PF2e Crown of the Kobold King Plus

Game Master djdust

Strange things are afoot in the Silverpine Forest.
Starsday, 14 Galea, 1393 NGE
Player Resources
Roll20
◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction


51 to 100 of 2,037 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

"It would be good to meet another 'wizard.' 'Doodad', sounds like he should be a druid. Let me know if you remember his actual name."

Shemar opens his mouth to argue the whole wizard/sorcerer difference, but figured it would be above her anyway.

"Oona, would you mind regelling us with one of these Legends of the silverpine Forest?"


Roll20!

"You mean other than bandits and wolves and goblins and kobolds? Hmm... I will tell you something of the town we are headed to. If I recall, it happened somewhere around the turn of the century, about 50 years after Hearth was founded, the town was attacked by a hag of the woods, named Ulizmila, and her cult of harpies. I guess they had taken offense by the lumber harvest going on. The battle was fierce and Hearth was nearly wiped off the map, until one of the founding families, uh, the Larkos I believe, offered up their youngest son to marry the terrible hag. But, just about ten years ago, the people of Hearth turned on the Larkos, claimed they had been interbred with the hag and become monstrous villains. They killed most of them, ran the rest out into the wilds. Now the Kreeds are the only founding family left in charge. Now, Rikard Kreed, he runs the Lumber Consortium. He's one mean customer; I'd stay clear of him and his crew while you're in town if I were you. Unless you like a little danger." she winks again at Boros.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Ha! I gots no problems with danger. Cold, though--normally get ta just stay inside when it's cold! More used ta stayin' in Darkwater than goin' on the open road."


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Bandits and wolves and goblins and kobolds??

The young bard seems excited by those prospects.
Tell us more....


Roll20!

"Well," replies Oona, "those are things the knights of Silverpine Watch should help keep us safe from. Of course, there's the Hobgoblin Massacre that occurred some time ago. That's when the OTHER founding family of Hearth was wiped out. Although, I've heard some people say foul play was involved," she taps the side of her nose.

A note on resting and taking watch: 2e offers up this neat chart that calculates the total time needed resting for everyone to get the necessary 8 hours of sleep. For a group of six, you need a total of 9hrs 36mins with everyone taking 1hr 36mins watch. Establishing a watch order isn't necessary, for if a random event happens, I'll just roll to see who's watch it happens on.

GM Screen:
The ominous sound of multiple dice rolling, the menacing look on the GMs face as they check the results and peruse tables, "Oh yes, this will be good." The growing dread as more dice are thrown and the GM franticly takes notes.

The snow quickly stops soon after sundown, and everyone is warmed by the fire, friendly conversation, as well as the molten marshmallow and chocolate desserts in their bellies. As the campfire dies down into glowing goals, enough to keep those sleeping nearby warm but keep the light low, the Darkwater Six, plus Oona, bed down for the night. At one point in the night, 1d6 ⇒ 1, Boros hears the far off sound of wolves howling somewhere deep in the forest. At another point, 1d6 ⇒ 2, Danus is startled by the sound of an owl screeching to stun its prey before diving out of the pitch night to snatch up some poor vole or field mouse nearby. Other than that, the night passes peacefully and quietly. The ponies start to stir with the grey light of morning, and soon enough, everyone is up and breaking down camp. Oona makes a pot of oatmeal for the crew, and once Dapple and Misty are fed and harnessed, it's time to hit the road once more.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Well, the food is certainly better than I had anticipated. Perhaps we should always have a halfling host while adventuring.

Waking up more stiff than he is typically used to, without his feather bed. Luckily he is still rather young, so the difference is not that great.

"Not bad for the first night out, eh? Nice peaceful night, even if it was in the dirt. So, you say that we still have a couple days of travel?"

Shemar does not have much to do in preparation for the day. Things just come naturally for him. Instead, he watches his comrades as he eats his oatmeal.


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Knights of Silverpine!

