇒ (13) + 3 = 16
Bandit 3 Ride for soft fall: 1d20 + 3 ⇒ (15) + 3 = 18
Bandit 4 Ride for soft fall: 1d20 + 3 ⇒ (13) + 3 = 16
Bandit 2 attack: 1d20 + 4 ⇒ (15) + 4 = 19
Hyglak cure light wounds on Helgash: 1d8 + 1 ⇒ (8) + 1 = 9

**Initiative Order**
Bandit Leader..21..dead
Bandits..18..done
Baelin..17
Hyglak..14-1..done
Helgash..14-2
Connel..12-1
Theodronis..12-2
Korren..8
Svetlana..0..done

Round 2 continued...

Connel strikes the bandit leader with a bolt, quickly ducking back below the edge of the stable.

Theodronis slashes in a wide arc, missing both bandits, and their horses.

Baelin breaks from the bandit he was threatening, and manages to avoid the wild flailings of both not focused on keeping their mount from bolting. Arriving at his goal, he speaks with undeniable authority and proceeds to jump up in the air, spinning as he does so, and kick the bandit leader in the side of the head. There is an audible crack as the leader's neck snaps, and then falls from the saddle. His dead stare is focused on Hyglak, sending a small chill down the hellspawn's spine.

Korren finishes reloading, steps up to the door and fires over it. He easily sends the bullet into the bandit, the boom of Matilda panicking the horses even more.

End round 2, begin round 3.

The bandit leader's horse panics, whirling around to flee, but falters and nearly breaks a leg.

Due to Matilda, four of the five remaining bandit's horses turn to flee, their riders unable to control them. Two of the mounted bandits manage to stay on their panicked mounts as they flee out the trading post's open door, the other two fall. The two who fall land hard, but scramble to their feet.

The lone bandit able to keep his mount under control stabs at Theodronis, nearly striking him.

Hyglak reach Helgash, muttering out a prayer and healing the paladin. 9 points of healing. You are conscious but prone.

GM only notes:

Happs -14/34 dead
Happs horse 15/22
Hyglak 4/12
Svetlana 11/16
Bandit 1 7/14
Bandit 1 horse 22/22
Bandit 2 14/14
Bandit 2 horse 22/22
Bandit 3 14/14
Bandit 3 horse 22/22
Bandit 4 14/14
Bandit 4 horse 22/22
Bandit 5 14/14
Bandit 5 horse 22/22

MAP


Male Human Gestalt 1: Fighter / Cleric of Abadar

Any chance for a 'parting shot' as the 2 bandits run away? If the gates are tall enough that I can from my position, Id take a shot at one of them. If not, Id take a shot at the bandit still on his horse

Move Action reload light crossbow
Standard Action Fires crossbow Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 +1 for point blank at the mounted bandit if I cant fire @ the escapee
Damage: 1d8 ⇒ 7 +1 for point blank if applicable


Male Human Fighter/Monk (Master of Many Styles)

I'll work out the attack of opportunity first with you if you don't mind.

Theodronis would notice the jittery horse of his enemy turn to start to flee. Not thinking of his safety, but the consequences should they let even one of the bandits escape, Theodronis would lash out at the horse's legs with one of his own in the hopes of stopping the beast in its tracks.

Please virtual dice do me a solid in this attack.

Trip attack - 1d20 + 2 ⇒ (15) + 2 = 17


Horse AoO vs. Theodronis: 1d20 - 2 ⇒ (4) - 2 = 2

Throwing himself into a potentially very dangerous position, Theodronis valiantly attempts to trip the lead fleeing horse, but fails. The horse tries to kick him, missing in its terror to get away.


Male Human Fighter/Monk (Master of Many Styles)

With a grim look, Theodronis would use his trip's unused momentum to come about into a runner's starting stance before springing into action.

"Prevent them from escaping," he would yell to his companions as he pushed forward into a reckless charge after the nearest bandit and his horse.

Knowing he would not get another chance, Theodronis would lash out with his Aldori Dueling Sword at not only the rider, but the horse as well.

Please, oh please, virtual dice give me this attack.

Full-round action charge. Swift action declare Widen Attack.

Attack on Bandit and his horse 1d20 + 5 ⇒ (2) + 5 = 7


Male Tauric Halfling/Sword Spider

Korren turns as the two bandits flee, his musket tracking the fleeing men as he carefully aims. Matilda speaks again, and the musket ball strikes the furthest bandit squarely in the base of his neck.

