Here Be Tryants: A Kingmaker saga.

Game Master Joy


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male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir waits as well


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

I just noticed that I typed knowledge:nature in my post, when I meant knowledge:geography. They have the same bonus, so if at all possible, I would like to make sure that the geography is taken into consideration. If you won't let me retcon, that's fine. It looks like it wasn't necessary, but perhaps it would help, you never know.


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Just in case it wasn't clear to the others in the group, Eduard is waiting patiently and hiding (badly) where the initial bandit fell.


Ok, I will assume that those who made the rolls are the ones sneaking up on the camp.

bandit's perception: 1d20 ⇒ 17

Sticking to the edge of the treeline as you follow the muddy tracks along the riverside, Alexander and Soren eventually come to what they may assume is a bandit camp. Even with his lack of perception, Soren cannot fail to notice several tents and one large, pavilion style tent. With his sharper eyes, Soren is able to count out a total of six bandits. Though those are all out in the open, going about various camp duties and he has no idea right now who else may be in the tents.

The camp remains quiet as the two of you try to spy upon it, so you guess your presence has not been noted yet.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander waits patiently as Soren observes the camp, trying in vain to see what the other man sees. He seems in no rush, willing to wait and watch the camp for a time. Once finished, he'll make his way back to the others and guide them forward to a place out of sight from the camp. He lets Soren explain what they saw.

Can we get a general layout of the camp? For example, how big, how many tents, is there a fireplace, any lookout points in the trees, etc.


It looks like the smaller tents form a rough circle around the larger tent. The smaller tents look like they could fit at least 2 people in each one, though they would be very spacious for just one. There are nine of those sizes in total. Only one large tent, easily fitting up to 4 people or 1 boss. You see about 5 firepits scattered about, 1 near the large tent and the others scattered between the smaller ones. You and Soren do not see anyone in any lookout points right now, though there are clearly some good trees for that around the camp. The trail you followed leads right up to the tents and crosses one that circles the camp to lead on up to the large tent.

You can hear whinnying from horses coming from the other side of the camp and there is a rough looking split rail corral set up.

Soren and Alexander, how late are you planning on watching the camp. Are you staying past nightfall or leaving before?


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren will keep watching and pointing out things he sees to Alexander, until the man is ready to head back.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

I'll let Soren decide how long we stay. Alexander can technically see in the dark, though given his perception, he might as well not be able to.


Dusk has now fallen while the two men watch the camp. No one had yet to come or leave from the camp while you spied upon it. At least not until the sun was laying upon the horizon. Then a group of four bandits gathered in the middle of camp and appeared to have a brief discussion that involved pointing in four different directions. Once they appear to reach a decision, each bandit heads off in one of four directions. One of them appears to be heading towards the riverside trail that you two followed to the camp.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea waits anxiously back with the others, her finger tracing her tattoos.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren bumps Alexandwr with his elbow, and points.
Those bandits, they are more scouts. I bet they are heading on the same routes the others were. We need to return.

As the two men slowly back out of sight of the camp, Soren whispers again.
We should wait until we are farther from the camp, and take that one out before confronting him. Hell, we could even track him to the others and everyone take him out together. Your call on how we do it.

I'll post the conversation back at the group for after we deal with this guy, one way or another.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

He's almost certainly relieving the man that we killed. We'll have to take this one out as well. We may need to attack the camp soon. Otherwise they'll worry about their man not coming back.

Alexander nods grimly to Soren, and follows him after the criminal.

Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Survival to Track: 1d20 + 7 ⇒ (8) + 7 = 15

GM, I believe the plan is that once we are far away enough from the camp to do so without alerting it, we will take out this scout, and then move to our comrades and alert them that we are taking the camp right away.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander whispers some magic words as they start moving.

Casting Message on Soren just in case they split up a bit more.


bandit's perception: 1d20 ⇒ 17

It looks like you beat the bandit's perception, so you may take a surprise round action against him whenever you like. He is obviously heading straight towards where the other half of your group is.

bandit init for when you start combat: 1d20 + 1 ⇒ (18) + 1 = 19


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

How dark is it? Also, is it possible to attack him just before he gets to our friends? I'm wondering how feasible it is to follow him and attack if it looks like he's seen something.


It is currently dusk, so while it is beginning to get a bit dim out, you can still see ok for the moment. You can guess that the watch change is timed for the relieved scout to get back to camp before full dark.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Given we're using stealth, do we think it's possible to catch up to him without him seeing us? That is, how fast is he moving? The plan is to try to catch him by surprise from behind before he gets to our friends, but far enough from the camp that he won't be able to alert them just by shouting. If possible. If not, then we'll work with what we get.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

That's what I was thinking Alexander. Though, I could hit him from range, you'll have to sneak up on him.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

I am now sporting a shortbow, so range is fine. Just worried about him moving about twice as fast as us while we're sneaking. Though if he's taking his time, we may not fall too far behind.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

True. I think we should wait until we are sure he's out of camp range and then take him down, grab the others, and storm the camp. I believe any delaying after taking him out will result in then being ready for us.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Agreed. They'll be waiting for the guy that we already killed to come back. If he doesn't, I expect they'll get worried and be ready for an attack. Or at least edgy.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir is waiting back where he was told to for an opportuinty to strike.