Sébastien seems doubly excited to meet some real live knights that aren't just court knights.
My family entertains a lot of courtly knights. It would be great to meet some real ones.

The youthful halfling giggles.
I wonder if the outpost has any information on my search?

The next morning, the bard wakes, prepares for the day, eats, eats and begins replenishing any supplies of wood that they used.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar nods his head along with Sebastein at the talk of knights. It doesn't really interest him, but it got him thinking.

"Oona, You haven't heard of any tales or rumors of dragons in the area, have you?"


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

Valkor performed his morning ablutions, stretched, and welcomed the new day with prayers to the Gatekeeper. He breaks his fast with the offers oatmeal and helps organize things in preparation for the continued journey.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Stupid wolves," grumbles Boros to himself as he awakens in the morning. Their howling wasn't particularly comforting for his sleep, though the sound was far enough away that he shouldn't have been so concerned. He eventually eats some warming oatmeal before making a quick prayer to Veiloaria, The Sojourner, for the safety of their trip. Boros wasn't the most devout person, but he had no qualms about praying to gods and goddesses for immediate needs.


Human Male Ranger 1, HP-20, AC-18, F +7 R +9 W +5, Percep. +7

Danus awakens with Tor snuffing into him and pulling off his blanket.

"I'm up! I'm Up!!", he calls as the boar runs off with the still-warm blanket and rolls with it in the cold frost!

"Nice Tor...real nice!"


Roll20!

Book 1, Chapter 2: The Forest Road

It is now Sunsday, the 8th of Galea

It remains cold and overcast in the morning, but as you move into the forest, the sun rises and begins burning off the clouds and mist. Soon, the sky has cleared, and although their remains a chill in the air, the sun, as it dapples down between the bare limbs of the trees, begins to provide some warmth.

The forest here is thick with broadleaf trees, willows, poplars, alders, and oaks, interspersed with evergreen spruces and the white-barked, silver needled pines which give the forest its moniker. It is early spring, and most of the deciduous tress remain bare, although tiny green buds are visible here and there.

The road basically amounts to muddy ruts cutting through the forest floor. The melting snow creates the muddy conditions, and at places, tiny streams and rivulets run down ditches on the side of the road.

Robins, sparrows, and finches flit about the trees, and once in a while there's the sound of a woodpecker tapping against a hollow log somewhere deeper in the forest. Squirrels dart in between and up and down the trees, gathering fallen acorns and pinecones uncovered by the melting snow. Here and there Danus spots a rabbit, and a deer, but the cart is noisy sploshing through the mud, and drives off most wildlife.

As the sun approaches its zenith, the cart turns around a bend in the road, and something large seems to be blocking the way up ahead. It doesn't take long to recognize a dead tree has fallen across the road, blocking any further progress. Oona draws Dapple and Misty to a complete stop and looks around, "We got to clear that from the road. It's too muddy to go around."


Human Male Ranger 1, HP-20, AC-18, F +7 R +9 W +5, Percep. +7

Having worked with his father, a lumberjack, Danus examines the fallen tree and, first makes sure this is a 'natural' fall and not a blockade created by brigands, and secondly decides the quickest and safest way to move the dead tree.

"Hold up, let me take a look before we get too close! Tor search the area and make sure no one is hiding in the woods."


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

Valkor nodded in agreement to the ranger’s words, ”Be vigilant comrades.”


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar seems perturbed at the delay. He wonders if he will be expected to help move this tree out of the road somehow. Ooh! Maybe he could just burn it.

"Bandits?"

... Or was it brigands? Either way, same thing.

Shemar instantly starts rubbernecking all around them.


F Halfling (Twilight Halfling) Cleric (Cloistered Cleric) 1| HP 16/16; AC 14/16 with raised shield| F:+5 , R:+4, W+8| Perception +7/+9; Lowlight vision| Speed: 25 ft|2/3 Heals; 1/1 Focus Pts; Hero Pts: 1/1

Elry rose early as was her way - to see the dawn come in and make her morning prayers and spell preparation for the day ahead. After some quick morning ablution and breaking her fast with some warm oatmeal, Elry packed up her gear, put on her boots for the ground looked cold and muddy and took up her usual position at the back of the cart alongside Sebastien.

