Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Surprise round
Orin stands upright from his hiding spot, with his bow ready for action. Seeing the bandit leader standing next to Stevic and realizing that if things go bad the leader can strike Stevic he fires his bow at the man
Attack roll: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm critical 1d20 + 6 ⇒ (16) + 6 = 22
Oh yeah, I rock
Damage: 3d8 + 6 ⇒ (4, 2, 3) + 6 = 15
Just wish I could've afforded to buy a bow with a Strength bonus

Iinitiative: 1d20 + 3 ⇒ (20) + 3 = 23

Standing on the rooftop, Orin yells at the men below "Surrender now, or face the consequences"

Round 1
If the bandit leader is still standing Orin will fire at the bandit leader again. If he goes down, Orin will fire at the bandit directly below him in the courtyard.
Attack roll: 1d20 + 6 ⇒ (2) + 6 = 8

Orin slides down the steep side of the roof and drops in the courtyard next to the bandit standing there.
Acrobatic check: 1d20 + 2 ⇒ (20) + 2 = 22
'Give it up, boy and you might live to see tomorrow's dawn."
Intimidate check: 1d20 + 4 ⇒ (9) + 4 = 13

I might as well quit now, since I'll never be able to duplicate those rolls again


Orin Ro wrote:

Surprise round

Orin stands upright from his hiding spot, with his bow ready for action. Seeing the bandit leader standing next to Stevic and realizing that if things go bad the leader can strike Stevic he fires his bow at the man
Attack roll: 1d20+6
Confirm critical 1d20+6
Oh yeah, I rock
Damage: 2d8
Just wish I could've afforded to buy a bow with a Strength bonus

As i was reminded of earlier today in another game, a long bow is a *3 crit weapon. You've also forgot to add your favored enemy bonus (at least i think these are human).


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

You're correct, edited post to reflect the extra damage.


Xanwell waits for the.signal and jumps down the wall aided by the rope to slow his fall. His sword remains on his back as he works the mechanisms of the gate on his first round of combat.
Let me know if you need any roles and how long this takes. Otherwise my initiative is
1d20 ⇒ 13
Plus my initiative of one.

Sorry im using my phone and not a computer so i cant look at my char sheet at the moment. I apologize in advance.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

We're still waiting for Lirisial, but considering Orin's rolls, we can resolve the surprise round quickly. Figures the first sort of Big Bad goes down with a crit on the very first combat roll. I guess someone has to make up for Rupert and Edrukk's rolls. Speaking of which, Edrukk, you may need to confirm the fumble in case that action does happen.

Surprise round
The bandit leader standing next to Stevic drops like a sack, blood spraying everywhere, as Orin's arrow pierces his throat.

The other five men, hearing Orin's cry, gape for a second and then lunge for their horses.

Bandits' initiative:
1d20 - 3 ⇒ (9) - 3 = 6, due to their shock at any resistance.

Initiative order, pending Lirisial, is:
Orin
Xanwell
Treshiell
Rupert (dex 18)
Edrukk (dex 12)
Bandits


Male Dwarf Bard (savage skald) 3

1d20 + 1 ⇒ (18) + 1 = 19 Let's hope the dice have their bad feeling worked out by this point.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Orin's second shot flies wide of the startled bandit, who seems stunned by the sudden assault and shaken as Orin drops down next to him and delivers his ultimatum.

Immediately after the signal, Xanwell leaps down I'll need an acrobatics check, with a +2 bonus for the rope and begins closing the door.

Treshiell casts from the shadows of the stable at the nearby bandit, who seems unaffected as the young witch's magic washes over him. Bandit's saving throw: 1d20 - 1 ⇒ (20) - 1 = 19

Rupert's swing as he leaps out of the wagon and chops at the bandit leader cuts through the air where the hapless villain had been standing a moment earlier. He hits nothing but air, though, his intended target already left lying on the ground by Orin's arrow.

