Dungeon Master S's "Quest for Perfection Trilogy" [CORE] (Inactive)

Game Master Chris Marsh

RESOURCE MANAGEMENT | TACTICAL MAP | HANDOUTS

Initiative Quickpost:

[dice=Baddies]d20+0[/dice]
[dice=Thiera]d20+2[/dice]
[dice=Oggil]d20+2[/dice]
[dice=Dupine]d20+2[/dice]
[dice=Piper]d20+8[/dice]
[dice=Hunwald]d20+7[/dice]


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Yes, you can take 10.

Sovereign Court

Gnome Wizard (Illusionist) 7 | AC 17 T 13 FF 15 | HP 63/51 | F +7 R +6 W +7 (+2 vs. Illusion) | Init +8 | Perc +2 (low-light) | Sense Motive +0 | Blinding Ray 8/8 | MageArmor

Piper will assist with flooding the fields the first day, then go on to aid in contructing the barricades. Taking 10 on the Kn(engineering) for both

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Oggil looks at the preparations.

"I could scout, but August is better at that. I could help with the barricades, but Thiera seems to have that in hand. I could help in the fields, but then there is nobody to train villagers."

---
OOC
I'm going to be bossy here and make suggestions based on what folk have said above.

August has the best perception so he is probably best scouting. But he is also the best intimidator, by quite a way. I think having him drill at each one group of farmers in melee would be good.

Nobody has particular skill with bows, so anyone could take a unit of farmers and give them basic skill.

Scouting sounds important, we don't want to be attacked in the fields, most of us are okay at that, so it could be anyone.

The barricades sounds like a long job. The most efficient way to do that (if I read the sheet and post above) is to have one unit (is there a minimum of 10?) working on that with someone who has woodcutter or engineering experience and can take ten. Then we get effectively 20 person days work done each day for use of only ten farmers.

Can I suggest we hold off flooding the fields until the crops are in. Then Theira or someone with the skill can get it done in one day with the forty farmers. Actually the farmers might not want their fields flooded before the crops are in anyway.

Speaking of bringing in crops, the sooner we free up farmers to train and help in other tasks the better. A PC seems to be generally worth 5 farmers, but again with the know(nature) you could be worth ten in this situation - kind of like at the barricades.

-=-=-=-=
So, my suggestion for day one (and based purely on numbers, not character interests...)
Thiera - help with the crops (auto succeed, counts as ten person days)
Piper - help with the crops (auto succeed, counts as ten person days)
Oggil - ten people on barricades (auto succeeds counts as extra ten person days)
August - either scouts or trains a group in melee (auto succeeds)
Hun - trains ten farmers in melee (would need to roll a 14 for bonus)

Day two would likely be a repeat of day one, but by days 3 and onwards we have a lot more options and farmers available.

Day four we need Hun on the barricades to try and fit traps to them (again, not sure I have quite got how the trap fitting works)

Grand Lodge

Male Human (CORE) Rogue- 4 | AC-18; T-14; FF18 | HP 44/44 | F +5 R +9 W +3 | CMB=3 CMD=18 BAB +3| Init +8 | Perc +6, +8 vs Traps | (+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps)

Hun has Craft (Traps) at a +4, Disable Device at +10 (plus Masterwork Tools bonus), and Knowledge Engineering at +2, so barricades (especially Traps) are up his alley. Perception is at +6, so 2 better than the village but not close to Dupine.

As Flood the Fields is only a one day task, Hun can try and do that early then trap the baracades and backup scout? But willing to follow any plan.... He's easy like Sunday Morning.


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Sounds YOU guys have a plan. Someone should assign your 30 villagers for day 1.

-Posted with Wayfinder

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

I like Oggil's plan to get the Harvest in quickly, but I fear if that's all we do, we may see trouble sooner. My suggestion for day one then is that we have 20 on harvest with Thiera and Piper, 5 on barricades with Hun and Oggil, 5 on scouting with Dupine. Then day 2, start the melee training, and taper off harvesting. And whydo we want to flood the fields? Defense?

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Can we split them into fives for the barricades?

We have fifty in total, so with twenty on the fields, we could put ten on the barricades and ten on scouting and still have ten left over. There is probably no need for both Oggil and Hun on the barricades. Oggil can auto succeed on the check for efficiency.

Between the twenty in the field under the direction of the wizards, we'll get that done in two days. An alternative would be to have all the farmers go for it, and four of us, with the fifth out doing scouting or barricades, and get it all done in one day. That would leave us seven days to do the rest of the training and preparations.

@GM - For Hun to get to make a craft(traps)or disable device check on the last day of barricade building, does he need to be with the barricades the whole time it is being built, or just on the last day?


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Trapmaking must occur on ALL of the days used to make barracdes for them to include traps. Also, you need at least 10 for the baracades, though a PC counts as 5 workers. Hun would NOT count as 5 works as his job is different.