GM wrote:

As the sun approaches its zenith, the cart turns around a bend in the road, and something large seems to be blocking the way up ahead. It doesn't take long to recognize a dead tree has fallen across the road, blocking any further progress. Oona draws Dapple and Misty to a complete stop and looks around, "We got to clear that from the road. It's too muddy to go around."

From the back, Elry craned her neck to see the fallen tree announced by those in front. She was glad for the boots for the ground was muddier than yesterday and it made for easier walking.

Hearing Danus mention there might be someone hiding in the woods, bandits as Shemar enquired, she discreetly called up to the ranger, "Danus, if you wish aid, you may call on me. Otherwise, I'll keep watch from here and raise the alarm if I see something." the cleric offered up to him. Elry has Survival too, to aid Danus, if necessary. Leaving it to Danus to decide how he wishes.

From her current vantage, and wishing to be of some help to her companions, the halfling set keen eyes about the surrounds, moving forward a little if necessary, to keep watch for any sign of hidden dangers/threats close by.

Perception - seeking hidden/undetected creatures within 30 ft: 1d20 + 9 ⇒ (13) + 9 = 22


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

Boros, too, is naturally suspicious of a tree that has fallen across the road. Does it really look like it fell there by accident?
Nature: 1d20 + 5 ⇒ (1) + 5 = 6
He had no idea, but that didn't really alleviate his fears.

Drawing his weapons, he slinks down from his position, tries to hide among the ponies and wagon, and observes.
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Alrighty then, let's get all these crap rolls out of the way before combat begins.


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Sébastien walks along behind the cart with Elry. The Bard seeming to enjoy the morning exercise. His mouth moving a bit faster of a pace then their feet.
....and then there was a stench from that pig in her bed for a month....

As the blockade came into view, the halfling watches the reactions of the others, before also eyeing the trees around them.
Observant Halfling

Exploration mode Search


Roll20!

Probably shoulda put this at the end of the last post...

DC 15 Nature:
The tree has been uprooted, rather than felled by an axe. However, there are signs that the fallen tree was then dragged into place across the road, as evidenced by the trail of mud.

Perceptions:

Danus: 1d20 + 7 ⇒ (15) + 7 = 22
Sebastien: 1d20 + 7 ⇒ (20) + 7 = 27 (+1 DC)
Shemar: 1d20 + 4 ⇒ (20) + 4 = 24
Tor the Boar: 1d20 + 2 ⇒ (20) + 2 = 22 (low light, Scent 30 ft)
Valkor: 1d20 + 4 ⇒ (6) + 4 = 10

Everyone is on high alert and peers about them. All but Boros and Valkor notice something, a rustle in the leaves, a brief glint of metal catching sunlight. Sebastien though sees a bandit crouching in the forest brush. Even Tor senses something, and stamps his hoof, raises his snout in the air and gives the warning signal, "Weee! Weee! Weee!"

Just as he does, a figure crouching behind the fallen tree pops up and slings a stone at Danus.
Sling vs Danus FF: 1d20 + 7 ⇒ (12) + 7 = 19
B dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Danus gets bonked on the head.

Initiatives:

Boros: 1d20 + 6 ⇒ (6) + 6 = 12 stealth
Danus: 1d20 + 7 ⇒ (2) + 7 = 9 perception
Elry: 1d20 + 7 ⇒ (4) + 7 = 11 perception
Sebastien: 1d20 + 7 ⇒ (5) + 7 = 12 perception
Shemar: 1d20 + 4 ⇒ (17) + 4 = 21 perception
Valkor: 1d20 + 4 ⇒ (18) + 4 = 22 perception
Bandits: 1d20 + 6 ⇒ (19) + 6 = 25 stealth

Ok, at the top of the round, Bandits go first. Bandit 1 is visible to all but has cover behind the fallen tree. Bandit 2 is only visible to Sebastien, and has cover behind the shrubbery. Bandit 3 is Hidden to Elry, Shemar, and Tor.