I am not sure how far the fleeing bandits have gotten from Korren by the time he fires.
Using Steady Aim as a Move-Equivalent Action; musket range = 50 ft.
Korren will also use the Deadeye deed if necessary to ensure that the attack resolves as a touch attack. Just let me know if I need to spend grit.
Activating Perfect Blow.
Confirm Critical vs. touch AC.: 1d20 + 4 ⇒ (16) + 4 = 20.
Damage(assuming a 21 confirms): 3d6 + 1 ⇒ (2, 3, 6) + 1 = 12 x 4 = 48.

As the man screams and pitches off his horse, Korren shouts back over his shoulder, "Mount and get after him!"


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Aren't the gates closed?


Only Theodronis' door got closed, because there was a horse and bandit blocking the other one.


Baelin move action and mounts Happs horse. Then move action handle animal to run down the fleeing bandit.

handle animal: 1d20 + 5 ⇒ (1) + 5 = 6

You guys handle the rest here, take prisoners for questioning. I will be back shortly.


damn, looks like the horse is in too scared to do anything.

ride to stay in saddle: 1d20 + 2 ⇒ (8) + 2 = 10


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash stands up, blood pouring from many puncturing arrow wounds - with a look around, he nods to Hyglak - "Thank you friend - I could not avoid that hail of arrows from the bastard"

Quickly regaining his footing, he surveys the scene to get his bearings.


Korren: Did you read the spoiler for everyone? If not, please do so. If you are using your alchemical paper cartridges, please state so so I know for certain what you're doing.
Also, when you score a successful critical hit, you roll additional dice, not multiple the damage from the normal number of dice.

Dice Rolls:
Korren's additional damage from critical hit: 9d6 + 3 ⇒ (2, 6, 6, 3, 5, 2, 1, 2, 1) + 3 = 31
Bandit 1 Ride: 1d20 + 3 ⇒ (12) + 3 = 15
Bandit 2 Ride: 1d20 + 3 ⇒ (13) + 3 = 16
Bandit 2 Attack vs. Bandit 3 (AC 9): 1d20 + 4 ⇒ (7) + 4 = 11
Bandit 2 damage: 1d6 + 2 ⇒ (3) + 2 = 5
Hyglak attack vs. bandit 2: 1d20 + 6 ⇒ (2) + 6 = 8

**Initiative Order**
Bandit Leader..21..dead
Bandits..18..done
Baelin..17
Hyglak..14-1..done
Helgash..14-2
Connel..12-1
Theodronis..12-2
Korren..8
Svetlana..0..done

Round 3 continued...

Connel sends a bolt flying after a fleeing bandit, who is saved when the bolt lodges itself in the door.

Theodronis charges after the fleeing bandits and slashes wildly at the rearmost, swinging wildly and widely, again.

Korren sends a bullet into the back of a bandit with such force he flies forward out of the saddle and over the horses head. He is dead before hitting the ground.

Baelin barely manages to mount the panicked horse, but does stay in the saddle.

End round 3, begin round 4.

The bandit leader's horse continues to panic, bucking wildly as it tries to get Baelin off it.

Seeing Korren take down one of their comrades, the two bandits who fell off their mounts just seconds ago look at each other, and then drop to their knees with their hands in the air. One says, "We surrender!"

The last mounted bandit in the trading post gets his horse under control, moving it a step closer to one of the two surrendering. Yelling out, "Traitors!" He strikes at one of them, opening a nasty gash across the guys face.

The only bandit on one of the fleeing horses manages to get control of his mount and spurs it onward. The other three horses keep pace with him, all heading for the forest to the south-southwest.

As Hyglak stands, he says, "Nameless brigand! As a servant of Abadar, Master of the First Vault, I find you guilty and sentence you to death!" He raises his bow and fires an arrow, but misses the bandit.

Come on guys! You can finish this, I have faith! :D

GM only notes:

Happs -14/34 dead
Happs horse 15/22
Hyglak 4/12
Svetlana 11/16
Bandit 1 7/14
Bandit 1 horse 22/22
Bandit 2 14/14
Bandit 2 horse 22/22
Bandit 3 10/14
Bandit 3 horse 22/22
Bandit 4 14/14
Bandit 4 horse 22/22
Bandit 5 -29/14 very dead
Bandit 5 horse 22/22

MAP
For some stupid reason, deviantart doesn't want to upload the entire image, so sorry about Korren getting cut a little.


