The March of Kings

Game Master Daniel Rust

Beyond the last rugged frontier stretches the home of voracious monsters, capricious fey, wily natives, and vicious bandits. Can the PCs survive the Stolen Lands, bring their dangers to heel, and lay the foundations of a new kingdom?


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Male Dhampir Bard (Archaeologist) / 1

Oh blimey ; we're all going to die

Jorquimo get's Jess into place, and attaches the other end of the rope to her pack saddle, checks the wagons brakes are OFF and there's nothing for the rope to snag or fray on at the corner, checks his Longsword is loose in the scabbard ready for an easy draw, straps on his shield to his off hand, picks up a javelin, grabs hold of the reins of Jess's bit & bridle and waits fearfully for Rhaegal's signal.


Male Human (Taldan) Cleric 1

Bring on the (enemy) death!

Rhodeus gets into position in the building, checks his weapon and shield, checks his holy symbol and prepares for the worst.

Initiative Roll (for when it becomes relevant): 1d20 + 2 ⇒ (11) + 2 = 13


Not bad Rhody. If everyone else wants to roll initiative, please do (Rhaegel and Sanglamore roll separately). If we get into combat (we might not...) I'll roll for anyone who hasn't at that point.

They ride closer...


Female Human (Kellid) Ranger 1

Initiative: 1d20 + 5 ⇒ (9) + 5 = 14


Male Dhampir Bard (Archaeologist) / 1

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
this is a statistical anomoly !


Eidolon 1

Rhaegal slinks up to the plaforms and hides as well as he can and keeps a close eye on those that are approaching. He can share anything he sees with Sanglamore via their link.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20


Male Aasimar (Angelkin) Summoner (1)

Sanglamore will share what he can from Rhaegal with his allies that are within whispering range, until the bandits enter the stockade."Good Luck everyone" he states with grim determination.

He also casts Shield on himself just before the bandits enter the stockade and Guidance on Rhaegal through their shared spells ability giving him +1 on his next attack

Initiative:1d20 + 4 ⇒ (14) + 4 = 18

I won't be on again until about 19:30 (I am still in Sheffield). I will take my actions then.


You assume your positions and wait, knowing it won't be long until they arrive. Oleg paces anxiously in the courtyard.

There is a loud banging on the gates and a voice calls out "Open the gates you old duffer. And bring that wench of yours - I fancy a taste of her this time."

Rhaegel and Gudrun see Oleg stiffen at this and slowly walk to wards the gate.

Rhaegel can roll sense motive if he likes.


Eidolon 1

He Likes. Can he smell anything? I am hoping that they stink of cheap rum . . .

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


They do not stink of cheap rum. He smells nothing untoward.

Feel free to make the Sense Motive though.


Eidolon 1

Sorry, I meant to do that last time!

Sense Motive:1d20 + 4 ⇒ (20) + 4 = 24


Rhaegal thinks that Oleg is looking on edge. He doesn't think it will take much antagonising from the bandits to tip him over.


Eidolon 1

I have just checked and Share Senses doesn't kick in until level 2 so Rhaegal will be keeping that to himself

Rhaegal readies himself, preparing to jump down if Oleg starts the fight early. Whether he signals Jorquimo or not will depend on how many of the bandits are through the gate at the time.


Oleg lifts the bar on the gate and pushes it open.

"Hurry up old man - I don't want to keep your wife waiting!" There are guffaws from the other men outside.

With the gates open the horses clatter in past Oleg. Two of the men slide to the ground and gather the horses. The other two remain mounted, including one with a longbow on his back.

All four men are dressed in leather armour under shabby brown cloaks. They all have swords or axes at their belts. They look as if they have been on the road for some time. They are dirty and weather beaten.

The man with the bow looms over Oleg, who is standing by the gate in front of the wagon, as the others move into the centre of the courtyard. "This better be worth my time, you fat old scum-funter," the mounted bowman says to him.


Eidolon 1

Does it look like the bowman is planning to head into the courtyard or does he look like he is going to stay where he is in front of the wagon? Which way is he facing his horse?


Female Human (Kellid) Ranger 1

I can't believe I'm asking this... but can we update the tactical map once the bad guys have settled into position?


