Spontaneous Kingmaker Campaign

Game Master Tiaburn

Current combat map
Oleg's Trading Post Map | Charter | Ledger | Map of Greenbelt


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Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Previous Day's Healing:

Isla focuses her magic on the dog, until either he is fully healed or her magic is exhausted.

Cure Light Wounds 1: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds 2: 1d8 + 1 ⇒ (2) + 1 = 3

We need to end this quickly and quietly... Isla thinks, as she fights the temptation to sing a taunting song and pulls back her shortbow. Focusing on a nearby bandit, she lets the arrow fly.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Totals include point blank shot. Also, I would probably vote for B, since it would have been easier to hide and surround them...and would be harder for them to run (assuming difficult terrain).


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Keeping back from the frey, Gelliglee tries to focus on a bandit that no one is engaged with and use magic to distract them.

Daze DC 14


At this point, you may not need a map. :)

Geliglee's spell slings out towards the bandit...
Will Save: 1d20 - 1 ⇒ (3) - 1 = 2
...and he stops in his tracks, unable to act for a moment.

Isla's arrow strikes a bandit hard in the shoulder.

Brandt's axe comes around the tree and catches the bandit off guard, creating a big rent in his side.

Nalys' club catches a bandit in the skull, knocking him flat to the ground.

Seara can re-direct her charge to the bandit struck by Isla's arrow, and her talons quickly overwhelm the bandit.

Calum is up.
Bandit 1: Dazed by Geliglee
Bandit 2: Unconscious from Arrow and Talon
Bandit 3: Badly hurt, adjacent to Brandt
Bandit 4: Unconscious from Club
Initiative Order: Calum, Bandits, Geliglee, Isla, Brandt, Nalys, Calum


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee turns and casts at the injured banding. "That one is only dazed for the moment, and is not helpless. You should take him out quickly as I cannot renew the magic.!

Cast daze on Bandit 3


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Spinning the great axe in his hands, "Reap what your sin has wrought for you!."

Great axe: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d12 + 7 ⇒ (4) + 7 = 11


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Calum moves up, unmounted. He was saving William in case aby of them tried to run.

Longsword: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder


Calum's longsword cuts into Brandt's initial target, and the bandit collapses to the ground, unconscious from the pain.

Brandt is able to rush forward and connect a devastating blow into the dazed bandit, who can only watch his doom approach as the greataxe connects with his midsection.

You have dispatched the four bandits sent after your ruse into the woods, and the camp now lies to the north. There are likely two guard posts with bandits up in them, at least two more bandits on the ground, and one very angry bandit camp leader that are prepared for your arrival.

What do you do?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"No one is hurt?" Isla asks as she examines the scene. Looking pleased, she comments, "Well, I like our odds..."

As she moves to disarm and tie up the bandits, she asks, "So, what's next? Should we focus on taking down that nearby watchtower...or is a more direct assault in order?"


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

The gnome seems excited by how well things are going and pipes in. "I'm not an expert on tactics, but it seems it would be good to try to lure some more out and take them separately if we can. If that doesn't seem likely then we should try and take out one of the guard posts quickly and fight from there."


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Breathing hard from the sudden burst of violence, Brandt grimaces, "I donno that any of them will come out, didn't she say 'its a distraction?'"

Pausing to steady himself and clean the gore off his axe, Brandt resumes, "I think she yelled something about there only being five of 'em left in the camp, if we all focus what we can on the ones in the guard posts, we should do alright."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"I think Brandt's right. I doubt they will fall for the same trick twice." Isla points to the unconscious bandits and adds, "Especially when this lot hasn't returned..."

"I suspect they are going to be tethered to that camp...but we can use that to our advantage." Pointing to the map she drew earlier, she explains, " The guy on the western watchtower is fairly isolated from the rest of the group and I doubt the others will pursue us into the woods, just to save him. If he's defeated, we outnumber them." Isla grins and continues, "At that point, I don't see a problem with having Nayls tangle them up, then showing 'em the Ulfen strategy..." she says, giving Brandt a wink.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"That was luck and planning, but now I think we must approach stealthily. I'd like us to strike east tower first, using divine help to keep others from shooting. Summoned eagle may be a distraction, to keep one of them from shooting, as well." Nalys cleaned his club and was waiting for others.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

do any of the guards have a hair color similar to brandt, and beard. Maybe shorter? We can dress him in some armor and be "prisoners" as a second distract and kill.

Calum thinks for a moment before shaking a guard out of his armor.

