Kingmaker

Game Master Galahad0430

Expanded Kingmaker campaign


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"I'll also go with Tartuccio. He appears to have the right mentality for getting the job done, less spiritual agonizing over what's "right." He is definitely more pragmatic."


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

"You are going to regret letting this schemer go free. But if that is your decision, then so be it."

Halden looks at the rest of the adventurers. "If you believe I'm not the traitor, come with me. I can't do this by myself."


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

"I don't trust him. If he tried to set you and Pyros up as traitors....I'm in." Faerin says after a moment of consideration.

Sovereign Court

It would be pretty funny if some of you chose Tartuccio, shortest completed Kingmaker campaign ever, roll credits :)


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

"The gnome tried to give me that ring before he gave it to Halden. I do not trust him, and will not stand with him."


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

"I'll also stick with Halden. I think I'll fit better among them, than with the other group."


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Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

"I too, will join the group going with Halden. I think we can work effectively together."

Kern pauses, then turns to Jaethal, "Are you sure, Jaethal? While we were clearing the house of assassins, I saw Tartuccio doing exactly nothing besides cowering next to them.

Any group is going to have a certain amount of back and forth, but what I saw this group show is competence, which offsets a great deal of interpersonal disagreement in my books."


"All right, we have two teams. To avoid any unnecessary conflict on the road, you'll each take different routes to the Stolen Lands. Tartuccio will go through Nivakta's Crossing -- the garrison commander will provide him all the help he needs. Halden will to Oleg Leveton's trading post -- he's been complaining about the Stag Lord's bandits for a while now. There, you'll be able to get all the travel supplies you need."

Jamandi turns to Halden. "I'd like to believe you, but I know all to well how convincing traitors and spies can be. If you're truly innocent, I'll hope you'll forgive me this precaution."

She then addresses everyone. "While you're away, Kesten will investigate tonight's events. As soon as I know who was responsible, so will you. I warn you, there are several entities that would like to thwart this endeavor. Not only Pitax, but the Royal House of Surtova may interfere. I have tried to keep this a secret, but we see that has not been entirely successful. In my estimation you have no more than three months to complete your task. Any feats you accomplish beyond that time will be pointless. You set out first thing in the morning, good luck."

Sovereign Court

Jamandi has a house mage that will identify any items. From the last fight, you acquire the following:
7 x CLW potions
1 x Barkskin potion
1 x Bracers of Armor +2
2 x acid flasks
1 x alchemist fire
1 x MW Rapier
1 x MW studded leather armor


As people disperse, Jaethal responds to Kern. "I do not expect combat skills from the gnome, just good judgement. I worry, that certain members of your group do not have what it takes to make the tough decisions. Also, as a follower of Urgathoa, I think my presence would strain things with your group."


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Typical, really. The nobles completely fail to solve the problem, and the rest of us suffer for it.

Sensing that any further argument will make him look worse, Halden says "Very well then. We head for Oleg's place as soon as possible."

Once he and his team have split off from the others, Halden looks to them and says "Thank you all for backing me up back there. I don't want to think about what would have happened if the gnome had convinced her I was a spy. We'll need to be careful going forward. I'm sure he'll try to sabotage us again."

On the matter of dividing the loot, Halden says "There's enough potions here for each of us to have one. I'll take one of these acid flasks too. Signy, do you want this sword? I think you could use it more than me."

Sovereign Court

Halden, thanks for being a good sport about the ring. It was an integral plot device. Look on the bright side, you get a free +1 Ring of Protection :)


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

"We should settle in on making any other preparations we might need for the rest of the day, and be ready to set out early tomorrow." the half-elf says looking over the collected spoils of battle.

"I'm going to go check on my horse, and then brew a few concoctions that might be helpful to us." she says heading toward the stables.


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"My ass and I are loaded up"

can I have one of the alchemist fires?


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

"I'm happy to go see about finding a buyer for all this captured equipment. It will be a good idea to have some extra gold in reserve as we're starting out. Anyone want to come with me?"

Sales of loot to be handled off camera. Posted in discussion thread about possible distribution ideas, also a question for Galahad about exact sale values.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Kern shrugs as Jaethal's response, "As you wish. Watch your back. He's made it clear in my mind that he is by nature treacherous."

He then turns to Teryll, "I've no real skill as a merchant, but I'd be willing to carry some of the gear and load down Termach with some of it to get it sold."

[ooc]If we get time to finish resting until morning, Kern will swap out Ant Haul for Mage Armor for the day


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

"I'll come with you two. My horse can carry some of the equipment as well. Plus I'd like to get out of this manor for a while."