Male Dhampir Bard (Archaeologist) / 1

I am biting my tongue so hard I think it's bleeding


Map updated. Is Jorquimo supposed to be with the animals? I thought he was. I've moved him there, but can move him back.

The bowman stays where he is for now, taunting Oleg who is stuck in front of the gates.

Oleg Will save 1d20 + 4 ⇒ (2) + 4 = 6.


"You men load up the goods, while I see to the woman," calls out the bowman. "You should probably stay here." He says to Oleg, "You wouldn't want to..."

At that, Oleg snaps and launches himself at the vile man, roaring an incoherent roar and attempting to drag him from his horse.

Oleg - Grapple 1d20 + 3 ⇒ (2) + 3 = 5

The man kicks him away with ease, but the bandits all look up in astonishment at the ferocity of Oleg's attack.

You can all take a surprise round now as none of you have been seen. If you don't take it now it's into proper initiative and you lose the surprise action (although you'll still be hidden).


Initiative

Oleg 1d20 + 0 ⇒ (2) + 0 = 2
Bowman 1d20 + 2 ⇒ (19) + 2 = 21
Bandits 1d20 + 5 ⇒ (13) + 5 = 18

So the order after the surprise round will be:
Bowman
Rhaegel
Jorquimo
Sanglamore
Bandits
Guðrún
Rhodeus
Oleg

I suggest after the next bad guy to go, you declare your action if you are in the next wave of good guys and we deal with all your actions at once unless it causes an issue. So the bowman will go, then Rhaegel, Jorquimo and Sanglamore all declare and if it turns out that J's action actually impacted on what S was going to do, he can change it. I'll deal with bandits, then G and R both declare. Sound ok? That way we're not always waiting, but we're not getting too far ahead of ourselves.

Feel free to move yourself on the map or ask me to do it. Each square is 5'. Don't forget AoO's, reach etc.


Eidolon 1

To me he looks in the perfect position to be hit by the cart and Oleg isn't.

Rhaegal ROARS!

Then if the bowman gets out of the way of the cart Rhaegal will charge him. Oleg knows what will happen when the signal is given so will also hopefully keep out of the way.


Eidolon 1

If Rhaegal can get an attack on the bowman with his charge it is as follows
Rhaegals Bite
Hit: 1d20 + 2 ⇒ (8) + 2 = 10 (Confirm Critical:1d20 + 2 ⇒ (19) + 2 = 21)
Damage:1d6 + 4 ⇒ (6) + 4 = 10 (Extra Critical Damage:1d6 + 4 ⇒ (1) + 4 = 5)


Eidolon 1

That should have been at +2 for charging if it makes any difference & is Oleg flanking?


Male Human (Taldan) Cleric 1

Upon hearing the signal Rhodeus charges out of the building, Heavy mace raised high, charging the bandit he has a direct line to (bottom middle one?)

Heavy Mace:
Hit: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 (Confirm Critical: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7)
Damage: 1d8 + 1 ⇒ (8) + 1 = 9 (Extra Critical Damage: 2d8 + 2 ⇒ (1, 7) + 2 = 10)

Note: -2 AC this round from charge, +2 to hit


Female Human (Kellid) Ranger 1

Guðrún's initiative is 14. When it comes to her go, she will charge out of the hovel and attack the bandit directly in front of her.

Taiaha - club (19-20/×2)
Hit: 1d20 + 6 ⇒ (4) + 6 = 10 (Confirm Critical:1d20 + 6 ⇒ (6) + 6 = 12)
Damage:1d10 + 3 ⇒ (4) + 3 = 7 (Extra Critical Damage:1d10 + 3 ⇒ (3) + 3 = 6)

Guðrún's Armour Class is now 13 (as opposed to 15) until the beginning of her next turn.

He is *very* flat-footed, right?


Male Aasimar (Angelkin) Summoner (1)

Sanglamore will attack the man to the south east of him. He has a reach weapon and will attack at his maximum reach which may mean that he doesn't have to move very much.

"Hammer Time!" yells Sanglamore as he swings his weapon at the bandit.