The fellow is taking his time, he doesn't seem to be in a big hurry to go stand around all night on sentry duty.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Sorry for all the ooc talk.

Alexander splits off from Soren as they stalk their prey. He patiently waits for the other man to take aim and attack first, leaving the timing to the expert.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren waits until both distance and geography serve as barriers against the man's screams reaching the bandit camp before firing his bow, either by using thick copses of trees or waiting until the man has gone down some semblance of hill.
Knowledge Geography: 1d20 + 6 ⇒ (2) + 6 = 8

Then, he studies the man, identifying his style of movement, his armor, and his predilections. Once satisfied that he has all of the bandit's weaknesses identified, he finds Alexander in the trees and nods. Then, he fires.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Initiative: 1d20 + 5 ⇒ (20) + 5 = 25


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Surprise Round: Initiative 13

Alexander nods and lets an arrow fly following Soren's.

Shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 2

First Round: Initiative 13
In the interest of keeping this quick!

Alexander lets loose with another arrow if the bandit is moving or making noise. Otherwise he approaches slowly to finish the man off.

Shortbow: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 6


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

First Round Attack
Soren continues firing at the man if the first volley doesn't kill him. He calmly walks forward out of the cover as he does so, his eyes remorseless.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Both of your arrows fly true and you have a dead bandit on the ground before he even knows that you two are there.

A closer inspection of the dead shows him to have been a male half orc. He is wearing a hardened leather helm shaped like a wolf's head, wolf's hide armor and other gear includes a battle axe and a heavy crossbow with 20 bolts and a necklace of animal teeth on a cord of sinew.

You two are able to strip the man of his gear if you want and make it back to the rest of the group without any problems.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander strips the man quickly and quietly. Let's get back to the others. We'll need to attack soon.

He follows the other man back to the group, tossing the bundle of gear down as he approaches. They sent out relief for the lookouts they had placed.

He looks around the group, We should move quickly. We need to take out those at the camp. We'll wait till the other three return and attack right afterward before they get too suspicious. Then we'll need to track down the three sent out.

Alexander frowns, Unfortunately it means we won't have time to go back and get the horses. Soren and I will make our way to the other side of the camp and attack as the four of you approach. It will be dark as we approach. They'll be near fires so use that to your advantage.

He waits a moment to see if there are any questions, then sets out back towards the camp.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Whats the AC on wolf's hide armor? The same as regular hide?

Soren stays silent as Alexander speaks and nods.
He's right. They'll expect the reliefs to return, and when one doesn't they'll be on edge, if not downright defensive.

He goes on to describe the layout of the camp, the amount of bandits seen, and the general topography of the area.

Strike fast, and hard my friends. Should I see any of you in trouble, I'll send an arrow your way.

Let's move out.

He then begins to lead the group back to the camp.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Survival: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea listens to the report and nods. Good luck. She will follow with the others as they approach the bandit camp.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19


Regular hide stats

Go ahead and give rolls for: perception, stealth and initiative.

By the time you all have gotten back to the camp, it seems to have gotten a bit louder and busier as they are now cooking pots of something over the firepits and there is some obvious drinking and gambling going on now.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Init: 1d20 + 1 ⇒ (16) + 1 = 17


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir nods, and follows the group. He feels incomplete without Czernabog beside him, but he has trained for this situation. He will be fine. H e looks out through his helm at the woods around him, silently willing his eyes to see what cannot be seen, his armor to be impossibly quiet in the woods.

perception: 1d20 + 5 ⇒ (13) + 5 = 18
Stealth: 1d20 - 2 ⇒ (4) - 2 = 2
initiative: 1d20 + 4 ⇒ (19) + 4 = 23


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

CLANG CLANG CLANG!


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18

Alexander starts to circle the camp with Soren, watching to see if any of the bandits become aware of his allies. Ready to let loose an arrow, just in case.


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative: 1d20 + 11 ⇒ (8) + 11 = 19


Thaliar's rolls:

stealth: 1d20 + 6 ⇒ (16) + 6 = 22
perception: 1d20 + 7 ⇒ (10) + 7 = 17
Init: 1d20 + 4 ⇒ (16) + 4 = 20

Bandits:

Kessel perception: 1d20 - 4 ⇒ (15) - 4 = 11
Kessel init: 1d20 + 2 ⇒ (20) + 2 = 22
bandits perception: 1d20 ⇒ 6
bandits init: 1d20 + 1 ⇒ (20) + 1 = 21

From the movement occurring in the camp, you may guess that Radomir wasn't quite as stealthy as everyone else. A group of four bandits with weapons drawn are towards him now to investigate, while another bandit has rushed into the big tent.