The bandits hidden in the woods begin whistling, shouting, and screeching, making a whole bunch of racket, making their true numbers indeterminable, while the bandit behind the tree taunts Danus saying, "Yer surrounded! Better give up the wagon or give up yer lives!"

Bandit's Ambush: When the bandit rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action.

Bandit 1 Intimidate vs Danus Will DC 15: 1d20 + 4 ⇒ (14) + 4 = 18
Success!
Bandit 2 Intimidate vs Valkor Will DC 17: 1d20 + 4 ⇒ (20) + 4 = 24
Critical Success!
Bandit 3 Intimidate vs Shemar Will DC 16: 1d20 + 4 ⇒ (9) + 4 = 13
Fail!
Danus and Valkor are shake in their boots! Shemar is unphased.
Danus is Frightened 1, Valkor is Frightened 2! Frightened.

The bandit behind the tree reloads his sling then fires it again at Danus!
Sling vs Danus: 1d20 + 7 ⇒ (5) + 7 = 12
This time the stone flies mercifully overhead.
The bandit then ducks behind the tree again, trying to hide.
Stealth vs Perception DC: 1d20 + 6 ⇒ (5) + 6 = 11
If that beats your Perception DC, 10+Perception, Bandit 1 is now Hidden and you must spend an action to Seek them vs Stealth DC 16.
◇ Demoralize, ◆ Interact to Reload, ◆ Ranged Strike, ◆ Hide

The bandit from the bushes aims his sling at Valkor.
Sling vs Valkor FF: 1d20 + 7 ⇒ (4) + 7 = 11
Another rock goes sailing off into the woods. The bandit reloads his sling and ducks back into the bush.
Stealth vs Perception DC: 1d20 + 6 ⇒ (12) + 6 = 18
◇ Demoralize, ◆ Ranged Strike, ◆ Interact to Reload, ◆ Hide

Another bandit pops out behind a tree and slings a stone at Shemar, reloads, and ducks again.
Sling vs Shemar FF: 1d20 + 7 ⇒ (11) + 7 = 18
B dmg: 1d6 + 1 ⇒ (4) + 1 = 5
Stealth vs Perception DC: 1d20 + 6 ⇒ (14) + 6 = 20
◇ Demoralize, ◆ Ranged Strike, ◆ Interact to Reload, ◆ Hide

After their turn, Bandit 1 is likely Observed by everyone but has Cover, Bandit 2 is likely Hidden from everyone but Sebastien and has Cover, and Bandit 3 is likely Hidden from everyone and has Cover.

Round 1: Bold May Act!
Bandit 1
Bandit 2
Bandit 3
Valkor (Frightened 2)
Shemar (5dmg)
Sebastien
Boros
Elry
Danus (2dmg, Frightened 1)

Regarding the map, forest squares are Difficult Terrain.


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

"Oh! Was that an actual rock! That was some serious force!"

This is the first time Shemar has been this thoroughly injured. This is NOT what he expected.

Shemar extends his left hand out toward the bandit behind the log, after patting his body to make sure he wasn't bleeding, and speaks words of power that cause his hand to glow, before shooting the blue light toward the bandit. After calling forth the force of creation itself, Shemar hides under the cart.

Stay put Crab Apple and...Whatever your name is.

◆◆ two magic missiles at bandit 1
◆Take cover

2 mms: 2d4 + 2 ⇒ (1, 2) + 2 = 5

About the same damage as a rock...


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Round 1

Sébastien smiles at the sight of the bandits!
Real live bandits! So cool!

The bard does winces as the rocks start flying, bonking and belting folks!
That seems a bit rude!

The halfling begins ◆Seeking for Bandit #3.
Perception, keen eyes: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

He also ◆Points Out Bandit #2 to the group.
There's a bandit ducking back into the bush there.