Sanglamore's Lucerne Hammer
Hit: 1d20 + 4 ⇒ (4) + 4 = 8 (Confirm Critical:1d20 + 4 ⇒ (7) + 4 = 11)
Damage:1d12 + 7 ⇒ (4) + 7 = 11 (Extra Critical Damage:1d12 + 7 ⇒ (8) + 7 = 15)


Male Dhampir Bard (Archaeologist) / 1

Jorquimo hearing the roar will encorage the life out of jess to get maximum torque on the wagon.

Can't use handle animal as it's trained only ; so it'll have to either be cantrip of spark on her haunches or an almighty slap with the shield (GM's call)


Male Dhampir Bard (Archaeologist) / 1

going to sleep now so no more posts from me tonight. So if needed, j will get jess to pull wagon, once complete MOVE towards combat in std move action and take 1 std attk to throw javelin, then draw sword and move in. Will use AL as swift action every 3rd (as ling. perf makes it last for 3 rnd per use) gives +1 atk/dmg/save&skill

RPG Superstar 2012 Top 8

"If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals"

Show that charisma, baby! (It probably includes the slap with shield)


Female Human (Kellid) Ranger 1
Sanglamore wrote:
"Hammer Time!" yells Sanglamore as he swings his weapon at the bandit.

I hope Sanglemore is wearing the right trousers to go with that quote.


I'm going to roll Jorquimo's Handle Animal in order to get the round up and running.

Handle Animal 1d20 + 4 ⇒ (1) + 4 = 5

Well, that was unimpressive

Jess stares at Jorquimo with disappointment in her eyes as he smacks her on the behind.

RPG Superstar 2012 Top 8

The bandits are utterly surprised as you all rush out. The one that Rhodeus charges is particularly surprised as his head is smashed by the Cleric's mace. He drops to the floor from his horse. The others somehow manage to avoid your blows as the horses whinny around you.

If Rhaegel wants to charge from up there, he's going to need an acrobatics check.


The bowman decides that his bow is not the weapon for this situation and draws a short sword instead. He stabs at Oleg, "Too cowardly to fight us yourself, eh? You need someone else to protect your wife's honour, because you're not man enough? Well it won't make any difference. She'll be mine and this place will be burnt to the ground!"

Hit: 1d20 + 3 ⇒ (20) + 3 = 23 (Confirm Critical:1d20 + 3 ⇒ (13) + 3 = 16)
Damage:1d6 + 1 ⇒ (5) + 1 = 6 (Critical Damage:2d6 + 2 ⇒ (6, 6) + 2 = 14


Female Human (Kellid) Ranger 1

Sounds as though it may be a while until it gets around to me, and I have work in the morning. Assuming Guðrún is still standing, she'll take a full-round attack action on the guy in front of her and keep wailing on him until one of them falls over. She attacks twice per round with her taiaha. She should be at +0 to hit with both ends, but gets a +2 to hit and damage as her foes are human. Daniel: I'm happy for you to take her over as an NPC if Graham and Steve want to press on!


Ouch. First attack is a max damage critical. That's pretty tough.

Oleg crashes to the floor beneath the bowman's blade. He's unconscious and bleeding profusely.

"Your paymaster is dead. You can hold off your attack. There is no point to it any longer," he calls out to you.

RPG Superstar 2012 Top 8

Right, if Rhaegel wants to make that charge from the surprise round I need a DC20 Acrobatics check. If it fails, he can just move down. If it fails by 10, he takes 1d6 damage.(alternatively he can just calmly climb down). If successful, he hits the bowman!

After that, it's Rhaegel, Jorquimo (and mule) and Sanglamore before the bandits take their go. However, it's bedtime for me too.


Eidolon 1

Here we go then.

Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13


Male Aasimar (Angelkin) Summoner (1)

I will give you my actions for the first round proper as my two are before the bandits on initiative.

