Kesperex: King's Land Scoundrels

Game Master Nathanael Love

King's Land Scoundrels


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Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

"Interesting, I don't know that we have the firepower to take it out but I still think this could be a good ambush location, We can huddle under the bridge and ambush the guards as they are going over forcing them through a chokepoint."


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

How many guards will it be though? Just a few we can handle, but what if they send a bunch... or what if the whole army is marching with it? Might be bad anyway to show ourselves to either army as openly defiant because then we're basically enemies to that side forever.

... I'm not saying that I'm not in, just worried about how it is going to go down. If we sabotage the bridge, the gun might get stuck here, and we could hide, observe, and do more once we assess the situation a little better.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

”Aye. Well...they’d be fools to send it in unprotected. And we know that it’ll be crossing this bridge. Seems to me that it’d indeed be best to sabotage the bridge. If there’s too many guards for us to take, then it at least stops them. And if we can take them out, then there’s nay guarantee that we’d even be able to move it ourselves anyways.”


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

"Sylvia and I c'n mix up some black powder, but I don't know if we'll have the time or resources to rig up a blast big enough to blow the bridge," Viatrix ponders.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

"Kruk Kruk Kruk." It takes a second for everyone to realize that it's the sound of coarse laughter coming from Krawk. "If you want something destroyed, you came to the right Tengu.

Now it's sad but true that I actually cannot make even a single vial of alchemist's fire in a day at this level. However, a cheap alternative to what we're looking for is lamp oil. Now it's true that it won't destroy the bridge as fast as some explosions, but we can whip up an intense amount of it quickly, and some well placed knowledge engineering should let us place it well, and survival'd let us hide it so it wouldn't be obvious.
And if we're worrying about lighting the fuse, we can always use one of the several spooky ghosts that hang out with this party. Mine comes back 1/4 of it's HP every day if needed.


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Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

What impact on the people would it have should the bridge be destroyed? I don't mean the army, but the farmers and tradespeople living out this way? Malik looks around the surrounding land, What if we made the bridge inaccessible for the movement of large siege weapons, but still useable on foot?

Could we drop a bunch of trees across it and force the soldiers to clear them, time it up so they'd be forced to encamp, and then we could sneak in and disable the cannon? Just throwing ideas against the wall here. Malik looks concerned and uncertain of what's best.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

That's a good point, Malik. The farmers and tradespeople will have more trouble crossing... and maybe have to travel a lot further to get to the next crossing if they are headed for our town, but if the town is obliterated, it won't much matter.

Once things calm down again we could rebuild the bridge. ... Looks like about a 50 foot span, so cutting and splitting a couple of sturdy trees should do it, at least for foot traffic... will take more work for horses and carts.

How deep/wild is the river? Could horses get across by themselves?

Sabotaging the bridge... like removing supports and weakening it... could get the gun stuck here, which could take it out of play.

We could also just burn the bridge. I have a spell that could get it going--gunpowder would likely help, and if anyone has some sort of accelerant like oil or, say alcohol, that would speed up the process.

That way the gun is still in play though, and they might be able to move it to a different bridge or something. Does anyone know how far it is to the next bridge?

Knowledge Local: 1d20 + 5 ⇒ (7) + 5 = 12


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Horses crossing this particular river would be a tricky proposition, but possible. The next nearest bridge is about 30 miles south or 40 north of this location, so it'd be fairly inconvenient to locals adding several days transit.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Pending your final decision on how to proceed here- seen a lot of ideas thrown around


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Okay good luck everyone. Be safe and smart about it. If we're overmatched, lets get out of here and come up with a new plan....

Stealth: 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Full Plate Stealth: 1d20 - 4 ⇒ (16) - 4 = 12
Untrained Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Mount Stealth, large: 1d20 - 3 ⇒ (20) - 3 = 17

It was somewhat amazing that Karak managed to find a place in which he and his mount were not immediately visible. It was proof that miracles, however small, were possible.


Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9
perception: 1d20 + 11 ⇒ (1) + 11 = 12

Looks like your great luck didn't transfer to me.


Hatred Phantom 2| HP: 20/20| AC: 15 (T13, F12)| CMB: +2, CMD 15: | F: +4, R: +6, W: +0| Init: +3| Perc: +5 | Speed 30|

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Percpetion: 1d20 + 5 ⇒ (3) + 5 = 8


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Huh, looks like we all flubbed our perception checks. Perception's not an important skill, right? :)


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kazell is actually going to climb up into the tree, making sure she has a clear sightline to shoot, then settle in and wait.

