Kingmaker 1 of 6: Stolen Land (Inactive)

Game Master Nicolas Paradise

Slides:Map
Date: Wealday the 9th of Pharast 4710 AR
Location: The Narlmarches
Party average speed: 30ft. or 50ft. mounted
Weather: 70°F windy
XP:286/2000


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F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

"I will go wherever is needed. Guard Sirinus or Ludivine? Pick off isolated bandits?"

@Actaeon, Sirinus, whichever of you is being tactician here feel free to give Emerald an assignment.


Female Human Female Human Oracle 1

With a 25' range on the spell Ludivine will probably need to start close to the camp and use calls more than once to draw someone away. I'd suggest starting on the side opposite the tree stand since the bandit up there is less likely to investigate than someone on the ground.

I'd suggest everyone pick a spot to wait together and let Ludivine lure the investigator(s) past you into the forest before you make your moves.


M Human Slayer / 1 | HP 11/11 | AC: 15 (T: 13 FF: 12) | CMB: 3 CMD: 16 | F: +4 R: +5 W +1 | Init. +3 (+4 Surprise Round) | Perc. +5 | Spd: 30 ft | Active Conditions: None | Hero Points: 0

I moved the tokens around on the map. If we are going to have Ludivine focus on the ground troops with her spell, I say we cross the river in a different spot. (assuming there are no sentries in that direction and we all pass our stealth checks - DC is probably higher since Actaeon already failed once). I put Sirinus closer to the sentry to put him to sleep. I have Hadin and Actaeon sandwiching Ludivine to protect her. Since Emerald is mounted, I have her farther back to charge in.

I am not crazy about this. Too many things need to go right IMO.

If we come in from the east and focus on the sentry first with Sirinus approaching. We put him to sleep. Actaeon climbs up and either binds him or slits his throat. Actaeon can stay in the tree stand while Ludivine moves forward (maybe with Hadin) and uses her spell to draw the ground troops. Thoughts?


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none
Actaeon Pythanus wrote:
I am not crazy about this. Too many things need to go right IMO.

No worries! I don't mean to railroad, just collecting components of a plan and seeing how it comes together.

Actaeon Pythanus wrote:
If we come in from the east and focus on the sentry first with Sirinus approaching. We put him to sleep. Actaeon climbs up and either binds him or slits his throat. Actaeon can stay in the tree stand while Ludivine moves forward (maybe with Hadin) and uses her spell to draw the ground troops. Thoughts?

Sirinus listens to Actaeon's proposal, resonding That may work too. My only concern is that if the sleep does not take hold we will in fact have all of those on the ground chasing after us. The one in the perch will hear my spell words. However, if you believe we can be ready for that, I am agreeable to try it!


Secret Checks:
Group Stealth Check: 1d20 + 4 ⇒ (4) + 4 = 8Bandit Group Perception: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

The group Tries to execute on Actaeons plan, everyone except Emerald & Ferric sneaking into the camp. At first it seems everything goes as planned but then there is a loud crack followed by in a woman's voice."Get em' boys!

Init. Rolls:
Emerald Init. Roll: 1d20 + 1 ⇒ (20) + 1 = 21
Hadin Init. Roll: 1d20 + 0 ⇒ (1) + 0 = 1
Actaeon Init. Roll: 1d20 + 4 ⇒ (13) + 4 = 17
Sirinus Init. Roll: 1d20 + 9 ⇒ (1) + 9 = 10
Ludivine Init. Roll: 1d20 + 5 ⇒ (14) + 5 = 19
Kressle Init. Roll: 1d20 + 1 ⇒ (2) + 1 = 3
Bandit 1 Init. Roll: 1d20 + 5 ⇒ (19) + 5 = 24
Bandit 2 Init. Roll: 1d20 + 5 ⇒ (2) + 5 = 7
Bandit 3 Init. Roll: 1d20 + 5 ⇒ (11) + 5 = 16

Turn Order

  • Round 1
  • Bandit 1
  • Emerald <Up
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin

Targeting:
1Emerald2Sirinius3Actaeon4Ludivine5Hadin1d5 ⇒ 4

The Bandit on the east platform lets an arrow loose at Ludivine.
Longbow @ Ludivine FFAC 11: 1d20 + 2 ⇒ (18) + 2 = 201d8 + 0 ⇒ (1) + 0 = 1"Ha! Hit the pretty un'. If she don't die I call dibs. Says the bandit on the east stand with a devious smile.