The Bard then begins to expound upon the virtues of a fair fight.
◇ Lingering Performance DC 15: 1d20 + 8 ⇒ (3) + 8 = 11
Lingering Composition
◆ Inspire Courage

+1 attack, damage and Fear

Keen Eyes:

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"You idiots are messin' with the wrong folks!"

Boros ordinarily did not agree that a fair fight was virtuous. But being on the receiving end of an ambush, he suddenly found himself in agreement with Sebastien! He hustles toward the nearest bandit looking to lay down some serious hurt.

◆ Move 20' (using all 25' of movement speed due to difficult terrain)
◆ Attack rapier
◆ Attack dagger

Rapier, IC: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25; Damage, IC: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Dagger, iterative, agile, IC: 1d20 + 7 - 4 + 1 ⇒ (11) + 7 - 4 + 1 = 15; Damage, IC: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

Valkor stood frozen in place, a deep unsettling fear settled in his bones, as he watched the scene play out before him. He watched Boros rush into the fray an jumped into action joining his companion in repelling the bandits. He took a deep breath and let his training take over be like stone, unmoving, uncaring, he reminded himself as he brought his fists to bare against the bandit.

◆ Move 10' (using all 25' of movement speed due to difficult terrain)
◆ Enter Mountain Stance
◆ Attack flurry of blows

Attack 1: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
damage 1: 1d8 + 4 ⇒ (1) + 4 = 5

Attack 2: 1d20 + 5 - 2 - 4 ⇒ (9) + 5 - 2 - 4 = 8
damage 1: 1d8 + 4 ⇒ (5) + 4 = 9


1 person marked this as a favorite.
Roll20!

I should mention, the poorly drawn tree is an obstacle, and requires a DC 10 Athletics or Acrobatics check to clear as part of a Stride action, or else requires its own action to climb over.

And for future reference, Pointing Out makes an Undetected creature Hidden, but does not make a Hidden creature Observed. The Bandit was Hidden. We'll let it slide this time. Game on!


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

@Valkor Mountain Stance grants Falling Stone Strikes at +7? Not certain why you are only +5 and have a -2? Also, Inspire Couragegrants +1 attack and damage.


F Halfling (Twilight Halfling) Cleric (Cloistered Cleric) 1| HP 16/16; AC 14/16 with raised shield| F:+5 , R:+4, W+8| Perception +7/+9; Lowlight vision| Speed: 25 ft|2/3 Heals; 1/1 Focus Pts; Hero Pts: 1/1

Round 1

As Sebastien pointed out the bandit hiding behind the shrubbery, she wondered if there were others hiding and lying in wait nearby.

Drawing her wooden shield from her back (◆ Interact - draw shield), Elry raised it before her as some protection from incoming attacks (◆ Raise Shield, AC is now 16). Then she began keenly scanning the wooded area, trying to locate other threats/bandits near to her/them (◆ Seek with Keen Eyes - hidden bandit #3 within 30 ft).

Perception with Keen Eyes: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1
Sébastien of The City of a Hund wrote:
@Valkor Mountain Stance grants Falling Stone Strikes at +7? Not certain why you are only +5 and have a -2? Also, Inspire Couragegrants +1 attack and damage.

Hmmm…. I think I misused 2 from frightened 2 twice (on the front end and backend) and missed Inspired courage altogether. Apologies, my attacks should be 3 points higher and damage 1.


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Admittedly, I had forgotten the Frightened 2 ....lol.


Roll20!

There would have been a second -2 if you wanted to make the attacks Lethal rather than Nonlethal.


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions
GM_NotAngryButUpset wrote:
There would have been a second -2 if you wanted to make the attacks Lethal rather than Nonlethal.

Monks are special because:
Powerful Fist

You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.


Roll20!

I see. Carry on then.

Danus, it is your go!

Liberty's Edge

Male Historian/Curator

Sorry. Will get post out a little later today. Got called into a work meeting.