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Fortunately for you, the cannon itself is easy to spot; a team of four massive ox pull it, a drover urging them on, guarded by a contingent of 6 soldiers. A gnome in noble dress accompanies them, obviously the mechanician in charge of the expedition.

You wait in silence, but just as they reach the bridge, one of the soldiers catches movement, shouting, "Look there!"

Initiative:

Augustus Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Cra'rak Initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Kazell Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Karak Stonesoul Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Malik Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Viatrix Valentine Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Soldier Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Gnome Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Drover Initiative: 1d20 ⇒ 16

Round 1

Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18

5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9
9. Soldiers

Looking for Cra'rak, Kazell, Karak, and Augustus before the first of the baddies go!


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Karak shrugged his armored shoulders and mounted his steed. The large ram came out of cover and stood before the bridge. With hammer resting on shoulder the knight called out "Whaty're ye lot doing on me bridge?"

Standard action to get on mount, move action to block the bridge. Best I can do this turn


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kazell aims for the soldier closest to her.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Piercing Damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7


Hatred Phantom 2| HP: 20/20| AC: 15 (T13, F12)| CMB: +2, CMD 15: | F: +4, R: +6, W: +0| Init: +3| Perc: +5 | Speed 30|

not wanting to give up the chokepoint Siren will move to the edge of the bridge and ready to attack should anything get within 5 feet of him.

Readied attack:
Attack roll (Power attack): 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

Augustus not sharing the need to close the distance will fire upon the southeast oxen. and shout "They won't be able to move the cannon themselves!"

attack roll: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 ⇒ 1

and then he will reload his crossbow.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

"Bugger." mutters Cra'rak as he chugs his mutagen, and moves next to Karak to help choke the bridge checkpoint. "Capture, kill or scatter?" he mutters to Karak.+4 strength, +2 natural armor.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Cra'rak drinks his mutagen and moves.

Kazell fires, hitting the soldier.

Karak mounts his phantom steed and moves forward.

Augustus misses, while Siren moves up and prepares to attack.

The drover moves forward and cracks his whip, trying to dismount (trip) Karak:
CMB: 1d20 + 6 ⇒ (7) + 6 = 13

The gnome takes aim with his musket at Siren:
Musket: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d10 ⇒ 7 hit!
Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18
5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9

9. Soldiers

red soldier: -7

Siren: 13/20

That brings up Malik and Viatrix before the soldiers


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik crosses through the treeline, and begins beating his hand drum in a quick staccato rhythm; inspiring his comrades to greater acts of heroism.

Move, Inspire Courage 1/7, +1 hit and damage


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Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

"C'mon boy, we can do this," mutters the quarterling from atop her black steed. She urges him toward the river, and understanding, he breaks into a full tilt, launching himself across the wide gap. His white mane flows in the air and Viatrix clings to his thick neck for fear of falling off.

Long Jump, DC 30: 1d20 + 17 ⇒ (13) + 17 = 30 HA!

Perfectly executing the jump, the pair come to a halt safely on the far bank.

Now a visible threat, she points her gun at the nearest soldier. She spits, shouts "F%%+ you," and she fires.

Bang! vs TAC, Inspire Courage: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage, IC: 1d8 + 1 ⇒ (8) + 1 = 9

Firing at the soldier not on the bridge btw, but the one on the back left 20 feet from V


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Hype :)


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Malik inspires courage.

In an surprising move, Viatrix hurdles the river on her steed and fires at the Soldier, hitting him!

The soldiers advance, the two on the bridge attacking Karak, and the two on the left side behind the bridge attacking Viatrix.

At Karak:
Longspear: 1d20 + 5 ⇒ (20) + 5 = 25 hit!
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Longspear: 1d20 + 5 ⇒ (6) + 5 = 11 miss!
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

At Viatrix:
Longspear: 1d20 + 5 ⇒ (3) + 5 = 8 miss!
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Longspear: 1d20 + 5 ⇒ (14) + 5 = 19 hit!
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18

5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9
9. Soldiers

red soldier: -7
yellow soldier: -9

Karak: 14/22
Siren: 13/20
Viatrix: 9/20

That brings up Cra'rak, Kazell, Karak, and Augustus/Siren before the Drover and the gnome gunslinger


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Crit threat against me. Think it is x3 damage, so might drop me before I go


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Crit confirm: 1d20 + 5 ⇒ (14) + 5 = 19 narrowly misses the crit confirm.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Karak blinked in surprise as chaos erupted. Gunshots filled the air and the guards charged him. He had an image in mind of this being an honorable affair, with a challenge and a duel between equals. The spear in his side dispelled any such illusions.