Emerald, Acteon, and Ludivine are up. Bandits are 1, 2, 3 from left to right.


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

Emerald moves up next to Sirinus and readies to stab anyone who gets too close to the pale wizard.

Hopefully she will also give him cover against arrows.

Readied Lance Attack:
Attack, Higher Ground: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


M Human Slayer / 1 | HP 11/11 | AC: 15 (T: 13 FF: 12) | CMB: 3 CMD: 16 | F: +4 R: +5 W +1 | Init. +3 (+4 Surprise Round) | Perc. +5 | Spd: 30 ft | Active Conditions: None | Hero Points: 0

”Ludi, NO!” Actaeon shouts.

Anger fills him and he marks the bandit by gauging his movements. Then fires an arrow.

Composite Longbow w/ Studied Target at Bandit 1: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

And my rolls are forever not in my favor.

Heck with it. The bandit attacked his sister. Using the last Hero Point for a reroll.

Composite Longbow w/ Studied Target at Bandit 1: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Should have just went with the +4 instead of the reroll, grr.


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Yah, the Paizo roller really does have it out for you. I am gonna give it to you because you are only 1 off and burnt a hero point, lets call it a glancing blow for 1/2 damage.

Actaeon fires an arrow in reprisal to the vile bandit in the tree. His anger makes him shake and the arrow only slices along his shoulder.

Turn Order

  • Round 1
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin


Botting Ludi to move things along

Ludivine:"Beep boop I cast Bless!"

Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

The east most bandit moves to be partially behind the logs and takes a shot at Hadin

Bandit 3 Longbow vs. Hadin FF AC 16: 1d20 + 2 ⇒ (12) + 2 = 141d8 + 0 ⇒ (8) + 0 = 8

The arrow comes close but just misses flying by Hadin and Ludivine and thunking into the log behind Acteon.

Turn Order

  • Round 1
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin

Sirinus is up


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

The mage looks back and forth at the foes to their East. He holds up his hand and closes one eye, trying to gauge distances. Frowning he grunts before committing to one target and beginning the incantation.

None of them are close enough with each other... I'll have to settle for one.

Cast sleep, casting time 1 round, using an arcane point for +1 DC (DC 16), target grid intersection 5' to W of the Banding Leader.


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Female Human Female Human Oracle 1

The spell goes off almost automatically. After casting it Ludivine looks down to see a slight scratch on her forearm.

"It's just a slight scratch!" she calls back to Actaeon.


The bandit in the tree stand shoots at his nearest target.
Longbow vs Hadin FFAC 16: 1d20 + 2 ⇒ (15) + 2 = 171d8 + 0 ⇒ (4) + 0 = 4
Afterwards, the female bandit yells. "Idiot! Shoot one of the finger wigglers. After shouting the female bandit moves around the tree.

I added a circle to the map for that tree to represent the trunk. So the female currently has cover from Hadin and Ludi. Sirinus remember you can change the targeting of your spell up until you finish casting.

Turn Order

  • Round 1
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin 8/12 HP


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none
Paradise GM wrote:
... Sirinus remember you can change the targeting of your spell up until you finish casting.

SO, his targeting will primarily follow the bandit leader. HOWEVER, if her two foot solders come within the total radius, or (even better) one of them gets close enough to her, he will target the best two or even three as is possible. Obviously no ally can ever be in the radius.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Bow: 1d20 + 1 ⇒ (10) + 1 = 11
Dmg: 1d8 ⇒ 5

Hadin tries to shoot the closest bandit, the one on the wooden platform on the tree, but his aim is lacking precision


The first bandit following orders shoots at the nearest spellcaster Sirinus.
Longbow vs Sirinus AC 18: 1d20 + 2 ⇒ (19) + 2 = 211d8 + 0 ⇒ (5) + 0 = 5 OUCH!