Sovereign Court

Kern , you all get a full rest and any lingering injuries are healed. You can all reset your spells for the day. The trip to Oleg's will take a little over one day. You will need to camp once and should arrive at his trading post in the late morning.

Sovereign Court

The next morning, the seven of you leave with little fanfare. In fact, it feels more like you are sneaking off in the predawn darkness. Linzi also accompanies you. The first day, you make good time with no incidents as the road to Oleg's is still well patrolled by soldiers from Restov. By the end of the day you enter the actual Stolen Lands for the first time.

You camp for the night, and again, it passes peacefully. The next morning you set off for the final leg of the trip to Oleg's. After a few hours, you see the trading post. It is set on a small rise of land with a commanding view of the area. From the distance all you can see is a wooden palisade with open top guard towers at each of the four corners and the roof of a large two story building peeking out from inside the palisade.

As you approach, you notice that the palisade is relatively new and sturdy. The front gate stands open, but as you near it, you see an old man in robes running out from inside.


The old man spies you as he runs.
"Turn around and hide if you know what's best for you!"
With that he disappears in some bushes across the road from the gate.


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Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Signy finds most everything on their journey, no matter how mundane, very interesting. She comments on all the new things she comes across as the group travels. Given the frequency of these comments, it isn't hard to conclude that Signy has spent almost no time in places that aren't cities. She talks about deer, opossums, birds and their calls, moss of unusual colors, and the rushing water of streams. Every time she finds a newest "biggest tree I've ever seen" she stops to walk around it and touch it.

Her always positive comments about nature plus her chatting with the others members of her group add up so that Signy hardly stops talking at all. Admittedly most of the talking is done with Linzi. It doesn't take long for Signy to realize the rest of her companions aren't much for talking. She still finds a way to view the issue from a comparatively glass half full perspective though.

"Poor Amiri. I think she's going to be sorry she went with that other group. She'll just end up killing the gnome. And until she does she'll be stuck with some really miserable company. Maybe that creepy elf will get lost in the wilderness. She's not even alive!"

Signy also tells Linzo her ambition is to see a deer, a fox, a raccoon, and a bear. She's seen drawings of them in picture books and they look really nice and wild.

+++++++++++++++++++++++++++++++++++

Signy watches the old man, puzzled by his behavior. "He doesn't seem to put much stock in his fort does he?"


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

While not overly talkative herself, Faerin does enjoy Signy's wide-eyed enthusiasm for nature, taking the time to describe or inform her about the things that most fascinate her. It was always a joy to educate someone about the beauty of The Green. She makes a point of pointing out a couple of foxes she notices following along on the outer edges of the group's pathway, though they make far too much noise for most of the wildlife to venture near.

-------------------------------

"Do you think they're under attack?" she asks th others, preparing to dismount.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

"That's the most likely explanation". Kern draws down energies into a protective sheath. (Mage Armor)

Kern makes sure everything is settled on Termach before riding forward, , "Before we enter combat, I can Enlarge one person. It will grant enhanced strength and damage at the expense of the ability to dodge blows. Does anyone want this?"

Status:
HP:8/8, AC 16, 14 Flat, 12 Touch

Current Spells:
Bonded Staff
0-Acid Splash, Mending, Prestidigitation
1-Mage Armor, Magic Missile (Toppling)
(Specialized: Enlarge Person)
-Actions-
Standard: Mage Armor


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden rides at a slow pace to avoid leaving those without horses behind. It has been a very long time since he has ridden a horse, but his natural talent with animals allows him to get the hang of working with Aster pretty quickly. He seems far less tense and more open to conversation now that the group is away from civilization. He finds Signy's constant fascination with the environment amusing. People who never leave the city miss so much of the world.

"I hope Amiri does kill the gnome. It would save us a lot of trouble. Plus we could always use another fighter like her on our team."

---------------------

"That was odd. What's going on in there?" Halden wonders as the old guy ducks into the bushes. He dismounts and pulls out his bow. "Let's check it out. I'll pass on the enlargement spell. A bigger target is easier to hit."


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim whispers to the group "Under attack? I don't see any one swinging a sword!" He waves his hang in front of his face. "Damm flies"

what's all the fuss about

He ties his donkey to a tree.

"Stay here Ass..." he whispers to the donkey.