”Right then.” He growled as he grabbed the spear and swung his hammer.

Focus left then right soldier
Dwarf: 1d20 + 9 ⇒ (8) + 9 = 17
Hammer: 2d6 + 7 ⇒ (6, 1) + 7 = 14

Mount Horns: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Mount Hoof 1: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Confirm: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Mount Hoof 2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Unlike most knights, it seemed like the mount was the far deadlier of the two.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kaxell shoots from the tree again at Red.

Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 (point-blank)
Piercing Damage: 2d6 + 1 + 1 ⇒ (2, 5) + 1 + 1 = 9 (point-blank)

unfortunately missing.


Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

After hearing the sound of gunfire Augustus' attention shifts to the gnome, he returns fire hoping to catch the gnome off guard.

Attack roll: 1d20 + 3 ⇒ (12) + 3 = 15

Damage: 1d8 ⇒ 6

before he moves out of the woods to get a better picture of the battle as a whole.


Hatred Phantom 2| HP: 20/20| AC: 15 (T13, F12)| CMB: +2, CMD 15: | F: +4, R: +6, W: +0| Init: +3| Perc: +5 | Speed 30|

Siren meanwhile moves into the fray, trying to tumble past the spears before attacking the spearmen in the center.

Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

"Kill it is then, or so it seems," Cra'rak mutters to himself.
Anyone I could 5ft step to full attack? If so, anyone I can 5ft step to be flanking with Karak with? If not, no worries, I can always charge someone.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Or to flank with Siren, that'd be perfectly fine too, just didn't see that post until now, oops


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

[ooc]No, they all started far enough away you'd need to move[/ooc[

Sorry if you missed it- map is here


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Oh very neat! Should I put myself on the map? Sorry, I've never done this before.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Yes, you should put yourself on the map next to Karak... your last stated position, and then your current turn can move from that point.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Ok, I put myself on the map next to Karak, it looks like I could conceivably 5ft step and full attack from there though.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yeah- you could conceivably have started in the forest line, and moved last round when you drank the mutagen, so that works to be able to full attack round 2


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Alright, thank you everyone for your patience!
Cra'rak 5ft steps, swift action arcane strikes, and then full attacks, eyes glinting, starting with the bloodied one.
"I'll make you a deal; you don't squirm too much, and I'll patch you up later, eh?"
Claw: 1d20 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 5 ⇒ (11) + 5 = 16
Peck: 1d20 + 5 ⇒ (12) + 5 = 17

Claw/Peck damage: 1d3 + 5 ⇒ (1) + 5 = 6
Claw/Peck damage: 1d3 + 5 ⇒ (1) + 5 = 6
Claw/Peck damage: 1d3 + 5 ⇒ (3) + 5 = 8


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Cra'rak lashes out at the Sildier, but the chain mail and his natural nimbleness protect him from the blows, the bite attack narrowly missing.

Kazell misses.

Karak attacks, his hammer barely missing, but his mount tramples and gores the soldier in front of him, and catches the one blue to the right with a final kick.

Augustus returns fire at the gnome, but misses.

Siren ducks inside the longspear wielding soldier's reach with ease, but fails to capitalize on the attack.

The drover attempts to trip Cra'rak:
CMB: 1d20 + 6 ⇒ (9) + 6 = 15 and barely manages to trop him!

Meanwhile the gnome relaods his musket and fires again, targeting Karek atop his dread stead:
Musket, 2nd range increment: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage: 1d10 ⇒ 5 miss!

Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18
5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9

9. Soldiers

yellow soldier: -9

Cra'rak: prone
Karak: 14/22
Siren: 13/20
Viatrix: 9/20

That brings up Malik and Viatrix


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

As Viatrix quickly reloads, Victor takes a step towards the leftmost soldier, rearing back and knocking the man upside the head with a hoof.

Back on level ground, the dark skinned drover looks at the other soldier and glares. "You and me skinny, try something." She aims and fires.