So to advance I really only need to know where the workers are on Day 1.

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Thiera beats Knowledge(nature) DC 15 on a take 10, so will assist (direct) the harvest.

The way I read this, we need 20 villagers to harvest, and Thiera counts as 10?

(I'm traveling (unexpectedly) btw, so bot if needed.)

Suggest 20 to harvest, 10 to barricade.


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No worries Thiera.

In the interest of time and keeping the moment up, I'll just go with that distribution.

Day 1 Summary

Thiera: Works to efficiently pull in the harvest. By the end of the day, it's about 3/8 in!
Oggil: Spends the first day afield, scouting the horizon Perception: 1d20 + 10 ⇒ (4) + 10 = 14, but he sees little on the first day.
August: The task proves to be MUCH harder than anticipated, and it's going to take a lot of work, even with the Pathfinders helping. It's now 160 remaining villager-days.
Piper: looking at the way to flood the fields, Piper deduces a way to do it much quicker. If she has a crew of 20 villagers, they could do it in a day.
Hunwald: Hun works the trap set up with August, and the progress is slow, but fruitful. It'll be hard to see the final product before it's done.


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Go ahead and someone make the call for villager distribution for day 2.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Day 2
So fields -30 + Theira & Piper (should finish it)
Barricades 10 + Hun + Oggil
Scout - 10 + August (or melee training if he prefers)

Does that sound right?

I've updated the sheet.

Did the barricades jump up from 40 days to 160 days, or did we just guess the amount of time really badly wrong to begin with?

Sheet


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The barricades were a typo, they are SUPPOSED to be that much work, 30 villagers working for 6 days.

You currently have 30 villagers (until the Harvest is complete.) For a Pathfinder to count as 10 in order to finish it, it would take a DC 15 Profession (farming) or Knowledge (nature). They both do, so...

With extra work an amazing skill the Pathfinder arcane team brings in the harvest on the second day! There's no time to rejoice though.

Day 2 Summary

Thiera: Works to efficiently pull in the harvest, and with Piper finishes it!
Oggil: Works the barricades.
August: Scouts Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Piper: Works to efficiently pull in the harvest, and with Thiera finishes it!
Hunwald: Hun works the trap set up, but a LOT more manpower is needed to finish this.

Day 3!

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Okay, we have fifty now... and we need to get training on them. Flooded fields would be good too,

My proposal.
Piper takes ten farmers and trains them in combat
Thiera takes another ten and trains them in missile fire
Hun and Oggil stay on the barricades with ten
August does a solo scout
And the last twenty follow the instructions on flooding the fields.

Sheet

Oggil can swap with one of the wizards if they have knowledge(engineering).

I suspect none of us are trained in bowmaking, but as a craft you can do it untrained, so one of the wizards would be best.


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[bigger]Day 3 Summary[bigger]

Thiera: Works to train some archers. Though not her chosen vocation, she's been around combat enough to know what she's doing. The villagers have crossbows, so it's even easier. The archers take to it quickly, but at the end of the day she determines that they'll need at least one more day to train in order to be competent.

Oggil: More barricade work, and progress is good.
August: Stays in the field Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Piper: Tries her hand at being a drill instructor: Intimidate: 1d20 - 1 ⇒ (4) - 1 = 3. While she can't whip them into shape, she does train them competently.
Hunwald: Continues to build in traps as they go.

Meanwhile the villagers get the fields completely flooded!

Day 4!

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Being an elf, Thiera has forgotten more about bows than most humans ever learn. But these will do.

She makes sure this squad has instruction for the remainder of the time. Eventually they might be able to hit the broad side of a barn.

Or a crow out of the sky.

Intimidate?: 1d20 + 1 ⇒ (15) + 1 = 16

No ranks in Know(engineering), but a take 10 would beat DC 15 ... if not for the "untrained" caveat.

"Hunwald, those traps may be an excellent idea. You should continue working on them."

"... and does anyone here have an explosive runes scroll?"

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

"That seemed to go well..." Notes Oggil. More of the same tomorrow, but we can rotate the group getting drilled by Piper and swap Piper and Thiera over on the missile and hand to hand groups.

Suggestion:(day 4)
Hun-traps
Oggil - Barricades +30 farmers.
August - Scouting
Thira 0 hand to hand + 10 farmers
Piper - missile + 10 farmers (try a craft bows, good chance with her intellignece)

Sheet


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Day 4 Summary

Thiera: The drill instructor technique doens't seem to help as much with archery, but she does make considerable progress with them. By the end of the day they have the basics. Thiera is sure she could teach them more if given time though...

Oggil: More barricade work. More progress

August: Stays in the field Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Piper: Intimidate: 1d20 - 1 ⇒ (14) - 1 = 13 Her technique at training lacks strength, but it's competent! A second unit is trained, though there is plenty more for them to learn.