Gonna need a DC 16 Concentration from Sirinus

Turn Order

  • Round 2
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sleep Spell(DC 16)
  • Sirinus 2/7 HP
  • Bandit 2
  • Kressle
  • Hadin 8/12 HP


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

I'm not sure which is Bandit #1, but I had tried to position Emerald and Ferric to give cover to Sirinus (+4 AC). He had what looks like a large fallen tree for cover against the one to the West, I hoped, and a Large quadruped for cover against those to the East. If there is no cover and he is still hit, I'll heal him.


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Here goes nothing...

Sirinus grunts every-so-slightly in the middle of one line, deep amidst his incantation. He's aware of it at first in the periphery of his mind and quickly sorts it alongside the other environmental factors that he's ignoring.

Concentration, DC16: 1d20 + 6 ⇒ (1) + 6 = 7
Noooooooooo! I'm going to go ahead and use my hero point here.
Concentration, HP reroll, Nanite Surge, DC16: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17

The mage frowns deeply and visibly doubles down on pushing out all external stimuli as blood runs from the arrow wound.

Not only that, but the party notices odd, fine-lines running throughout the skin of his forearms, neck, and face that begin lighting up brightly. Very bright.

The first in-game hint, lol.


Emerald Garess wrote:
I'm not sure which is Bandit #1, but I had tried to position Emerald and Ferric to give cover to Sirinus (+4 AC). He had what looks like a large fallen tree for cover against the one to the West, I hoped, and a Large quadruped for cover against those to the East. If there is no cover and he is still hit, I'll heal him.

Bandit one is far west. I considered weather the log would still be cover with the bandit being 20ft. up. The log can't be more than 5' high because that is about how wide it is on the map. If we say it is partial cover(+2 AC) the badit still hits. If we say it is normal cover(+4 AC) it is a miss. I don't want to do geometry atm but I think with the higher ground the bandit should see most of him. So I am leaning toward partial cover but if the group thinks this is an unfair call I am willing to roll back.

Discuss


Rewind, Sirinus take back your Hero Point and hit points. Emerald take your action as if Sirinus was unharmed.


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

Emerald maintains her position, guarding Sirinus and preparing to run through anyone who gets too close.

Readied Attack:
Attack, higher ground: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Well, that's no good, but may still get an AOO.


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Yay! Spell might yet go off successfully!


Waithing on Actaeon and Ludi

Turn Order

  • Round 2
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sleep Spell(DC 16)
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin 8/12 HP


Female Human Female Human Oracle 1

It's hard for Ludivine to know what to do in a fight. She's been in one before by now, but it didn't really count because it was over before she'd done anything.

Looking at her spear, what she does know is the man up in the tree is quite safe from her spear, while she is not safe at all from his bow. Given this, and her strong feeling that if she were to run off looking for someone who isn't safe from her spear (assuming she could even find someone who wasn't) Actaeon would completely freak out.

She best thing that comes to mind is to run over to stand directly below the man's tree stand. It should made things hard for him, especially if she chooses a place where there are some tree branches or undergrowth for some extra cover.

Besides, that will give her a minute to untie the sling she wears around her wrist like a bracelet. With it, things might be a little more even.

Move to current position on the map, about 15'. Switch to sling.


M Human Slayer / 1 | HP 11/11 | AC: 15 (T: 13 FF: 12) | CMB: 3 CMD: 16 | F: +4 R: +5 W +1 | Init. +3 (+4 Surprise Round) | Perc. +5 | Spd: 30 ft | Active Conditions: None | Hero Points: 0

Composite Longbow w/ Studied Target at Bandit 1, Other Conditions: Bless: 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 71d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Actaeon loses focus on his target when he catches his sister's movement out of the corner of his eye. 'Where is she going. She's supposed to stay by Hadin for protection.'

Paizo . . . New Dice Please!


Bandit 3: The bandit moves a bit closer to get a clear shot, upon getting between the trees he can see Hadin easily and takes aim.