Roll20!

No pressure!


Human Male Ranger 1, HP-20, AC-18, F +7 R +9 W +5, Percep. +7

Having been taken by surprise, as well as injured by the bandits, Danus is slightly out of sorts as he makes his attack...but the words from Sebastien give him hope!

-1 Frightened, +1 Inspire Courage

◆ Hunt Prey (bandit behind the fallen tree)
◆ Attack with bow (same as above)
◆ Command an animal

Bow attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 1d8 + 1 ⇒ (8) + (1) + 1 = 10 (Normal damage+percision+Inspire)

Tor
◆ Move 1d20 + 6 ⇒ (6) + 6 = 12
◆ Tusk attack

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Roll20!

Baby fell asleep on me, and its snowing pretty hard outside. Lets see if I can get this update in!

Shemar returns the hurt with an arcane version of a flung stone. The benefit of force missiles is they always hit, and ignore the cover of the fallen tree.

From the back of the cart, the halfling duo of Sebastien and Elry are able to spot the third bandit taking cover behind a tree. Will show on the map, is currently Observed by Sebastien and Elry, but remains Hidden to everyone else.

Sebastien then begins to turn the tide with his philosophical tirade.

Having had the second bandit pointed out Thanks kind and generous GM! Boros hops down from the cart and dashes through the underbrush. He skewers the bandit with rapier, but misses with his offhand dagger.

Valkor is quick to follow, using his martial training to overcome the shock of the ambush. He brings a balled fist crashing down on the bandit in the bush, but misses with his second strike.

Danus fires an arrow at the first bandit, which strikes the dead trunk of the fallen tree with a thud. Tor courageously moves around the tree to put the bandit in a more precarious situation.

During the ambush, its all Oona can do to hold the reins tight and keep Dapple and Misty under control. The ponies strain against their restraints, spooked by the sudden commotion.

Round 2!

Having a young bore savagely nipping at his heels, the first bandit jumps over the fallen log.
Athletics: 1d20 + 4 ⇒ (2) + 4 = 6
He ends up clamoring over it instead. Being now unprotected by the tree, the bandit drops his sling, draws a hatchet, and overhand throws it at Danus.
Thrown Hatchet: 1d20 + 7 ⇒ (6) + 7 = 13
The hatchet lands in the dirt. The bandit gulps, then sneers at Danus.
◆Stride over fallen tree, ◇Drop Sling, ◆Interact to draw Hatchet, ◆Ranged Strike with Hatchet

The second bandit has been stabbed and punched, and faces down two adversaries. He opts to flee and live to fight another day.
◆◆◆A full round of running away. Bandits ignore Difficult Terrain in Forests. Unless you can too, he will be impossible to catch. Also, there doesn't seem to be the equivalent of a Withdrawal action, so if you have an AoO reaction, most don't at 1st level, take your Strike.

"Hey! Get back here and fight, you coward!" shouts the first bandit.

The third bandit continues the hit and run tactics, popping out from behind the tree to snipe Shemar again.
Sling vs Shemar FF: 1d20 + 7 ⇒ (3) + 7 = 10
The stone hits the side of the cart, spooking the ponies even further.This time, the bandit drops his sling and draws his hatchet, and moves in to get next to Shemar.
◆Ranged Strike, ◇Drop Sling, ◆Interact to draw hatchet, ◆Stride

Round 2: Bold May Act!
Bandit 1 (5dmg)
Bandit 2 (16dmg)
Bandit 3
Valkor (Frightened 1)
Shemar (5dmg)
Sebastien
Boros
Elry
Danus (2dmg)


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Round 2

The Bard waves good-bye to the fleeing bandit then he begins to expound upon the virtues of a fair fight some more.
◇ Lingering Performance DC 15: 1d20 + 8 ⇒ (17) + 8 = 25 CRIT! 4 Rounds of Inspired!
Lingering Composition

◆ Inspire Courage +1 attack, damage and Fear

The Bard then begins speaking occult words, lifting a broken branch into the air and launching it at the Bandit near Shemar!
Telekinetic Projectile
◆◆ Ranged Spell Attack, inspired: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 281d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
CRIT! 16 damage!