Male Human Gestalt 1: Fighter / Cleric of Abadar

Any chance I can take another shot at the bandit who got out the doors? Im assuming not, but if I can thats who I would shoot at. If I cannot, I would shoot at the last mounted bandit inside.

Move Action: reload crossbow
Attack Action: Fire Crossbow: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 another +1 if firing pointblank at the bandit still in the yard
Damage: 1d8 ⇒ 5 +1 for pointblank if applicable


Connel: Sorry, the wall completely blocks your view from atop the stables.


Male Human Fighter/Monk (Master of Many Styles)

With a last stitch effort, Theodronis would attempt to grab hold of the fleeing bandit.

Grapple attempt 1d20 - 2 ⇒ (14) - 2 = 12


Male Human Fighter/Monk (Master of Many Styles)

Watching the bandit escape his grasp, Theodronis would quickly survey the scene for options. Seeing the fallen bandit close by, he would make his way quickly towards him and pick up his fallen enemy's bow while placing his sword down next to him.

Move action to move. Move action to pick up the bow. Free action to drop the sword next to him.


Male Tauric Halfling/Sword Spider

How far to the fleeing bandit?

Korren swiftly thumbs a paper cartridge into his musket, ramming it home. He then moves to the parapet of the wall and takes a very stable firing position, with Matilda's muzzle tracking the man's flight.


Male Human Gestalt 1: Fighter / Cleric of Abadar
Black Fang wrote:
Connel: Sorry, the wall completely blocks your view from atop the stables.

Figured as much....then I'd fire at the remaining mounted bandit before he can slay his former companions.


move action to handle animal
handle animal: 1d20 + 5 ⇒ (11) + 5 = 16
Baelin pats the horse a few times on its neck wispering some words in celestial. The horse calms and takes off toward the fleeing bandit.

Again speaking in the tounge of the angels Baelin digs his heels into the horse attempting to spur it forward.

ride to spur mount: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d3 ⇒ 2

Baelin fails to spur the panicked mount but takes off in a run after the fleeing bandit.

I won't go far, I should be back in no more than an hour tops. Find out what you can.

To DM:
I will continue to pursue trying to spur the horse each round until I can catch up. If I knock my horse out befor catching up I will put it down and walk back. If I catch up I will be bull rushing or triping to knock bandit out of the saddle.


oh possible change of plan. How far to the tree line? Thinking of dismissing eidolon and summoning eagles to charge the rider down. Do we have a nice open plains for a mile or so?


Dice Rolls:
Korren Knowledge (geography) - untrained: 1d20 + 1 ⇒ (9) + 1 = 10
Korren Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Korren Survival: 1d20 + 11 ⇒ (10) + 11 = 21
Baelin Knowledge (geography) - untrained: 1d20 + 3 ⇒ (15) + 3 = 18
Baelin Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Baelin Survival: 1d20 + 5 ⇒ (5) + 5 = 10

**Initiative Order**
Bandit Leader..21..dead
Bandits..18..done
Baelin..17..done
Hyglak..14-1..done
Helgash..14-2
Connel..12-1..done
Theodronis..12-2..done
Korren..8..done
Svetlana..0..done

Connel redirects his aim on the mounted bandit still inside the walls, sending a bolt flying where he would be if he hadn't leaned over to strike his former companion.

From atop the wall, Korren scans the land south of the trading post, judging the distance to the mounted and still fleeing bandit to be roughly 200 ft. away, and the forest several miles away.

Baelin tries to get his horse to gallop faster, but succeeds in only bloodying its flanks a little as he pursues the bandit.

Helgash: What are you doing this round?


can you tell me the distance between me and the bandit. Thanks


Baelin: At the moment, there's roughly 50 ft. between y'all. That distance will only change based on rolls.


ok, so 50'. I assume we both are running 200ft a round? So I would need 2 made checks to over take him as the extra 10' movement would close 40' on the run. I'm just stating this to confirm these are correct assumptions. Thanks. If assumptions are correct we will try a few rounds to just run him down. Maybe the dice roller will be nice :)


Correct.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

If Helgash is within charging distance of the bandit trying to slay his companions, he will charge at him.