Hunwald: More trap work.

Grand Lodge

Venture-Lieutenant - NH | Proprietor of Castamir's Station

Day 4 is here!

Sovereign Court

Gnome Wizard (Illusionist) 7 | AC 17 T 13 FF 15 | HP 63/51 | F +7 R +6 W +7 (+2 vs. Illusion) | Init +8 | Perc +2 (low-light) | Sense Motive +0 | Blinding Ray 8/8 | MageArmor

FYI, I'm moving this weekend, so feel free to assign me as you see fit.

-Posted with Wayfinder


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Good luck! That'll be me in early June. No worries!

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Did you want us to go up to day five?


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oops, yes. Day 5

-Posted with Wayfinder

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

I'm going to suggest keeping the same as day 4 but swapping Piper and Thiera around.

Thiera with her Cha has a slightly better chance of convincing the farmers to fight well. Piper can try and make bows just as easily as Thiera.

So day 5 suggestions
August - scouting
Oggil - barricades + 30 farmers
Hun - trapping barricades
Piper - missile training
Thiera - melee training.

When those barricades are finished we can go into overtime on the training... well kind of as if we keep scouting we'll still be one PC down on the training side, not a lot we can do about that, one of things that is harder with just 5 PCs.

-=-=-=
Day 6 is hopefully the same, but 7 and 8 with a bit of luck the barricades will be finished and Hun and Oggil can help train melee or missile units, meaning we can work four of them at time instead of just two for the last couple of days. The extra ten can help with scouting duties.

This all assumes we get those barricades finished by day 6 though, but that looks likely.
30 farmers + oggil (ten) + hun (5) should give us 45 person days each day, so days five and six should hopefully see it finished - really depends on any random factors. Lets just hope the bandits don't come early.

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Intimidate?: 1d20 + 1 ⇒ (17) + 1 = 18

Bossing around humans is easy, and Thiera finds she's unexpectedly enjoying herself.

"Hold that staff straight, or I'll feed you to Hunwald!"

Grand Lodge

Male Human (CORE) Rogue- 4 | AC-18; T-14; FF18 | HP 44/44 | F +5 R +9 W +3 | CMB=3 CMD=18 BAB +3| Init +8 | Perc +6, +8 vs Traps | (+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps)

"Thiera, it goes without saying that your acumen with ranged weapons is unmatched in our order, but these farmers'accuracy aside, your tutorial on volume of fire has probably been the most important. Your saying, "Slow is smooth, smooth is fast" is literary mastery!"

"Now, I would like to have her, her, and oh my, definitely her on my work detail tomorrow... there is ladder work to be done, after all!"


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Day 5 Summary

Thiera: Whips the humans into shape. This unit is definitely the most prepared yet!

Oggil: Oggil and the barricade builders literally hammer through as much as they can from dawn til dusk.

August: Perception: 1d20 + 11 ⇒ (5) + 11 = 16 The field stays quiet...

Piper: Switches to archery as they continue to gain skill!

Hunwald: These traps are going to be AWESOME!

Day 6 is up!

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Does Hun's work contribute to five person days barricades efforts? I'm just noting that we might end up five person days short by current calcuations, which would be unfortuante. I'm not sure how we got those 5 person days to begin with.


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Hun's work doesn't count as he's solely doing traps. I'm not sure about the 5 either. I'm looking, and can't find why. So, I've changed it to a full 10 thus far.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

yay! Thanks.

On that basis I think we should just do again on day six what we did on day five.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Dupine continues to scout the area each day, as Oggil indicates. So far, all has been quiet, though.

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Given we have not found anything from scouting so far, and with lots of farmers free on days 7 and 8 I'm tempted to suggest August trains a group of them, but with the bandits closer, that might be a poor move. Open to others suggestions here

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

I know - I have been thinking the same thing, but at least Thiera got some good rolls for training. But as we get closer to the end, I fear scouting may be becoming more critical. But I think everything else is getting done, so maybe Dupine trains on Days 6&7, and then back to scouting for 8,9,10?


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I know this can be tedious if you're not into minigames. We're nearing the end. It works out though as I am insanely busy at the moment.

Day 6 Summary

Thiera: Continues to refine her instructional technique INT: 1d20 ⇒ 19 and whips the rest of the soldiers into shape.

Oggil: The barricades are done!

August: Perception 1d20 + 11 ⇒ (2) + 11 = 13 Nothing new to report.

Piper: Continues to refine the archers' skill.

Hunwald: The traps are done!

Bring on Day 7!

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Suggest continuing with the same. I feel like we're got some good momentum.


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Hun and Oggil need new jobs though.

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Thiera takes charge and reassigns the barricade workers. The bulk of them will receive training in melee combat, while a portion of them are assigned to work with August on scouting.

