GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Map


I have added Ayerth to the map and adjusted it slightly. The surprise round has begun. The watch towers heard something just as you came onto the scene. It was Myron and Valor, bandits unknown to your group, coming back from patrol. They bandits remain surprised and do not act in the surprise round.

Bandit Initiatives:

Myron: 1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 1 ⇒ (5) + 1 = 6

Everyone may take a single Standard or Move Action. Following that Group 1 is up, and may take their First Round Actions as well.

36 hour clock is ticking for Surprise Round and Group 1 Actions.

Group 1 acts now.
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Brann, Myron, Irakli
Group 3 Alaric, Valor, Grailmont
Group 4 Sleepers

The Map


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Sorry I couldn't figure out how to move the icons on my iPad.

Map

Current buffs:
Mage armor
Gravity Bow

Ayerth realizes that the man in the platform probably has partial concealment/cover. He will cast magic missile at the signal ensuring a successful hit, thus hopefully encouraging the target to surrender.

2d4 + 2 ⇒ (2, 3) + 2 = 7


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Assuming the right side watch tower is what I thought was a wagon...

Silas flings a ball of fire at the right side watch tower. According to the SRD sidebar, Produce Flame can light wooden structures on fire—this should hopefully cast more light on the group.


As everyone moved into position, Grailmont made the call, Go, go, go. watching the others stream forth, preparing his own charge into the fray.

Everyone, the go call has been made. Group 1 is up, 33 hours remaining.
Everyone not in Group 1 still has a Surprise Round action, post it up now or lose it to combat jitters. Once the bandits act with Group 2 it is gone for good.

Ayerth, did you want me to move your position from the map I posted, you posted an older link? Tell me where you wished to be placed and I will make it happen.


Silas Lavein wrote:

Assuming the right side watch tower is what I thought was a wagon...

Silas flings a ball of fire at the right side watch tower. According to the SRD sidebar, Produce Flame can light wooden structures on fire—this should hopefully cast more light on the group.

The right/East most watch tower is the one Brann is standing on, Alaric is on the left/West tower. Pudge is sleeping by the wagon. The bandits' horses are North of the map while the river and track are to the South.

Roll your Ranged Touch attack vs AC 2 to hit the platform, no range modifier for the spell. Then Roll your Damage, and I will make the Fort Save for the platform, to determine if it catches fire. The initial strike will illuminate the equivalent area as a torch if it catches aflame.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Ranged touch: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Round 1: Silas points and mumbles, and the ground around the sleeping bandits slowly coalesces into a small earth elemental.

Summon Monster II, it appears and acts at the beginning of my next turn.

Not sure how to add an elemental to the image set, so I'm representing it with a tiny clone of myself on the map.


Platform Save: 1d20 ⇒ 2 vs DC 15 the platform catches fire, startling Brann.

Burning Damage: 2d6 ⇒ (5, 2) = 7 for 12 points total damage to the platform thus far.

Use this map

The map is updated, the earth elemental is forming. Next player uses this map, the player after him uses the changed map that he posts, the next uses that new map, and so on etc. down the line.


Male Elf Rogue/3

Knocks an arrow and aims at Brann and let's it go

To hit: 1d20 + 3 ⇒ (12) + 3 = 15

DMG: 1d6 + 1 ⇒ (3) + 1 = 4

This is the surprise round move


Irakli forgot to include his Sneak Attack damage from the bowshot. The bandits are flat-footed until the act.

Arrow: 2d6 ⇒ (4, 2) = 6


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Ser Brandon throws off the cloth covering hismligh enchanted shield.

On his turn he charges forward to attach the bandit before attempting to impale the spring bandit on the tip of his lance.

Lance Charge, PA: 1d20 + 8 + 1 + 4 + 4 - 1 ⇒ (3) + 8 + 1 + 4 + 4 - 1 = 19 vs AC for Damage: 1d8 + 9 ⇒ (1) + 9 = 10x3=30

He moves 2 squares forward. The first +4 is for charging and the second is against prone enemy and first +1 is for attacking from height. If he can't charge the attack is at 15vAC for 10 damage


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Orin gestures with his free left hand and speaks with a firm voice but no louder than necessary "Chwmpas o Gewri."

Dwarven:
"Girth of Giants."

1d100 ⇒ 69
Not between 1%-5% so the enlarge person spell succeeds.
Currently AC is 14. Shield is slung on back (no benefit) and -1 for size increase. But Orin now has reach, axe changes to 2d6, and a +1 bonus to damage.

And a 5' step. Map.


Ser Brandon wrote:

Ser Brandon throws off the cloth covering hismligh enchanted shield.