Bandit 2 Longbow @ Hadin AC 16: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 0 ⇒ (1) + 0 = 1
Bandit 2 Longbow @ Hadin AC 16 CRIT CONFIRMATION ROLL: 1d20 + 2 ⇒ (6) + 2 = 8
The bandit lands a good shot but luckily Hadins armor does its job and the damage is barely a scratch.

    Round 2
  • Bandit 1 -4/? HP
  • Emerald
  • Ludivine 10/11HP
  • Actaeon
  • Bandit 3
  • Sleep Spell(DC 16)
  • Sirinus
  • Bandit 2
  • Kressle
  • Hadin 7/12 HP

Sirinius mark your stargeting on the map somehow so I can roll saves as needed.


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

I don't think I can capture any two of them because the one in the middle is so high off of the ground. So, I've placed a 10' radius on the map covering their leader.

Sirinus seems to come to, opening his eyes and ceasing his incanting as some puff of energy manifests and surrounds the bandits leader.

Save to the bandit-leader-lady

Already safe behind Emerald, he issues a briefer incantation that results in weaves of arcane force appearing and converging on his body in a tight pattern that resembles a breast plate.

Cast mage armor, enhanced by one arcane pool point for +1CL, for duration 2 hours.


Kressle Will save vs. Sleep DC 16: 1d20 + 1 ⇒ (10) + 1 = 11

The bandit leader falls asleep from Sirinus' spell, standing in place. The Bandit above curses under his breath and takes a shot at Hadin who he thinks is the greatest threat to his leader.

Bandit 2 Longbow @ Hadin AC 16: 1d20 + 2 ⇒ (3) + 2 = 51d8 + 0 ⇒ (4) + 0 = 4
In my last post I typed Bandit 2 as the one who attacked Hadin however it was Bandit 3 who moved and shot and this time it is actually bandit 2's turn.

The bandit in his anger misses

Hadin you are up to finish off round 2.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Longbow: 1d20 ⇒ 10
Dmg: 1d8 ⇒ 6

Hadin trades arrows with the bandits, but without any success.

Maybe it's time for him to rethink his strategy


Dice won't guve you folks a break.

Bandit 1 Longbow vs. Sirinus w/ cover AC 22: 1d20 + 2 ⇒ (1) + 2 = 31d8 + 0 ⇒ (2) + 0 = 2 (nat. 1 crit. Fumble drops weapon)

The bandit tries again to shoot the mage behind the log but his bowsting catches on his glove at the release sending the arrow tumbling end over end and casuing him to lose his grip and drop the bow. He moves to climb down the ladder.

Bandit 1 climb check DC 0 with -5 to climb at half rather than quarter speed: 1d20 + 1 - 5 ⇒ (4) + 1 - 5 = 0

With some speed he moves most of the way down the ladder to retrieve his weapon

Emerald and Ludi are up


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

Emerald will remain where she is, protecting Sirinus.

Readied Attack:
Lance, Higher Ground: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


M Human Slayer / 1 | HP 11/11 | AC: 15 (T: 13 FF: 12) | CMB: 3 CMD: 16 | F: +4 R: +5 W +1 | Init. +3 (+4 Surprise Round) | Perc. +5 | Spd: 30 ft | Active Conditions: None | Hero Points: 0

Actaeon acts after Ludivine, I believe. GM, hopefully you do not mind a post while I have a moment.

Composite Longbow w/ Studied Target at Bandit 1, Other Conditions: Bless: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 241d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Since Bandit 1 is climbing, does he lose his Dexterity Bonus. Not that it matters now that the dice are cooperating.

Actaeon takes a deep breath as he draws another arrow. 'He hurt my Ludi. Have to take him out.'

With the bandit distracted on the ladder, he becomes an easy target. Actaeon grins when he hears the man wail.


Female Human Female Human Oracle 1

Ludivine can't believe her luck when the man begins climbing down the ladder after his bow. She lurks under the platform, waiting with her spear ready. Once he's within reach, she stabs... very poorly only hitting the ladder.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 1d8 + 2 ⇒ (5) + 2 = 7


@Ludvine it is the West most bandit(1) that is climbing down not the one above you. The bandits are (1) Westmost on stand/ladder, (2)On eastern stand, (3) Currently SE on the Ground, (Kressle/ Leader) NE asleep.