At the moment, the bandits only see/hear Radomir and are heading towards him.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Surprise Round: Initiative 18

Alexander steps out from behind a tree and raises his bow. He speaks casually, but his voice carries throughout the clearing, You, my fine friends, are surrounded. Surrender. Die. He shrugs and smiles, I have a preference, but you won't like it.

Standard Action: Activate Inspire Courage +1


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren crouches, using the tree beside him as cover. He takes aim at one of the bandits rushing toward Radomir. After a brief moment of watching his prey, he lets loose an arrow.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Oooh I hope that hits. He's flat footed against me, too! :)


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Keep in mind that Studied Target requires a move action. And we can do a Move Action *or* a Standard Action in the Surprise Round. Also, it'd probably be really useful to the GM to post what round your action is taking place in (and maybe remind her what initiative you're acting on). And it may be good to post what Feats you're using (like Deadly Aim, etc.) Since the GM can then note whether you get the benefit of Point Blank (if within 30ft) and such things like that. You will get the benefit of Inspire Courage though!


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9
Soren Bowman wrote:

Soren crouches, using the tree beside him as cover. He takes aim at one of the bandits rushing toward Radomir. After a brief moment of watching his prey, he lets loose an arrow.

[dice=Attack]1d20+6
[dice=Damage]1d8+7

Oooh I hope that hits. He's flat footed against me, too! :)

Good Point. I forgot about the surprise round. So, the attack and damage rolls would both be one lower. Also, posting from my phone is a lot harder than from the computer so some things tend to fall through the cracks, like initiative count and feats. Be that as it may...

Surprise Round: Initiative 13. Standard Action- Fire on Radomir's Attackers using Point Blank Shot and Deadly Aim. If out of distance for point blank shot, then attack and damage rolls are one point lower.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea keeps her crossbow aimed at the bandits approaching them, ready to fire if they don't surrender.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)
Soren Bowman wrote:
Good Point. I forgot about the surprise round. So, the attack and damage rolls would both be one lower. Also, posting from my phone is a lot harder than from the computer so some things tend to fall through the cracks, like initiative count and feats. Be that as it may...

Fair enough. I can completely understand the limitations of posting from a phone. I was just thinking that it may sometimes be confusing for the GM or other players. But our GM seems to be able to follow things fine so far, so you're probably good. And I'm sure she'll speak up otherwise. :)


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Round 1 initiative 23

Radomir grimaces in quiet rage. He has failed in his duty. He alerted the bandits to his presence, and jeopardized the mission. He is a flawed tool, useless in the hands of his lord. He shakes his head and steels his mind. He will make a better showing for his lord, and correct himself later. He grips his badiche and grimly stalks forward. The bandits know he's here; Alexander has announced their presence. It is better that he shows himself and distracts the outlaws. He can take the shots his comrades cannot.

He steps out into the open. "As he said, you are surrounded. There is no escape, surrender or die."

Radomir swings his bardiche at the nearest bandit
Bardiche attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage if the Bardiche hits: 1d10 + 6 ⇒ (1) + 6 = 7


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Round 1 - Initiative 19

Seeing the approaching group of bandits, Eduard begins to cast a Sleep spell centered on whatever appears to be the leader of the group.

I'll spend an arcane reservoir point to boost the DC.

Sleep DC 18 or up to 4HD of creatures asleep for 1 minute.


Initiative List
Radomir - 23
Kessel - 22
Bandits - 21
Thaliar - 20
Eduard - 19
Alexander - 18
Andrea - 17
Soren - 13

Surprise Round actions
Alexander uses Inspire Courage
Sorin shoots and drops one of the bandit heading towards Radomir

Round 1 actions so far....
The four bandits had been attempting to form a rough semi-circle around, but have only made it to 20 and 25 feet away from him when they suddenly find them numbers reduced to 3 by an unseen bowman.

Thus begins this round of battle at Radomir steps out to meet the oncoming bandits and lands a solid hit upon one of them.

Angered, the bandits close around Radomir, ignoring the unseen foe for now in favor of killing the one they can see.

attack rolls for bandits
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (6) + 1 = 7

And the bandits are unable to make any contact at all with this armored foe.

Though they do manage to shout out that there is more than one intruder and that they need help.

Eduard angles his sleeping spell to avoid hitting Radomir, but only hits two of the bandits.

will save vs sleep
1d20 ⇒ 9
1d20 ⇒ 14

Both bandits fall fast asleep and there is just one wounded opponent still standing beside him.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Round 1: Initiative 18
Conditions: Inspire Courage +1

Alexander drops his bow and unstraps his shield. He waves his free hand in the direction of the tent and a puddle of grease appears on the ground in front of the entrance.

Whoever is in that tent, I suggest you come out an surrender like your fellows! They seem to have seen the light.

Move action to equip shield. Standard action to cast Grease. Free action to maintain Inspire Courage +1

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