Charge Attack with PA: 1d20 + 5 + 2 - 1 ⇒ (5) + 5 + 2 - 1 = 11
Damage if it hits: 1d12 + 6 + 2 ⇒ (12) + 6 + 2 = 20

If not, he will approach trying to get him to surrender.

Don't be a fool boy! You have ONE chance to surrender, or you will die today, regardless of how many of your own you want to carry down with you!"

Intimidate: 1d20 + 7 ⇒ (6) + 7 = 13

Or none of the above....


Dice Rolls:
Bandit 1 Ride to maintain control: 1d20 + 3 ⇒ (17) + 3 = 20
Bandit 2 Ride to maintain control: 1d20 + 3 ⇒ (5) + 3 = 8
Bandit 1 Ride spur mount: 1d20 + 3 ⇒ (17) + 3 = 20
Bandit 2 Ride to stay in saddle: 1d20 + 3 ⇒ (11) + 3 = 14
Bandit 3 Grapple vs. Bandit 2: 1d20 + 3 ⇒ (14) + 3 = 17

**Initiative Order**
Bandit Leader..21..dead
Bandits..18..done
Baelin..17
Hyglak..14-1..done
Helgash..14-2
Connel..12-1
Theodronis..12-2
Korren..8
Svetlana..0..done

Round 4 continued...

Helgash charges the mounted bandit, demanding his surrender. As he swings at the man, he misses, and just barely manages to no cave in the skull of bandit on his knees.

End round 4, begin round 5.

The bandit Baelin is pursuing continues to flee, even managing to put a little extra distance behind him. The other horses starting to slow a little.

Meanwhile, that mounted bandit in the trading post nearly gets bucked off the saddle as his mount makes it obvious to all it doesn't want to be inside the walls anymore. Doing what it wants, and not what the bandit wants, the horse makes a break for the open door, with bandit along for the ride.

The bandit struck by his former ally launches himself off the ground, leaping up and grabbing a hold of his still mounded ally. His legs are hanging down, feet dragging the ground beside the horse as it gallops out the door.

Helgash: You may take an AoO against the mounted bandit, the horse, or the grappling bandit.
Korren: If you want you can try and hit the bandit with Matilda's stock. You'll suffer a -2 penalty due to having to deal with the door.

GM only notes:

Happs -14/34 dead
Happs horse 15/22
Hyglak 4/12
Svetlana 11/16
Bandit 1 7/14
Bandit 1 horse 22/22
Bandit 2 14/14
Bandit 2 horse 22/22
Bandit 3 10/14
Bandit 3 horse 22/22
Bandit 4 14/14
Bandit 4 horse 22/22
Bandit 5 -29/14 very dead
Bandit 5 horse 22/22

MAP - This map is subject to change should Helgash make a successful AoO against either the mounted or grappling bandit.


Male Human Gestalt 1: Fighter / Cleric of Abadar

Agan with the running out the door?

"By the Ledger!" the cleric groans in frustration, fitting another bolt into his crossbow to take a shot at the fleeing bandit.

Move Action: reload the crossbow
Attack: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d8 ⇒ 6
Confirm: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage if crit: 1d8 ⇒ 2


Baelin senses the man is a better rider than he and changes his tactic.

Move action to spur mount
Standard to dismiss Eidolon

ride check to spur: 1d20 + 2 ⇒ (19) + 2 = 21
damage to mount: 1d3 ⇒ 3


Black Fang, can a celestial creatur that is summoned understand celestial. I think they could in 3.5, but I can't find it anywere. Just wondering if my eagel will only be able to attack or if I can direct it to bull rush and knock the guy off his horse :)


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"You were given your chance!" - Helgash roars as he swings again his massive hammer towards the rider, with surprising reactions for someone of his size.

Attack with PA: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
Damage if it hits: 1d12 + 6 + 2 ⇒ (6) + 6 + 2 = 14


Male Tauric Halfling/Sword Spider

Korren swings the stock of his weapon at the fleeing bandit, "No you don't!"

Attack: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5.
Damage: 2d8 + 3 ⇒ (6, 5) + 3 = 14.

When Korren's swing gets hung up on the door, he again snarls in frustration and brings the weapon to bear on the, newly, fleeing bandit.

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