"Brandt, would you mind taking us hostage for a moment? Bandits would use deception against us, we might as well use their own book against them."

-Posted with Wayfinder


Sure, there is one bandit that's kinda close, but I'll ask for disguise checks.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Turning to Nayls, Isla comments, "It will be tricky to sneak up on the eastern tower. Kressle and others are right next to it and there isn't consistent tree cover in any direction..." she shakes her head, "I think the only way we are going to take that guy out is by rushing the tower in a direct assault. In which case, our focused fire might be better aimed at Kressle."

Pondering Calum's plan, Isla replies, "They will probably see through it eventually, as we aren't injured and someone will probably realize Brandt isn't their buddy...However, its still not a bad idea. They may not notice from far way. If we can even get within 60 feet or so, we can open fire on Kressle and Brandt and Calum could charge down anyone who escapes Nayls's spell."

"If we do that, I think we should try to make ourselves look beat up, though..."

Would we roll disguises? Or are those rolled secretly?


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Shaking his head Geliglee says to the group, "I think we might be over thinking things a bit. I don't like the idea of them gathering their forces to see who was captured. Better to keep them split up and bring the fight to them, using our superiority in magic to our advantage."

Turning to Nalys he says.

"If you can call upon nature to keep some of them at bay, it might be best to just direct assault at this point in time. Trap some of them in briars and such magically, while we assault the others. By the time the entangled group gets free I think we should be in good shape. I will try and dazzle the ones we attack with my magic. Some should be eliminated from the fight immediately. We should have a strong numerical advantage to press home against Kressel."


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"Did I said 'east', I meant 'west' honestly. Always mixing them up one with each other, probably. I was talking about the platform, which is behind river from others."

As Geliglee spoke, he was silently nodding to gnome words:
"I can call for plants pretty afar (range 440 ft), but it will be pretty big area, almost as far as I can throw a stone (40ft radius). You should be somewhere away from it, because briars and chits will snare anyone without difference. I hope they'll stay there for a minute or so."

He tried to summarize:
"Let me and Seara take care of west," he verified again, raising his left hand, "west platform. We'll try to sneak as close as possible from north. As you give a sign, I will call to wake up the nature and catch bandits. If we can neutralize guard on our side, we'll help you in your fight."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla nods, "I think I am fine with a fairly direct assault, as long as Nayls can tangle some of them up with his spell." Turning to Nayls, with a slight look of concern, she adds "However, if you do separate from us, be careful...and let me cast a spell before you leave so that you can send us messages."

I'm okay with that being the plan moving forward. Isla would cast Message on anyone who splits off from the main group.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Gelliglee furrows his bow and looks to Nalys, "With the range of the spell you describe, I would say there is little need for us to split up. Let us keep our strength together while we use our magic to keep our enemies apart."

I vote we don't split up unless needed.


As a reminder for your planning, the camp map is here.

Nalys, could you link to the camp map in the campaign info please? Thanks!


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

"I donot mind Nalys' plan, but I'd want to know that you are close enough we can aid you if needed, although much of what we're speaking would be in range of my bow should I be able to see it."

Considering all the options presented carefully, I think if Nalys is able to snare the larger group of them, and we deal with the western guard quickly, perhaps with Seara and whatever other natural aid you can call, we four could handle the rest of the camp, especially if Calum can bring himself to bear while mounted."


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

"Ok, so Nayls ensnares the group to the east and we attack as a group from the west, starting with the tower?" Isla asks, confirming that she understands the plan. "I have no issues with that plan. Like Geliglee said, we are probably already overthinking things. Is everyone else ready to go?"


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

"No objections. Let's do it. Don't swallow berries before it is time. "


The five of you head round the camp quickly but quietly, doing your best to keep out of eyesight and earshot of the bandits. You circle wide around the camp to the west, and start coming back in towards it from the north.

It's tough for Nalys to utilize his spell at maximum distance - all the trees and shrubbery are making it difficult to see more than a hundred feet away or so.

GM Screen:

1: 1d20 + 2 ⇒ (2) + 2 = 4
2: 1d20 + 2 ⇒ (3) + 2 = 5
3: 1d20 + 2 ⇒ (9) + 2 = 11
4: 1d20 + 2 ⇒ (14) + 2 = 16
5: 1d20 + 5 ⇒ (19) + 5 = 24

Perception:

Brandt: 1d20 + 5 ⇒ (4) + 5 = 9
Calum: 1d20 + 0 ⇒ (10) + 0 = 10
Geliglee: 1d20 + 0 ⇒ (10) + 0 = 10
Isla: 1d20 + 3 ⇒ (5) + 3 = 8
Nalys: 1d20 + 4 ⇒ (17) + 4 = 21

While most of you are worrying about where to step to make the least amount of noise, Nalys pushes his sense forward to the camp, and while he is able to confirm that two bandits are still in the elevated posts, he can't pin down where Kressle and the other two bandits are hiding.