Sovereign Court

As you get closer, you hear voices just inside the gate. They sound argumentative, with a couple of the voices sounding aggressive and one voice sounding defiant. You can't make out the actual conversation yet, but a couple of words were clear; "taxes" and "Stag Lord."

You can dismount and the horses running off will not be a problem.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Kern does *not* dismount, instead moving towards the gate while mounted and readying himself to cast.

"Just as we practiced, my friend", he murmurs to Termach.

Status:
HP:8/8, AC 16, 14 Flat, 12 Touch

Current Spells:
Bonded Staff
0-Acid Splash, Mending, Prestidigitation
1-Mage Armor, Magic Missile (Toppling)
(Specialized: Enlarge Person)
-Actions-
Move: Ride forward 35' (DC5 Ride to Guide with knees - auto success)
Other: Ready Standard Action to Cast Toppling Magic Missile on the first hostile that looks like he or she is giving orders

I'm assuming 35' doesn't bring us into melee range. If it would, I'll stop just outside of melee.


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Pyros is more suspiciously alert as they travel, in contrast to Signy’s wide-eyed enthusiasm. He watches for threats that never materialize, but does take a moment here and there to appreciate the grace of an animal that shows its face. As they draw near to the fort and hear raised voices, he grows warier still. Even so, he spares a moment to close his eyes and say a quick prayer to Milani. ”Everbloom grant me strength to free these innocents from their oppressors.” His rose-tattooed arm feels suddenly warmer, and he can feel his pulse within. Or maybe not his pulse, exactly.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

While they travel, Teryll will walk with the unmounted members of the group, and offers the use of his horse to help carry some of their load, or letting them sit on the saddle for a time if they appear tired and not used to all the walking. When it's time to camp, he gathers wood, and sets up the campfire. He offers to summon water to heat for washing up to anyone who would like to do so. He also offers to take the first or last watch, easily sleeping in the rough wilderness envrions.
Before sleeping, he'll step off from the rest of the camp and do a series of exercises that look like a mix of calasthenics, streching, and slow movements in some kind of fighting stance. After that, he spends some time moving about and shadow boxing with imaginary opponents. First thing in the the morning, he awakens early moving to the edge of camp to pray without disturbing the others and to ensure his prayers don't delay them.

Upon arrival at the trading post;
"Running in fear is never the sign of a friendly welcome."


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

While they travel, Teryll will walk with the unmounted members of the group, and offers the use of his horse to help carry some of their load, or letting them sit on the saddle for a time if they appear tired and not used to all the walking. When it's time to camp, he gathers wood, and sets up the campfire. He offers to summon water to heat for washing up to anyone who would like to do so. He also offers to take the first or last watch, easily sleeping in the rough wilderness envrions.
Before sleeping, he'll step off from the rest of the camp and do a series of exercises that look like a mix of calasthenics, streching, and slow movements in some kind of fighting stance. After that, he spends some time moving about and shadow boxing with imaginary opponents. First thing in the the morning, he awakens early moving to the edge of camp to pray without disturbing the others and to ensure his prayers don't delay them.

Upon arrival at the trading post;
"Running in fear is never the sign of a friendly welcome."

He'll dismount from his horse, and hang back behind the others with his bow at the ready.


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Keeping his bow in one hand, Halden casually pushes the gate open (assuming it is unlocked) and walks towards the voices.

"Hello? What's going on in here?"


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Pyros advances to Halden’s side, his hand near (but not quite on) the hilt of his sword. He carefully surveys the scene.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Faerin dismounts, taking her staff from the holster in her saddle, she moves forward, telling Azalea to stay where she was as she looks for danger.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

I knew I forgot something in that doubled post.

Sovereign Court

The gates are open, and as you approach you see they have been broken and staked open. the opening is about 30' wide. as you look in you see a group of five people facing another man wearing a stained white apron.

The leader of the group appears to be a woman with sharp features at her waist are a pair of handaxes. As she sees you approach, she calls out.

"Just turn around and mind your own business! We will have things sorted out here shortly."


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Stepping to the fore, Pyros shakes his head. "We have been commissioned by the Aldori Swordlords to cleanse these lands of bandits, so I do believe that this *is* our business."

Sovereign Court

"Oh really? The Aldori?" She spits on the ground.
"Those worthless effete bastards aren't strong enough to hold sway in these lands, but the Stag Lord is. We are here collecting taxes, you'd best not interfere."

The one thing you notice is that she has made no move to draw her weapons.


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Signy looks mock-thoughtful when the woman mentions tax collection. "Hm, hm, taxes huh? So, what exactly are the benefits or services the Stag Lord provides to these good people in exchange for the taxes they pay?"