The five remaining bandits, suddenly seeing what they thought would be an easy payday turning into a deadly ambush, leap for their horses, trying to make their way for the rapidly closing gate despite the obstacles of the bandit leader's steed and the wagon and Rupert.

Edrukk's bolt thunks into the wood of the pen it flies wide of his intended target.

Stevic, meanwhile, dashes for the safety of his home, hopeful that the heroes will permanently take care of these bandits who've been plaguing him.

You can give me your second round of actions now. Lirisial can roll initiative and join in at any point -- otherwise she'll be holding back in the stables.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round 2

Orin drops his bow and pulls his greatsword over his shoulder, swinging at the bandit in front of him.
"Not fast enough!"
Attack roll: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 2d6 + 6 + 2 ⇒ (5, 6) + 6 + 2 = 19


Edrukk fires at the horse of the bandit closest to the gate. It's not particularly fair to the horse, but without horses, it's going to be hard to get away.
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d8 ⇒ 4

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Edrukk, note that the horse nearest the gate is the now-slain bandit leader's, which is now currently closest to Rupert. Just wanted to check whether you wanted to attack that one or the closest one with a bandit rider on it.


Male Dwarf Bard (savage skald) 3

Closest one with a rider; if the shot doesn't kill it, at least it might force a ride check and cause confusion amongst the tight group of horses.


Xanwell makes his acrobatics.check:
1d20 + 3 ⇒ (14) + 3 = 17

assuming the gate is still closing hell finish with that. After it is closed hell draw his blade and prepar to charge the nearest horse.


Round 2, initiative 10

Treshiell snorts as a sign of annoyance at the bandits resilience. She walks casually out to the court yard. The witch then bends over to pick up a handful of dirt in her palm, rises and softly blows the dirt in the direction of the bandits.

Move action to move out into the court yard
Standard action to cast Sleep (DC15) if i can catch two or more bandits in a 10ft radius (i'm unsure how they are placed on the map at the moment). Otherwise i'll use my Misfortune hex (DC14) on the closest bandit.

Misfortune:

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Female Elf Cleric (Desna) 1

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17

As the bandits begin to move, Lirisial draws her longsword and begins praying to Desna. "Bring your displeasure to bear upon our enemies, oh Starsong, look upon them with wrath!"

Casting Bane on our enemies. -1 to attack rolls, skill checks, and saves vs. fear I believe.


Male Human Rogue 3 (Swashbuckler)

Rupert joins Stevic's side, crying out "Have no fear, m'good man, ah'm here to keep y'safe!"

Ready Action attack any bandits that come into range.

Acrobatics if necessary: 1d20 + 7 ⇒ (7) + 7 = 14

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Orin slashes the stunned bandit he landed next to but his sword seems to catch on the man's leather armor at the last moment, turning it enough that it has no impact.

Bandits' saves:

1d20 - 1 ⇒ (19) - 1 = 18
1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (7) - 1 = 6
1d20 - 1 ⇒ (8) - 1 = 7
1d20 - 1 ⇒ (5) - 1 = 4

Lirisal calls on Desna's power, and most of the bandits, except for the one nearest Lirisial, for some reason, suddenly seem even more panicked than they had been. But with their escape cut off as Xanwell closes the second door, they realize they'll have little choice but to fight if they wish to escape.

As the bandits pull their swords, Treshiell walks out of the stable, and the closest bandit's face lights up with glee as he sees what looks like an easy target. His expression becomes quizzical as he sees her scoop up and blow the dirt at him before he collapses as if he were a puppet and the strings holding him up had been cut. The man behind him, however, shakes off the effects of the spell and his face filled with fear, heads toward the dangerous spellcaster.

Bandits' saves vs. sleep:

1d20 - 1 ⇒ (4) - 1 = 3
1d20 - 1 ⇒ (16) - 1 = 15

Rupert, Stevic ran for the house when the combat started so you didn't need to guard him. I'm going to assume, which I hope is OK, that you would go for the bandit who's heading for Treshiell, who's also the closest to you.