I've place a template for the entangel spell on THE MAP. Nalys, you can place it where you wish, and the rest of you can arrange yourselves as you see appropriate on the northwestern edge of THE MAP. If the rest of you are attempting surprise-round actions, you may do them simultaneously with Nalys' spell. Following that, we'll proceed with the following initiative order: Geliglee, Nalys, Calum, Enemies, Brandt, Isla.

Initiative:

Brandt: 1d20 + 2 ⇒ (12) + 2 = 14
Calum: 1d20 + 0 ⇒ (16) + 0 = 16
Geliglee: 1d20 + 5 ⇒ (14) + 5 = 19
Isla: 1d20 + 3 ⇒ (3) + 3 = 6
Nalys: 1d20 + 2 ⇒ (16) + 2 = 18
Enemy: 1d20 + 4 ⇒ (11) + 4 = 15


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Drawing an arrow to his bowstring, Brandt eagerly awaits the casting of Nalys' spell. Once Nalys begins casting Brandt will move through the undergrowth toward the bandit encampment and fire one arrow at the closest watch tower.

Longbow (favored enemy): 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage + Favored enemy: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

I assume that moving through the tree squares is difficult terrain, if not I'll move 15' closer to the enemies.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Ok. This is going to be a big one. Lets make sure everyone is fighting their best... Isla thinks as she begins to sing.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Surprise round
While moving through the forest, druid took a longbow in his hands: not very comfortable weapon, but it was best for current situation. As he saw an opening in trees, showing him centre of bandits camp, Nalys waived his hand for Seara to move forward and started chanting a call for nature in oddly-sounding language. As his words started to sound, he saw as grass and branches start to move, transforming a quiet place into green sea.

1 round action
After he saw his spell was able to wake some spirits of nature, he knocked an arrow and screamed for Seara to rush the second tower.

Handle Animal vs DC25: 1d20 + 10 ⇒ (17) + 10 = 27 Push Seara to perform bull rush trick instead of attack
Seara CMB (+charge): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Big bird took several mighty swings with its wings and then charged against the human on a tower. Force full claws grabbed his armor and carried him away from platform to drop from a height somewhere in the middle of grass sea.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (9) + 2 + 1 - 4 = 8 Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Since his target dissapeared, Nalys tried to attack the archer on closest tower, but could not make a normal aim due to dense canopy and missed.


Let's have Calum and Geliglee's action for the Surprise Round, then I'll summarize and we'll move to ROUND 1.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Calum moves forward sswinging his blade. Longsword: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 4 ⇒ (1) + 4 = 5 "Foul bandit, taste my blade! Well that could have gone better."

-Posted with Wayfinder


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Calum, I don't think there is anyone within melee range. The closest person to you is about 45ft away (some of which is difficult terrain) and 20ft up...


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

then I guess double move? Get closer. If kressle or whatshername is there Ill challenge her next turn

-Posted with Wayfinder


Got it - during the Surprise round, Calum moves forward on the back of William as quickly as he can through the underbrush, then continues on his next turn.

Geliglee is remaining, then I'll summarize and we'll move on to ROUND 1.


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee trails behind Callum, staying close and knowing his best spells require close range.


Prepping post now...


Nalys' spell hits, and you hear cries of alarm as the roots, ferns, and grasses of the forest floor spring up from the ground.

GM Screen:

7: 1d20 + 1 ⇒ (13) + 1 = 14 Save
8: 1d20 + 1 ⇒ (12) + 1 = 13 Stuck
K: 1d20 + 4 ⇒ (7) + 4 = 11 Stuck
7: 1d20 + 2 ⇒ (11) + 2 = 13
8: 1d20 + 2 ⇒ (3) + 2 = 5
K: 1d20 + 5 ⇒ (9) + 5 = 14

Brandt does his best to spy the guard in the western tower and fires off a shot from his longbow, but his aim goes wide.

Isla's song rings through the trees, clearly giving away your position, but also filling you with courage!

Calum sallies forth, longsword drawn and ready, and Gelliglee follows close behind.