Bite, Hoof, Hoof: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 101d20 + 6 + 1 ⇒ (5) + 6 + 1 = 121d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage, IC: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Bang!: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage, IC, Challenge: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Crit: 2d8 + 2 + 4 ⇒ (5, 3) + 2 + 4 = 14


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik continues to beat on his drum, inspiring the others as they deal with this, he looks at the closest guard, standing over Cra'rak grabbing a pinch of feathers, he asks the man, Hey did you hear the one about the laughing soldier...?

Cast Hideous Laughter Will save DC 14 or be prone and unable to act for 2 rounds!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Will: 1d20 ⇒ 4
Malik casts a spell and the soldier falls to the ground laughing.

Victor kicks the soldier once, then Viatrix shot the man in the face and he fell to the ground.

The two soldiers further back split up, one pressing past the oxen onto the bridge, and the other circling around to get to where Viatrix was fighting.

the one on the bridge laughs!

The only soldier able to attack, does so, trying again to stab Viatrix:
long spear: 1d20 + 5 ⇒ (4) + 5 = 9 miss!
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18

5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9
9. Soldiers

blue soldier: -7, prone/laughing 1 more round

Cra'rak: prone
Karak: 14/22
Siren: 13/20
Viatrix: 9/20

That brings up Cra'rak/Kazell/Karak/Augustus/Siren!


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Dwarf: 1d20 + 9 ⇒ (19) + 9 = 28
Hammer: 2d6 + 7 ⇒ (1, 4) + 7 = 12

Mount Horns: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Mount Hoof 1: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Mount Hoof 2: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

With one soldier still in front of him, Karak swung his hammer, knocking the man over. From there his steed reared up, bringing it's hooves and horns down on the hapless man. The dwarf doubted that anyone could survive so much weight falling upon him at such speed.

That should take care of blue, who was already at -7. Should allow Cra'rak to stand up now without provoking an AOO


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 2
Long spear: 1d20 + 5 ⇒ (5) + 5 = 10 Viatrix shoots one soldier, while Victor kicks the other, and both soldiers bearing down on her miss!

Round 3
Karak and his mount easily dispatch the laughing soldier!

Turn Order:
1. Cra'rak 23
2. Kazell 22

3. Karak 20
4. Augustus 18
5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9
9. Soldiers

yellow soldier: -18
purple soldier: -18

Cra'rak: prone
Karak: 14/22
Siren: 13/20
Viatrix: 9/20

Updated to correct Viatrix' action from last turn; pending Cra'rak, Kazell, and Augustus/Siren


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

The Tengu stands up, and approaches the one with the crossbow snaking around behind him, looking quite a bit more wary after being knocked down so easily. Might provoke to get where I want, I'll risk it for setting up the flank


Hatred Phantom 2| HP: 20/20| AC: 15 (T13, F12)| CMB: +2, CMD 15: | F: +4, R: +6, W: +0| Init: +3| Perc: +5 | Speed 30|

Siren will shift to occupy the flank before carving into the soldier.

Attack (Piranah Strike, Flank): 1d20 + 5 - 1 + 2 ⇒ (5) + 5 - 1 + 2 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack (Piranah Strike, Flank): 1d20 + 5 - 1 + 2 ⇒ (10) + 5 - 1 + 2 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Male Human Seeker of Enlightenment 2| HP: 15/15| AC: 14 (T12, F12)| CMB: +1, CMD 12: | F: +4, R: +3, W: +8| Init: +2| Perc: +11 | Speed 30'|

Well Augustus continues his attacks on the Gnome.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 2


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 3
Cra'rek stands up, but as he moves into position,the long spear wielding soldier tries to stab him:
AOO: 1d20 + 5 ⇒ (11) + 5 = 16 miss!
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Botting an attack from Kazell since she's traveling
Hornbow: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 1 ⇒ (4, 6) + 1 = 11

Siren hits the drover, and the phantom's attack combined with Kazell's shot is enough to drop him!

Augustus fires, and hits the gnome!

Turning his attention to the direction he was shot from, the gnome responds:
Musket, 2nd RI: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 hit!
Damage: 1d10 ⇒ 8

Turn Order:
1. Cra'rak 23
2. Kazell 22
3. Karak 20
4. Augustus 18
5. Drover 14
6. Gnome
7. Malik 11
8. Viatrix 9

9. Soldiers

yellow soldier: -18
purple soldier: -18
gnome: -2

Augustus: 7/15
Cra'rak:
Karak: 14/22
Siren: 13/20
Viatrix: 9/20

That brings up Malik and Viatrix before the soldiers

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