Rupert makes a fantastic leap toward the nearest bandit, his protective instincts kicking in. He slashes at the man, who screams in pain as the Aldori dueling sword finds its mark.

At the same moment, Edrukk's bolt slams into the man's poor steed, causing it to scream in pain and rear up. The bandit slides off the injured horse and swings at Rupert, missing badly as he's suddenly forced to dodge a pair of kicked from the pain-crazed horse.

The bandit Orin's fighting takes a wild swing at him that the half-elf is easily able to duck under before preparing for his own return blow.

Bandits' attacks:

1d20 + 1 ⇒ (6) + 1 = 7 baned bandit's attack at Rupert
1d6 ⇒ 11d20 - 2 ⇒ (13) - 2 = 111d20 - 2 ⇒ (6) - 2 = 4 to determine who horse will attack, and its hooves
1d20 - 1 ⇒ (13) - 1 = 12 shaken, baned bandit's attack at Orin

The remaining two bandits, with no one near them, see their opportunity to escape. Both carefully maneuver their mounts to the door, where they have merely to defeat one man to get the door open and make good on their escape. I'll get a new map up later tonight, I hope, but everyone can give me their round 3 actions. Two mounted bandits are next to Xanwell, and Rupert and Orin are both engaged with the other bandits who are still on their feet.


Male Dwarf Bard (savage skald) 3

Edrukk will drop his crossbow, double move down the ladder and over to Xanwell's side, drawing his warhammer as he moves. "I believe that is time for us to show these folks the power of a living wall," He comments to the barbarian as he stares down the bandits approaching the gate, almost daring them to try their luck.


Xanwell grins with almost sadistic glee, though the buzzing in his ears seems to grow worse as his adrenaline begins to flow through his body. He almost didnt hear the words his new ally said to hin as he drew his greatsword and raged. His first attack of the battle would be aimed to kill the horse beneath the rider as it seemed the horses were attackng as well.
Gripping his masterworked greatsword with both hands and spitting out of his clenched teeth as he roared with enraged power. The tip of the blade dug i.to the ground for but a second as it was raised up and aimes towards the bulk of the horse.. In the unlikely event he missed the attack, hed stand his ground and prepare to defend his new ally and the gate.

1d20 + 7 ⇒ (17) + 7 = 24
Damage 2d6 + 7 ⇒ (3, 6) + 7 = 16

Rolled a d6 to hir by mistake. Editted.


Male Dwarf Bard (savage skald) 3

If that horse is still up, I claim it; I like nigh indestructable horses. As a player, I didnt really want to target the horse, but it's something Edrukk would rather see done than risk letting the bandits escape.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

So far the only horse that has attacked was the one that Edrukk shot -- and it seems to have tried to attack whatever was closest to it. You're certainly free to swing at the horse if you want, Xanwell, but I just wanted to make sure I was clear on what happened with the first horse.


The primary reason i attacked the horse was mobolity reasons. But horses are scary to level ones lol.


Round 3, initative 10

Treshiell tilts her head and watches as one of the bandits collapse. She turns her gaze to the other thug and studies him with curiosity in her eyes. The curiosity vanishes from her eyes as Rupert jumps forward to engage the bandit. Extending her hand she speaks a few guttural words in a strange language and Thaal's eyes flash red.

Standard action to cast Daze (DC14) on the bandit engaged with Rupert, unless that's the bandit i tried to cast the first daze on. In that case i'll target the bandit with a Misfortune hex (DC14)


Female Elf Cleric (Desna) 1

Striding forward, Lirisial attempts to prevent the bandits from escaping by way slicing their legs apart.