-BEGIN ROUND 1-
Nalys, Calum, Geliglee, Enemies, Brandt, Isla

Nalys' enormous bird dives out of the air directly at the bandit on the western tower, and slams into it with great force. The man has a longbow at the ready, and can't strike at her when she hits. the man flies back off the platform, slamming into the ground below...
Fall damage: 2d6 ⇒ (1, 4) = 5
...and he hits the ground prone, hard, with the wind knocked out of him.

Calum and William charge up to the western platform, and looking up see that there is a rope ladder that has been drawn up to the platform. Calum looks around for other bandits...
Perception: 1d20 ⇒ 17
...but only sees the activity on this platform and the other.
The bandit isn't in reach of your longsword while he's up on the platform, but he would be within reach of your lance. You have a standard action remaining - what do you do?

Gelliglee follows in Calum and William's wake as they knock tree branches and undergrowth out of the way, and it looks like the tree could be scaled, if desired. He also checks for the other bandits...
Perception: 1d20 ⇒ 3
...but you also see no one.

The bandit on the western platform looks down over the edge, sees Calum on the horse, and fires an arrow straight down from his longbow...
1 vs. Calum: 1d20 + 2 ⇒ (6) + 2 = 8
1 DMG vs. Calum: 1d8 ⇒ 2
...and misses spectacularly.

The bandit that hit the ground flying off the eastern tower tries to stand...
2: 1d20 + 1 ⇒ (14) + 1 = 15
...and manages to get to his feet with his longbow in hand. He draws a bead on the bird that hit him...
1 vs. Seara: 1d20 + 2 ⇒ (6) + 2 = 8
1 DMG vs. Seara: 1d8 ⇒ 6
...but also misses.

Over by the campfire, you hear a woman's voice bellow out, "How'd they sneak up on us - get that damn bird outta the sky!!", and a couple other bowstrings twang in response...
7 vs. Seara: 1d20 + 2 ⇒ (4) + 2 = 6
7 DMG vs. Seara: 1d8 ⇒ 2
7 Concealment: 1d100 ⇒ 75
8 vs. Seara: 1d20 + 2 ⇒ (12) + 2 = 14
8 DMG vs. Seara: 1d8 ⇒ 6
8 Concealment: 1d100 ⇒ 98
...and more cursing as both shots miss.

OK! Order up: Brandt, Isla, Geliglee, Nalys, Calum, Enemies.


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Brandt advances steadily between Calum and the bandit's camp, Looking for quick targets of opportunity with his longbow in hand. Another arrow nocked he will shoot the one in the watchpost provided no others immediately become clear.

Longbow attack: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Longbow damage + favored enemy + Bardic bonus: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
Concealment: 1d100 ⇒ 67


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

From your post I wasn't sure if Calum counted as being in melee with the bandit, please adjust accordingly if he is.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla smiles as she sees the bandit knocked from his post and continues her taunting song, singing:

"One bandit down, upon his bum
Now let's go bump another one..."

She moves forward towards the clearing and fires upon the remaining watch post. Or the fallen one if someone else finishes him first.

Concealment: 1d100 ⇒ 42
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Isla then turns to see if she can tell what is happening at the camp.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

I'll move my piece when I get home from work (or if someone wants to move it, she would be making her way south-east to the less wooded area). Also not sure what the bandits bonuses normally are or who is entangled, but just a friendly reminder that entangled people take a -2 to all attacks until they free themselves :)

Active Effects:

For all allies:
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Brandt's shot just barely misses the Bandit (I'm going to say he's not in melee at this time), but Isla connects, leaving a furrow along the man's ribs with her arrow.

I moved Isla closer, but the terrain slows her down and she's not yet within 30' for PBS to take effect, so you'd be at 6 damage instead of 7. Make sense?


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

I wasn't counting PBS, but I did add strength, because I am dumb, lol. So yes, 6 damage...but the attack is still 19 if it matters.


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Nalys whistled to call Seara back and he moved south, trying to find good position to shoot. As he hide himself behind small tree, he raised his bow and tried to shot the bandit's watchman, but he wasn't able to hit, since his arrow stuck in foliage.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (8) + 2 + 1 - 4 = 7 Damage (+inspire): 1d8 + 1 ⇒ (4) + 1 = 5 Consealment: 1d100 ⇒ 8

Call Seara to me: come trick, autosuccess


Gnome Wizard {Shadow} HP 9 | AC 12 FF 10 T 12 | F+2, R+1, W+1 (+2 Ill, fear,desp) | Init +5, Perc +0 | Dark 60'

Geliglee sticks near Callum, readying a potent magic if the enemies show themselves in a vulnerable position to his castings.