The additional workers to be trained with hand-to-hand weapons requires additional trainers. Hunwald proclaims great mastery with his personal weapon, and should be one of the trainers. Oggil can fill the remaining position.


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Day 7 Summary

Thiera: Work that drill instructor voice! Intimidate: 1d20 + 1 ⇒ (2) + 1 = 3

Oggil: Work that drill instructor voice! Intimidate: 1d20 ⇒ 5

August: Scout: 1d20 + 11 ⇒ (17) + 11 = 28 They're coming! August sees their plumes over the horizon, but that's it.

Piper: The archers are as good as they're going to get! They're as ready as they can be.

Hunwald: Work that drill instructor voice! Intimidate: 1d20 + 1 ⇒ (13) + 1 = 14

Bring on the next day!

There is one group of infantry who can use more training, the others are simply tapped out. You have very little scouting data, and that would be a huge help.

What's in for Day 8?

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Sounding like scouting is what is needed, Dupine stays on the task.

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Well, then, it seems pretty obvious. If only one unit can use more training, it should receive more training.

Everyone else should be used scouting .... unless there is some benefit to keeping units around in the village waiting for an attack.

Thiera tries to recover her drill instructor mojo.
Intimidate: 1d20 + 1 ⇒ (13) + 1 = 14

... but her voice is tired from several days of yelling at people who can't quite seem to grasp that they shouldn't hold the pointy end.


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Day 8 Summary

Thiera: There's nothing left in the voice box.

Oggil: TBD

August: TBD

Piper: TBD

Hunwald: TBD

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

If more training can be provided, then Oggil will do that, otherwise he will help in the scouting.


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Looking at it now, there's little you can do except scout.

Thiera: There's nothing left in the voice box.

Oggil: Perception: 1d20 + 10 ⇒ (19) + 10 = 29

August: Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Piper: Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Hunwald: Perception: 1d20 + 8 ⇒ (20) + 8 = 28


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BOOM! Exactly what you needed.

On the 8th day the party scouts the field as the villagers prepare. The superior scouting lets you know EXACTLY where the attack is coming from, and what they're bringing...

In the morning, Gorum will be pleased.


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Well done guys! Sorry if that was tedious, but the work is about to pay off. Check in by placing yourselves on the village map!

On the ninth day in Nesting Swallow, the bandits of the Thundering Eclipse finally arrive... Fortunately, they are unable to launch a surprise attack due to your consistent and skilled scouting. At dawn, riders are spotted in the hills, and by mid-morning the entire force circles Nesting Swallow in preparation for launching a raid across
the southern fields.

The flooded creek halts the riders, however, and they fall back to rethink their assault. This gives the party and villagers time to take up positions along the barricade and prepare for assault from the only directions left open. The tengus wait out the rest of the day in the hillside forests...


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Once you've placed yourselves, the assault will begin!

Scarab Sages

Dwarven monk-8; HP 76/76; Re-roll@+3(+6 FJC) 1/1; Stunning Fist 8/8 (DC18); Ki 8/8; Wand CLW 38/50; AC 20(24 w/mage armor; Fort +10(+12 vs poison); Ref +10(evasion); Will +12;Extra +2 vs spells, +4 vs enchantments; Init +4; Perc +16

Oggil looks at the barricade with pride.

Which hopefully won't come before the fall

He stands behind it, a shuriken ready in his hand.

Grand Lodge

Male Human (CORE) Rogue- 4 | AC-18; T-14; FF18 | HP 44/44 | F +5 R +9 W +3 | CMB=3 CMD=18 BAB +3| Init +8 | Perc +6, +8 vs Traps | (+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps)

Hun will take the left Flank, sling at the ready...

Dark Archive

F Elf Wizard (Evoker) 6 |AC 12 (16 w/ MA) (t 12+4MA) (ff 10+4MA) | F+4*, R+6*, W+7* (+2 vs Ench) | CMD 13 | Init +6, Per +6 | HP 36/36

Using Dupine's wand, Thiera applies a mage armor to the monk, and to anyone else that he might designate. Then she casts one on herself from memory.

Thiera takes a comfortable position on a roof overlooking the battlefield. It's times like this that Thiera is grateful for the very long range of fireball. (600 feet!)

And she's even more pleased that she prepared two today. She'll let the first loose when the enemy's vanguard approaches. (~500') (three or more combatants in spread)

She tries to hold the second until the army is closer. (100' or so.) Target largest cluster or three or more.

first fireball: 5d6 + 2 ⇒ (3, 2, 5, 5, 2) + 2 = 19
second fireball: 5d6 + 2 ⇒ (3, 6, 4, 1, 3) + 2 = 19


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@Thiera, there isn't 500' of line of sight, but I hear you. You'll go as soon as you can.

Just need Piper and August to check in with a location.

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