Attack Roll: 1d20 + 2 ⇒ (6) + 2 = 8
Damage Roll: 1d8 + 2 ⇒ (1) + 2 = 3


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round #3
Orin blocks the bandit's half-hearted swing and responds with his own backswing.
Attack roll: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 2d6 + 6 + 2 ⇒ (1, 6) + 6 + 2 = 15
As the bandit falls beneath his blade, Orin shouts "Lirisial, stabilise one or two of the downed ones. We may need information from them."


Damage should be higher. Forgot teo hand bonus.


Male Wandering Nomad 3

Rupert charges the nearest bandit and lays into him with his sword.

"Today's not your day, my friends!"

Acrobatics, if necessary 1d20 + 7 ⇒ (8) + 7 = 15

Attack 1d20 + 5 ⇒ (15) + 5 = 20
Damage 1d8 + 2 ⇒ (5) + 2 = 7

Rupert takes a -2 to AC for the next round

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Orin's massive sword slams into the bandit's ribs, slicing through his armor as if it weren't there. A look of startled amazement crosses the bandit's face for a moment before the light fades from his eyes as he crumples to the ground.

Lirisial misses the bandit but moments later Rupert cuts him down with a vicious thrust and he falls to the ground. He still appears to be breathing, but if he continues to bleed from his wounds, he won't for much longer.

Xanwell's massive cut apparently severs the spine of the poor horse, which drops to the ground, dead, as the bandit leaps clear and Edrukk moves down to stand beside his young human ally.

Bandit reflex save: 1d20 + 1 ⇒ (16) + 1 = 17

The remaining two bandits move to slash at the human and dwarf in front of them, desperate to escape. The first, heading for Xanwell, suddenly stops, shaking his head as if he's lost in a daze as Treshiell's curse takes hold of him. The other, though, cuts down from atop his horse, landing a vicious blow to Edrukk's shoulder, far too close to the dwarven warrior's throat.

Bandit will save: 1d20 - 1 ⇒ (13) - 1 = 12
Bandit attack on Edrukk: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (5) + 1 = 6

[ooc] Round 4 actions, please. There are two bandits remaining up, in front of Xanwell, Edrukk and the gates (one is mounted, the other has a dead horse), one bleeding out and one sleeping blissfully through the combat. [ooc]


Round 4, initiative 10
Satisfied with the bandits blank stare Treshiell makes a wide gesture with her arm towards Edrukk's attacker. Dust swirls as the air is stirred by an unseen hand towards the bandit.

Standard action to cast Daze on the bandit engaged with Edrukk.


Male Human Rogue 3 (Swashbuckler)

Rupert tries to maneuver around behind the bandit who struck Xanwell, then attack from the flank.

Acrobatics 1d20 + 7 ⇒ (12) + 7 = 19
Attack 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1d8 + 2 ⇒ (1) + 2 = 3


Male Dwarf Bard (savage skald) 3

Edrukk takes his warhammer and aims it directly at the chest of the bandit on the horse. Unfortunately the gods are making it very clear that today is just not his day as the warhammer completely misses its intended target.

1d20 + 3 ⇒ (8) + 3 = 11


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round #4

Seeing the bandits make a concerted effort to rush the gate, Orin rushes to bolster his comrades in thier defense of the gate. Taking a swing at the bandit engaging Edrukk.
Attack roll: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 2d6 + 6 + 2 ⇒ (2, 6) + 6 + 2 = 16
As the bandit falls from his saddle Orin turns and brandishes his greatsword, daring the remaining bandits to try and force thier way by him.


Furious was no longer strong enough to describe xanwell. Filling himself with anger, hell unleash it in a powerful blow towards any bandit left standing. Shrugging off worldly concerns for the moment, hell take no mercy on his foe.
1d20 + 6 ⇒ (16) + 6 = 22 power attack
2d6 + 11 ⇒ (2, 1) + 11 = 14 damage

minus 2 damage.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Orin and Xanwell hack down the last two bandits in a massive spray of blood before anyone else is able to react. In moments, the blood-spattered courtyard is suddenly quiet and still other than the screams of pain from the one injured horse and the gentle snores of the one ensorcelled bandit.