Female Human Female Human Oracle 1

Oh wow, sorry! I thought I'd posted but I hadn't. If it's not the tree stand guy above Ludivine who's coming down, I don't see any decent options for her to do anything this turn. She can't go up, and moving out to attack the other person she can get to would expose her to possibly two attacks, one ranged and the other from the bandit she's attacking. She has a terrible AC and can't really go one on one with bandits. So I guess Ludivine does nothing this turn.

The only fairly safe thing Ludivine can think to is to stay put, so she does.


The bandit on the ladder takes an arrow to the back from Actaeon and drops to the ground dead. His ally seeing their leader is affected by some kind of magic and runs to her side to try to do something.

Bandit 2 double moves next to leader.

Sirinus and Hadin can act before bandit 2 to finish out the round.


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Don't let that bandit wake up the leader! Sirinus yells as he draws and loads his crossbow.

[move] draw light crossbow
[move] reload light crossbow


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Shoot: 1d20 + 1 ⇒ (8) + 1 = 9
dmg: 1d8 ⇒ 8

Knowing he can't outrun the bandit, Hadin tries to hit his target, ashaming his god once more...

That's quite the running gag here..


Round 4

  1. Bandit 1 Dead
  2. Emerald
  3. Ludivine 10/11 HP
  4. Actaeon
  5. Bandit 3 AC 13 HP 9/9(next to leader)
  6. Sirinus
  7. Bandit 2 AC 13 HP 9/9 (in eastern tree stand)
  8. Kressle AC 15 HP 17/17 (Helpless, Asleep)
  9. Hadin 7/12 HP

Emerald, Ludi and Actaeon are up.

Lets get this combat done so we can jump back to that flashback/pro-log. I believe I have read it thoroughly enough to run it. It will start RP heavy(which I think we all like) and than move on to some combat encounters


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

Emerald rides up to the leader and spears her before the other bandit can wake her.
Double move for horse, standard action attack for Emerald.

Lance, vs Prone: 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Bad roll, but may hit even so - helpless characters are treated as having a Dex of 0 (-5 AC penalty).


That will hit because of the helpless condition but it will also wake her up. Allowing her to act at the end of the round.


Female Human Female Human Oracle 1

Ludivine is committed to remaining out of clear sight of the archer up above her, but gives up on waiting for him to come down from the stand. Instead she sneaks around through the brush to stab the bandit who has come over to see about his leader. She doesn't hesitate to totally stab him in the back without warning.

Attack: 1d20 + 2 ⇒ (19) + 2 = 21

Damage: 1d8 + 2 ⇒ (3) + 2 = 5


M Human Slayer / 1 | HP 11/11 | AC: 15 (T: 13 FF: 12) | CMB: 3 CMD: 16 | F: +4 R: +5 W +1 | Init. +3 (+4 Surprise Round) | Perc. +5 | Spd: 30 ft | Active Conditions: None | Hero Points: 0

With the archer dead, Actaeon looks for his next target. He moves to an opening in the trees and finds another bandit up in the trees. He tenses when he realizes that Ludivine is no where to be seen, throwing off his shot.

Composite Longbow at Bandit 2 (?), Other Conditions: Bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d8 + 2 ⇒ (3) + 2 = 5


Bandit 3 AC 13 HP 4/9: The bandit drops his bow and turns and draws his shortsword while stepping toward(draw a weapon as part of a move for bab +1 or higher) Ludvine to return her strike.

This should trigger an AoO from Ludi.

short sword: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (1) + 1 = 2Crit threat
Crit. Confirmation Roll: 1d20 + 2 ⇒ (7) + 2 = 9NOT confirmed

Round 4 Cont.

  • Sirinus
  • Bandit 2 AC 13 HP 9/9 (in eastern tree stand)
  • Kressle AC 15 HP 13/17
  • Hadin 7/12 HP

Sirinus and Hadin up


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Sirinus cranes his next to see the leader... and moreso that she's still left alone. He darts to the left to get a clearer shot at the bandit that intends to wake her.