"I mean after all, if there are rival claims to this territory the people who live here should know what each claimant offers in return for their hard-earned money, not to mention loyalty. See, what we're offering on behalf of the Swordlords is protection from the dangers of the wilderness and bandits like, well, you."

This diplomacy check is aimed at the people at the the fort rather than the Stag Lord's people. The aim is to clarify the reason for our presence, and get them over to our side.

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

”We’ll see who’s strong enough, won’t we, filth?” Pyros says, drawing his dueling sword and charging towards the leader.

Charge Action, at the leader if there’s a path. If there isn’t, directly towards her until I come to the first minion.

Attack, Charge: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage, Power Attack: 1d8 + 3 ⇒ (4) + 3 = 7

Crit?
Attack, Charge: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Damage, Power Attack: 1d8 + 3 ⇒ (6) + 3 = 9

Sovereign Court

Pyros, you are not close enough to her to get an attack off, and there is no charge path as there are other bandits between you and her. However, if you want, that attack can be against one of the other bandits.

Signy, the only person you see that isn't part of the bandit group is the man in the stained apron.


Male Half-Elf Fighter (Aldori Defender/Steelbound) 1 VMC Magus Fighter (Aldori Defender/Steelbound) 1 VMC Magus

Alright. I go towards her, but attack the first bandit I come to on the way.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Following behind Pyros, and Halden, Teryll doesn't raise his bow yet; he does off-set himself slightly from behind Pyros to ensure he'll have a clear line of fire at the bandits in the trading post and counters the leader with:
"From your sort, it's always theft and robbery. No matter how you try to dress it up by calling it taxes. Your kind are a blight on the honest folk of the River Kingdoms. Like ticks on a hound. Stand down, drop your weapons and . . . " he cuts off as Pyros runs in to attack.

Well I guess this will be a fight then.

When Pyros engages the first bandit, He fires at the next closest bandit to Pyros to keep the swordsman from being swarmed.

Longbow Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 1

That was an uninspiring set of rolls.

Sovereign Court

Pyros catches one bandit unprepared and his sword cuts deep and a fountain of blood sprays from his neck.

"Run! There are too many of them! We'll come back later with more." The woman yells. She then appears to drink something and vanishes.

The others turn to fight.

Init:

bandits: 1d20 + 2 ⇒ (1) + 2 = 3
Faerin: 1d20 + 2 ⇒ (15) + 2 = 17
Teryll: 1d20 + 4 ⇒ (9) + 4 = 13
Signy: 1d20 + 4 ⇒ (3) + 4 = 7
Pyros: 1d20 + 4 ⇒ (20) + 4 = 24
Halden: 1d20 + 4 ⇒ (15) + 4 = 19
Harrim: 1d20 + 0 ⇒ (4) + 0 = 4
Kern: 1d20 + 2 ⇒ (16) + 2 = 18

lol, well I guess everyone goes before the bandits, this should be short as only three are left standing after Pyros's action.

Everyone can go, Teryll and Pyros have already acted. No map as this will be over quickly barring anything weird. You are all within 30' of the bandits unless you deliberately wish not to be.

Sovereign Court

Two of the bandits are in studded leather armor and carry both shortbows and short swords, the other is in hide armor and wields a greatclub.


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Signy is both startled and confused by Pyros's sudden turn to violence. She draws her rapier but doesn't otherwise make a move.

Holding until there is someone endangered by the bandits.

Sovereign Court

Kern your action goes before she drinks the potion

Sovereign Court

Technically, Pyros is endangered by the bandits as he is within 5' of one of them.

Kressle init. 1d20 + 5 ⇒ (7) + 5 = 12


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

True, but until someone takes an actual action against him Signy is out of it. He unilaterally started a fight that didn't need to happen, so unless he can't finish it she's not inclined to offer her assistance. What he's doing looks practically like random assault/killing to her.


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Damn it Pyros, that was foolish. Seeing no other option, Halden fires one arrow each at the two bandits further from Pyros.

Actions: Rapid Shot
Modifiers: Favored Enemy (Human)

Attack 1: 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7

Attack 2: 1d20 + 5 ⇒ (13) + 5 = 18
Damage 2: 1d8 + 4 ⇒ (8) + 4 = 12

Status:
HP 12/12
AC 19 Flat-Footed 15 Touch 15

Sovereign Court

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Signy, you do realize you've been hired to kill all the bandits in the Stolen Lands, right?

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