Edrukk reclaims his crossbow from the top of the wall, and than goes to let their hosts that the bandits will trouble them no more, or if someone beats him to that, he will secure the sleeping bandit and drag him inside the guest house.


Male Dwarf Bard (savage skald) 3

Edrukk reclaims his crossbow from the top of the wall, and than goes to let their hosts know that the bandits will trouble them no more, or if someone beats him to that, he will secure the sleeping bandit and drag him inside the guest house.


Xanwell will let out a roar and breathe the fire out of his lungs. The adrenaline came hot in his veins, before turning to ice. His rage subsided and he fell ti his knees leaning on his greatsword for support. Tired, he checked himself for injuries before trying to catch his breath. Looking to the men and horse he helped kill, he shook his head.
"im afraid my senses dont bode well when im like that. Are you okay?" hed ask the group. He would particularly nod to the witch who had protected him.
"we work well as a group it seems."


Treshiell surveys the courtyard with a pleased look. She lifts her foot just in time do avoid the stream of blood coursing from one of the bandits and steps up to Edrukk. Towering over him she gazes into his eyes. "You are hurt", she says softly and then places her hand on the dwarfs shoulder. Her viper slithers down her arm. As Thaal lays his head to rest on the top of the witches hand Treshiell suddenly grips Edrukk's shoulder with a surprising force considering her rather petite frame.

A chill that manifests beneath the dwarfs collarbone is sucked into the young girls palm as the bone realign to repair the damage and the wound starts to close up. The pain disappears as Treshiell lifts her hand from the wound, revealing a small leasion which is all that's left.

Use Healing hex on Edrukk: 1d8 + 1 ⇒ (4) + 1 = 5

"It seems that we did not get it all", Treshiell says in a neutral tone as she looks at the reddish brown powder that has manifested in her palm. She casually scatters the dust to the winds and moves to one of the downed bandits to ransack through his pockets.


Female Elf Cleric (Desna) 1

As the fight ends, Lirisial puts away her sword and steps over to the bleeding bandit. "If someone would so graciously tie him up, I'm going to make sure we have another prisoner to interrogate."

Heal: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Rogue 3 (Swashbuckler)

Rupert steps forward to help Lirisial. "Righto, m'lady, 'tis a good plan." Rupert fishes around for rope or twine or something in the courtyard to tie up the bandit he wounded before he is completely brought around.

Perception 1d20 + 5 ⇒ (12) + 5 = 17


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin wipes his blade on the grass and goes to join Rupert in tying up the wounded bandit. "A good days work, a bit bloody, but all in all a good day. Noe of us were injured beyond the needs of a day of rest won't cure and we have six villians that won't be troubling honest folk again"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Rupert, your eye falls on the head of the decapitated horse; it probably won't need its reins again and they would work well for tying up the bandit.

for Treshiell:
The bandit has 10 gp in his pockets, along with the more obvious leather armor, longbow, 20 arrows and shortsword, and 2 days' worth of trail rations.

After Edrukk lets them know it's safe, Stevic and Taerine emerge from their houses. Taerine looks a bit horrified by the gore splashed around her courtyard, but Stevic looks satisfied.

"Huh," he grunts, "guess you lot were right about being able to take care of the crowsbegotten bandits. Now just need to get some rope to hang them out front of the gate. Let them be a lesson to anyone else who tries to rob me. What're you going to do with the two live ones? They deserve to bloody hang to, you ask me!

"One of you want to round up the horses? Consider 'em yours, if you want 'em."


Taking a deep breath, xanwell mindlessly went about gathering the living horses. He started to feel slightly guilty for slaying the innocent beast, but the moment had jarred his thinking and seeing the horse raise his hooves to attack made him identify them as foes.

Hell look towards sevic
"and the cart? I think well need it for when were journeying through the stoken lands."
xanwell is a mixture if rage and shame, as he tries to shake off the after affects of the rage.