Tell them that Sébastien of The City of a Hundred Fountains has these roads under his protection!

The smiling halfling giggles.


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

At Sebastian’s inspired oratory Valkor feels emboldened and rushes toward the bandit by Shemar. He twists at the waist trying to all his weight into his punches.

Attack 1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Attack 2: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

◆= move
◆= move
◆= flurry of blows (2 attacks)

Conditions: frightened 1, inspired


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

From under the wagon, Shemar hears multiple footsteps outside. Seeing the legs of a bandit, Shemar opens his mouth and issues forth a small fiery belch.

Produce flame touch: 1d20 + 3 ⇒ (19) + 3 = 22

dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Not the heroic start I imagined. I'll need to work on that if I want stories told of me.


F Halfling (Twilight Halfling) Cleric (Cloistered Cleric) 1| HP 16/16; AC 14/16 with raised shield| F:+5 , R:+4, W+8| Perception +7/+9; Lowlight vision| Speed: 25 ft|2/3 Heals; 1/1 Focus Pts; Hero Pts: 1/1

Round 2

Taking a deep breath, Elry raised her shield before her for added protection, especially against a hatchet-wielding criminal, (◆ Raise Shield, AC is now 16), stepped 5 ft forward (◆ Step) and with a firm grasp of the wooden handle of her sickle attacked the bandit nearest her (◆ Attack Bandit 3).

Sickle attack on bandit 3 with Inspire Courage bonus: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Slicing Dmg, if hits: 1d4 ⇒ 3


Roll20!

Sebastien mentally flings a branch across the battlefield, knocking the third bandit across the head, leaving a nasty gash from the force of the blow. Valkor moves around the cart but is unable to connect fist to bandit. Then, a gout of flame erupts from the bandit’s feet, toasting him, just like Oona taught Shemar how to perfectly prepare the mallow for a s’more. The bandit falls to the ground, lifeless.

Only the first bandit remains, unarmed and exposed.

Elry, would you like to redirect your attack if possible, or otherwise reconsider your actions?


Human Male Ranger 1, HP-20, AC-18, F +7 R +9 W +5, Percep. +7

Danus again aims at the bandit as Tor rounds the fallen tree to keep the bandit from fleeing.

◆ Hunt Prey (bandit behind the fallen tree)
◆ Attack with bow (same as above)
◆ Command an animal

Bow attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 1d8 + 1 ⇒ (3) + (6) + 1 = 10

Tor
◆ Move 1d20 + 6 ⇒ (7) + 6 = 13


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

As the bandit remains pursued by the boar, he leaves himself potentially exposed to a sneaky halfling looking for blood.
◆Stride, ◆Stride, ◆Attack
Rapier (vs flat-footed), IC: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10; Damage, Sneak: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13


F Halfling (Twilight Halfling) Cleric (Cloistered Cleric) 1| HP 16/16; AC 14/16 with raised shield| F:+5 , R:+4, W+8| Perception +7/+9; Lowlight vision| Speed: 25 ft|2/3 Heals; 1/1 Focus Pts; Hero Pts: 1/1

Round 2: Retconned actions

Elry stayed in place and began casting (◆ Guidance, 30 ft range) toward Valkor, hoping to give the monk a small divine boon to aid him in the fight.

Guidance on Valkor: +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends (before start of Elry's next turn, so he can use it in the new round before Elry takes her turn in initiative order).

She stowed the sickle back on her belt (◆ Interact: Manipulate) Elry raised her shield for better protection. (◆ Raise Shield. AC is now 16.)


Roll20!

Danus fires an arrow into the remaining bandit’s gut. He looks suddenly ill as his spleen is ruptured by the arrow. Boros and the boar have him surrounded, and Boros misses a crucial attack.