[move] 30'
[standard] attack RED (the one next to the sleeping leader)
light crossbow attack, P damage: 1d20 + 4 ⇒ (1) + 4 = 51d8 ⇒ 4 le sigh


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

Old Deadeye, guide my hands, and strike for justice!

Longbow: 1d20 + 1 ⇒ (19) + 1 = 20
Dmg: 1d8 ⇒ 2

Hadin shoots at the bandit in the trees Bandit 2


Female Human Female Human Oracle 1

AoO on Attacker: 1d20 + 2 ⇒ (18) + 2 = 20

Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Sirinus takes a shot but misses. However as as the bandit turns to swing at Ludvine, she holds steady and shoves her spear deep into his guts taking him down.

Hadin takes his aim to the trees and shoots the bandit in the tree stand glancing an arrow across his cheek where blood begins to pour out.

The Bandit in the tree returns fire at Hadin
Longbow @ Hadin: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 3miss!

The bandit leadet awoken from her slumber by Emeralds lance moves in to retrun the favor. She swings at Ferric as not to have to swing up.(I believe Emerald gets both an AoO and a ride check)

Handaxe @ Ferric: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (3) + 3 = 6Miss even before ride check.

Round 5

  • Bandit 1 Dead
  • Emerald
  • Ludivine 10/11 HP
  • Actaeon
  • Bandit 3 Dead
  • Sirinus
  • Bandit 2 AC 13 HP 7/9 (in eastern tree stand)
  • Kressle AC 15 HP 13/17 (before results of Emerald AoO)
  • Hadin 7/12 HP

Emerald,Ludi, Actaeon and Sirinus are all up after Emeralds AoO


Male human exploiter wizard 1 | HP 7/7 | AC 14 T 14 FF 10 | CMB 0, CMD 14 | F+0 R+4 W+2 (+4 vs. mind-affecting, paralysis, poison, and stun) | Init +9 | Perc +3, SM -4; low-light vision | Speed 30ft | Arcane Reservoir: 3/4 | Spells 1st: mage armor, sleep | Nanite Surge 1/1 | Active conditions: none

Sirinus trusts that Emerald has the now-awakened leader well in hand, so he points his crossbow into the trees to attempt to take down their sniper.

[move] reload crossbow
[standard] attack tree bandit
light crossbow attack, P damage: 1d20 + 4 ⇒ (16) + 4 = 201d8 ⇒ 6


F Human Warpriest 1 | HP 9/9 | AC 19 (T 11, FF 18, CMD 14) | F +3 R +1 W +4 | Mv 20' (Mounted 50') | Init +1 | Per +2 | Active: None

I would assume that the bandit leader dropped her weapons when she went unconscious, so she spends one move action picking up a weapon and one move action standing. Both would provoke normally, but Emerald does not have Combat Reflexes.

AOO, vs Prone: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Emerald stabs at the bandit leader as she tries to rise. It isn't a very accurate strike, however.

Ferric will full attack Kressle.

Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Hoof: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Hoof: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Emerald will then direct him to 5' step back so she can strike again.
Lance, Higher Ground: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Well that is not a very encouraging sequence of rolls...


Emerald Garess wrote:
I would assume that the bandit leader dropped her weapons when she went unconscious, so she spends one move action picking up a weapon and one move action standing. Both would provoke normally, but Emerald does not have Combat Reflexes.

The only condition Sleep causes is helpless not unconscious. The spell doesn't do anything it doesn't say in the spell block. So simply the crature is magically asleep and can't act until awoken or wounded and gains the helpless condition(which is nasty since it allows coup de Grace) So the leader didn't use any actions other than move to approach and standard to attack.

There is lots of arguments for years on the sleep spell but in lieu of any faq I run it without it giving anything that the spell doesn't say it does. I feel slightly vindicated in this as in Pathfinder 2E the sleep spell specifically calls out that it does NOT cause the target to fall prone or drop held items(at least not until heightened to 4th level). For this reason I still like the sleep spell as it causes a tactics change to take out those unaffected first so that you can coup de grace or capture the sleeping target.

All that said that means only Ferric's hoof lands out of that wall of rolls. :(

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