Move action to stay near Callum. Readied action to try and capture at least two bandits in a color spray.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Noting the woman's voice, Calum knew he would have to end another person's life. He steeled himself for combat, dropping his blade and drawing his lance.

Lance has reach, if the guy in the tree shoots anybody I can try and stab him.

-Posted with Wayfinder


OK! Power is back on here in the southeast, so I should be able to sum up fairly quickly.

The bandit in the trees turns to return fire at Isla, drawing an attack from Calum...
Lance: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Lance Damage: 1d8 + 4 ⇒ (7) + 4 = 11
...who skewers the man through, dropping him to the platform before he can fire.

GM Screen:
2: 1d20 + 1 ⇒ (5) + 1 = 6
7: 1d20 + 1 ⇒ (9) + 1 = 10

2: 1d20 + 1 ⇒ (3) + 1 = 4
7: 1d20 + 1 ⇒ (17) + 1 = 18
8: 1d20 + 1 ⇒ (19) + 1 = 20
K: 1d20 + 3 ⇒ (9) + 3 = 12

2: 1d20 + 2 ⇒ (19) + 2 = 21
K: 1d20 + 5 ⇒ (10) + 5 = 15

Perception:

Brandt: 1d20 + 5 ⇒ (19) + 5 = 24
Calum: 1d20 + 0 ⇒ (11) + 0 = 11
Geliglee: 1d20 + 0 ⇒ (14) + 0 = 14
Isla: 1d20 + 3 ⇒ (6) + 3 = 9
Nalys: 1d20 + 4 ⇒ (10) + 4 = 14

You hear sounds of movement from the entanglement area, and two bandits emerge on the north side of the campsite, clearly having broken out of the entangling grasses and looking for a fight. Kressle and the bandit that fell from the platform are more difficult to locate.

Party turn - go!


NG Male Human (taldan) Druid1 Init +2; AC15, Touch12, FF15, CMD12; hp 9/9; Fort +3, Ref +2, Will +5; Perception: +4
Casts:
at will - light, purify food and drink, stabilize; 1st goodberry [x], entangle [x]

Nalys noticed couple of bandit rushing from an area of branches: "Surrender or you'll be dead!". He tried to shoot in bandits direction, but couldn't do it normally.

Nalys (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (4) + 2 + 1 - 4 = 3 Damage (+inspire): 1d8 + 1 ⇒ (8) + 1 = 9


Male Human (Ulfen) Ranger 1, Hp 13/13; Fort: +5, Reflex +4 Will +1; AC 17,

Brandt moves toward the bandits who emerged on the north side of the campsite, firing an arrow into the nearest one.

longbow + Favored Enemy + Inspire courage: 1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24
Damage + Favored Enemy+ Inspire courage: 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12


Nalys' arrow does indeed fly wide of the mark.

Brandt Oluffson wrote:

Brandt moves toward the bandits who emerged on the north side of the campsite, firing an arrow into the nearest one.

[dice=longbow + Favored Enemy + Inspire courage]1d20+3+2+1
[dice=Damage + Favored Enemy+ Inspire courage]1d8+2+2+1

The bandit barely has a moment to see you before dropping to the ground like a stone - an arrow firmly embedded in his chest.


Female Human Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Isla continues her song, letting out a sigh of relief as Calum stops the man targeting her. Turning her attention to the remaining visible bandit, she moves forward and lets an arrow fly.

Concealment: 1d100 ⇒ 72
Attack: 1d20 + 3 + 1 - 2 ⇒ (11) + 3 + 1 - 2 = 13 Inspire Courage and range penalty
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Inspire Courage


Isla Fletcher wrote:

Isla continues her song, letting out a sigh of relief as Calum stops the man targeting her. Turning her attention to the remaining visible bandit, she moves forward and lets an arrow fly.

[dice=Concealment]1d100
[dice=Attack]1d20+3+1-2 Inspire Courage and range penalty
[dice=Damage]1d6+1 Inspire Courage

The arrow grazes the man's calf, and he turns towards you in anger.


Male Human Cavalier 1; Init +0; Per +0; AC 17/10 T/17 FF; HP 13/13; F +4, R +0, W +2

Okay so I can assume I cannot charge, but can I move to a position where I could get that 10ft of movement? Even a single move with a standard action to ready charge. That's one I'm not sure about though, if you can only take a standard action you can charge your movement speed, but normally it's a full round action.

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