Male Human Rogue 3 (Swashbuckler)

Rupert, after binding the living bandits' hands tightly, will ask Treshiel "So, 'bout how long 'til this sleepyhead wakes up, eh? 'Ah am itchy to ask him a few questions."

If the wait is longer than a few moments, Rupert also helps gather the horses and search the other bodies. He keeps his eyes out for any daggers or other weapons to compliment his only blade (he eyes a shortsword momentarily, but would prefer to use something else).


"The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne", Treshiell proudly recites as Stevic asks what to do with the still living bandits. "They would look good on the wall next to the others, don't you think?", she continues in an eerily calm tone as she continues to search through the bandits pockets.

Eventually she collects a number of gold coins from a purse tied to the bandits belt. Treshiells studies them critically for a brief moment then lays them on the dead bandits chest in a circular pattern.

"He will wake at any moment, Rupert my dear", Treshiell anwsers the rogue. At this level the duration is 1 minute, i.e. 10 rounds if i'm not mistaken.


Male Dwarf Bard (savage skald) 3

While the rest of the party deals with the bandits, Edrukk will tend to the wounded horse and see that it and all the remaining horses are secured and comfortable in the stable. After that, he will take his time to search the rest of the bodies, and clean up the mess in the courtyard, doing a running performance of stories and comedy sketches for his host and hostess as he works if they choose to watch the cleanup.

He is basically taking 20 on everything, since he is just cleaning up.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Th' flaming cart's mine ... though I suppose you've done me a big enough favor that I could loan it to you from time to time if you need it. But I can't do my own business without the bloody thing."

Xanwell, the bandits didn't bring a separate cart -- they were just loading the goods on their horses. Not sure if that was clear or not.

The bandit begins to wake up, coming out of his sleep into a living nightmare as he's faced with his captors. Rupert, I'm assuming you were dealing with him, then, and not searching.

Edrukk's search:
Five of the bandits, including the one Treshiell searched, have leather armor, a longbow with 20 arrows, a short sword, 2 days of trail rations and 10 gp. The leader has two vials marked alchemist’s fire, leather armor, a dagger, a composite longbow (+2 Str) with 20 arrows, 2 days of trail rations, a silver amulet in the shape of a stag's skull and 35 gp.


Male Dwarf Bard (savage skald) 3

Edrukk will take the amulet and ask his hosts if they know anything about the symbol on it. He will also cull his brain for any scraps of information he might have picked up along his journeys in this region. He will gather all the gear together so that the party can divide it after the interrogation is over.

I'm guessing the party can use the 120 arrows, possibly a few of the longbows, or at least the composite(+2 Str) longbow, 2 days of trail rations each, and the 2 alchemist's fire (probably best for the non melee people). How do we want to split the 85 gp? I would be inclined to to start a party fund now to deal with party costs down the road.

Knowledge (history) check 1d20 + 9 ⇒ (11) + 9 = 20 or
General Knowledge check 1d20 + 4 ⇒ (14) + 4 = 18
whichever is more appropriate for the amulet


Ooc: he gives them a new cart everytime or do they bring it back? That seems odd lol. Also my internet should be up within the next few days so my posts will look better.

Giving stevic a nod, hell help the rest of the group coup de grace those who arent being used for interrogation (making sure he should do that first, otherwise he wo.t) then offer his assistance to anyone else who needs it.
Ooc:
how are we doing loot? Equal split?


Male Human Rogue 3 (Swashbuckler)

Rupert speaks up as the others mention the killing of their prisoners. "Hey now, aren't we bein' a little rushed on these decisions? 'Ah am not one to be soft on villains, but 'ah am also not one to murder an already beaten man! Why not at least talk t'them b'fore we decide their fate?"


Treshiell looks at Rupert with an expression void of understanding. "The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne", she repeats from memory as if Rupert did not hear her the first time. "Did you not recieve the same charter, Rupert?"

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