Round 3!

He spits blood back at the halfling, "I’ll take one o’ ya out with me, ya heard? Ya’ll rue the day ya messed with Cato the Killer!" He draws his remaining hatchet and hacks away.
Hatchet vs Boros: 1d20 + 7 ⇒ (9) + 7 = 16
Hatchet vs Boros: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
S dmg: 1d6 + 3 ⇒ (5) + 3 = 8
◆ Interact to draw hatchet, ◆Strike, ◆Strike

Round 3: Bold May Act!
Bandit 1 (15dmg)
Valkor (Guidance)
Shemar (5dmg)
Sebastien (lingering inspiration 4)
Boros (8dmg)
Elry
Danus (2dmg)

The bandit has 5 HP left and is making his last stand, who’ll take him out first?


Male Human Sorcerer (Brass Dragon Bloodline) 2 |HP 22/22 | AC 17 | Init. +5 | F +5 R +7 W +7 | Percept +5 | Spell Slots 1st: 4/4

Shemar will clear his throat, to wake himself back out of hiding, and come out from under the wagon. Pointing a finger at the bandit, he says, "Cato the killer becomes Cato the killed!"

2mm: 2d4 + 2 ⇒ (1, 2) + 2 = 5

After the bandit drops, Shemar clarifies, "Or at least, Cato the Incapacitated."

◆ Move
◆ ◆ magic missiles


Male Halfling Bard (Maestro) 3 HP 36/36 ; AC 17/19 with raised shield| F:+7 , R:+9, W+9| Perception(E) +9 (+1 DC)| Speed: 25 ft|Conditions

Sébastien laughs.
Nicely well done s'mores preparations, Shemar!


Male Halfling Rogue 1 | HP 16/16 | AC 18 / 20 if nimble dodge | F+5 R+9 W+7 | Perc+7 |

"Cato the idiot," adds Boros as the bandit who wounds him falls to Shemar's magic missiles. He kicks the bandit in annoyance at the same time he shuffles forward to the tree, just to make sure the coast is really clear.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Roll20!
Shemar Dunebright wrote:
"Or at least, Cato the Incapacitated."

In 2e, creature who reach 0HP are dead, only PCs get the Dying condition. I'd be happy to leave Cato alive and unconscious if you want to keep him that way for any reason, but it's up to y'all.

"Tch tch tch tch," Oona clucks her tongue at the ponies as she pulls back on the reins, trying to get them to calm down once the bandit threat is neutralized. "Wow!" she exclaims, "You guys surely know your stuff. I thought we were done for! Good thing I hired you, huh?"

Boros looks about the forest around them and sees no indication of any immediate threat.


F Halfling (Twilight Halfling) Cleric (Cloistered Cleric) 1| HP 16/16; AC 14/16 with raised shield| F:+5 , R:+4, W+8| Perception +7/+9; Lowlight vision| Speed: 25 ft|2/3 Heals; 1/1 Focus Pts; Hero Pts: 1/1

Looking around at her companions, Elry positioned herself better on the other side of the wagon and then beckoned them nearer, and away from the dying bandits, so they would not be included in the magical healing.

"Those who are wounded, please come closer and I shall heal you with Aleria's light."

Taking the holy wooden symbol in hand, Elry began to speak the words of love and light in order to heal her companions.

Heal - Channel positive energy, 3 actions, 30 ft emanation not including the bandits: 1d8 ⇒ 8

(Shemar, Boros and Danos all receive 8 hp of healing, bringing them back to full HP.)

(2 Heal spells remain this day.)


M Human Monk 1| HP 20/20; AC 16/19 in stance| F:+7 , R:+6, W+7| Perception +4| Speed: 25 ft (20 in stance)|1/1 Focus Pts; Hero Pts: 1/1

Let’s see if we can get this tree off the path,” the monk suggested

51 to 100 of 2,037 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crown of the Kobold King Plus! All Messageboards

Want to post a reply? Sign in.