Sanglamores Lucerne Hammer
Hit: 1d20 + 4 ⇒ (14) + 4 = 18 (Confirm Critical:1d20 + 4 ⇒ (14) + 4 = 18)
Damage:1d12 + 7 ⇒ (1) + 7 = 8 (Extra Critical Damage:1d12 + 7 ⇒ (6) + 7 = 13)

and just in case the guy survives and tries to move inside the reach of his hammer, the attack of opportunity is as follows:-

Sanglamores Lucerne Hammer
Hit: 1d20 + 4 ⇒ (15) + 4 = 19 (Confirm Critical:1d20 + 4 ⇒ (20) + 4 = 24)
Damage:1d12 + 7 ⇒ (7) + 7 = 14 (Extra Critical Damage:1d12 + 7 ⇒ (5) + 7 = 12)


Eidolon 1

So if Rhaegals charge was his action in the surprise round, his full attack in the round proper is as follows:

Rhaegals Bite
Hit: 1d20 + 2 ⇒ (1) + 2 = 3 (Confirm Critical:1d20 + 2 ⇒ (17) + 2 = 19)
Damage:1d6 + 4 ⇒ (5) + 4 = 9 (Extra Critical Damage:1d6 + 4 ⇒ (1) + 4 = 5)

Rhaegals Claw 1
Hit: 1d20 + 2 ⇒ (13) + 2 = 15 (Confirm Critical:1d20 + 2 ⇒ (4) + 2 = 6)
Damage:1d4 + 4 ⇒ (4) + 4 = 8 (Extra Critical Damage:1d4 + 4 ⇒ (4) + 4 = 8)

Rhaegals Claw 2
Hit: 1d20 + 2 ⇒ (8) + 2 = 10 (Confirm Critical:1d20 + 2 ⇒ (18) + 2 = 20)
Damage:1d4 + 4 ⇒ (4) + 4 = 8 (Extra Critical Damage:1d4 + 4 ⇒ (1) + 4 = 5)

Rhaegal roars at the bowman "I will devour your heart squishy mortal!"


Female Human (Kellid) Ranger 1

Guðrún makes a mental note that Rhaegal is seriously unsettling, although that's largely her opinion of giant sabre-toothed cats.

I'm up and ready for action! Just so you know I'm unable to view the interactive map without downloading it, so you'll have to shunt Guðrún around it if necessary.


Who is Sanglamore attacking? The one in range is down. He can move 5' and attack the one on Gudrun or move a bit further and get either the bowman or the one on the far right (although Jorquimo might be about to deal with the bowman using the wagon).

Rhaegal slashes the bowman with his claw, badly wounding him. He is extremely startled when the cat starts talking to him.


Female Human (Kellid) Ranger 1

Rhaegal should feel free to go for the one on Guðrún before attacking the bowman. She's not proud.


Male Aasimar (Angelkin) Summoner (1)

If the one in range is down, Sanglamore will move over to help Gudrun. As before, he will only attack at the reach range of his weapon. He will give her a nod as he runs over. If he hits with his hammer he will yell "Boom!" as it connects.


Male Dhampir Bard (Archaeologist) / 1

- so what happended with Jess ; the wagon etc? when is it Jorquimo's turn to throw his Javelin?


Female Human (Kellid) Ranger 1

I think it's your turn simulataneously with Snaglamore and Rhaegal. You three go, then the bandits, then Rhodeus and me. So basically, it's your turn now.[ooc]

[occ]Last round you tried to get the mule to move forward and pull the wagon, but due the fundamentally bad Cha check Daniel rolled on your behalf nothing actually happened.


Yes, currently waiting for Jorquimo to take his go. Jess refused to move. It's a DC10 Cha check to get her to move. The bowman criticalled Oleg before being mauled by Rhaegel. He is now immediately in front of the wagon so if you get Jess moving, he'll be flattened by it. Rhodeus has taken one down. Sanglamore has badly injured another and one is currently unengaged (he's the one nearest you if you think your javelin throwing is better than your animal handling.


Sanglamore smacks the bandit in front of Gudrun. The heavy hammer crunches in to him, knocking the wind out of him and cracking a rib or two.


Male Dhampir Bard (Archaeologist) / 1

ok. in which case - lets try Jess again.

Archaeologists Luck Should have been Triggered (which gives +1 to skill checks too!)

So I think my Handle Animal is 1d20 + 5 ⇒ (3) + 5 = 8


Male Dhampir Bard (Archaeologist) / 1

rubbish dice rolling! sorry team
At +5 i thought i'd have a fighting chance!


Female Human (Kellid) Ranger 1

Yo! Just checked the rules. Handling an animal to perform a trick it already knows (i.e. walking forwards) is a Move action. So Jorquimo could technically attempt it twice per round if he did nothing else.

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