On his turn he charges forward to attach the bandit before attempting to impale the spring bandit on the tip of his lance.

Ser will not be able to charge on his mount due to the difficult terrain the mount faces, being a large creature.

He can charge on foot, the terrain does not hinder a medium creature. He would not get his normal mounted bonuses though.

I take it Ser is using his surprise round to uncover his shield. If he wished he could combine that with a single move action, if desired. It would allow him to close on Kressle and perhaps challenge her directly if desired.


Male Human Fighter - Level 3
GM Darkblade wrote:

I have added Ayerth to the map and adjusted it slightly. The surprise round has begun. The watch towers heard something just as you came onto the scene. It was Myron and Valor, bandits unknown to your group, coming back from patrol. They bandits remain surprised and do not act in the surprise round.

** spoiler omitted **

Everyone may take a single Standard or Move Action. Following that Group 1 is up, and may take their First Round Actions as well.

36 hour clock is ticking for Surprise Round and Group 1 Actions.

Group 1 acts now.
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Brann, Myron, Irakli
Group 3 Alaric, Valor, Grailmont
Group 4 Sleepers

The Map

Are these initiative pairings for the surprise round? I don't know if I get to make an action for the surprise round before the standard rounds begin.


Male Human Fighter - Level 3

Never mind, I remembered how to read.


Male Human Fighter - Level 3

10ft movement

Grailmont stares over the log at the people laying on the ground, awaiting to darken his blade, and the earth.


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Echo cast's Mage Armor (self), and move to the log in front, taking cover from Alaric and Pudge

Map


OK, we are waiting for Ser to determine what he wanted to do for his round, since he could not charge his mount through the forest undergrowth. This will finish out Group 1.

I will go ahead and combine his actions with those of Group 2 which is Up now.

Brann:
Seeing his platform on fire, a growing dwarf looming up from the shadows, and then taking an arrow deep in his chest, he makes a Will Save: 1d20 + 0 ⇒ (2) + 0 = 2 vs DC 13, becoming frightened at the events. He shouts to the sleeping bandits, We are under attack, run for it, save yourselves. He swings down from the platform on a long rope hooked to the tree. Rope Swing: 1d20 - 1 ⇒ (15) - 1 = 14 flying out and away from the dangers and looping partly around the tree, landing with a thud on his booted heels.

The burning embers atop the platform spreads, becoming a full fire similar to the campfire, spreading light in a 30' range, dim light 60' out.

Myron:
Coming back from patrol, he and his companion are startled to see a fire breaking out and hear movement from the forest to the south. Brann's panicked calls makes the man grab up his bow and shoot into the dark shadows just beyond the platform's fiery light, where he say a brief shape of movement. Shortbow: 1d20 - 1 ⇒ (15) - 1 = 14 to target Echo, missing in the concealing darkness. The bandit then shouts out for the others to wake up. Raiders attacking, gear up.

Need actions from Ser and Irakli at this time, clock reset 36 hours.

Current Map


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Ser Brandon rides forward tossing the exposing his shield glowing in light. He stabs at the foe sleeping at his feet with his lance stabbing through the helpless enemy.

In that case during the surprise round I guide Shadowmist forward next to Grelm and throw off the cloth cover on the shield. Then on my turn I proceed to Coup de Gras him.

CDG Damage(Lance): 1d8 + 9 ⇒ (2) + 9 = 11
CDG Damage(Lance): 1d8 + 9 ⇒ (2) + 9 = 11
CDG Damage(Lance): 1d8 + 9 ⇒ (5) + 9 = 14

For a total of 36 damage

MAP


Male Elf Rogue/3

Moves in range if needed can't move on map with cell of Brann knocks an arrow aims and and releases

Hit: 1d20 + 3 ⇒ (9) + 3 = 12

DMG: 1d6 + 1 ⇒ (3) + 1 = 4

If needed:

Sneak Attack: 2d6 ⇒ (1, 1) = 2

Stealth Check: 1d20 + 9 ⇒ (4) + 9 = 13

Map


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Map is wrong


Male Elf Rogue/3

What? works for me :-/


Ser Brandon used the wrong map, so Irakli likewise used the wrong map, using his post.

Ser Brandon rushes his mount forward in the dim light, the horse roughly shoving Grailmont out of position as he tries to reach the same target. The mounted knight thrusts his lance into and through the bandit's chest, six inches into the ground underneath. The bandit struggles but a moment, Fortitude Save: 1d20 ⇒ 19 , coughs up a bit of blood and lays still. Only a nat 20 would have saved him.

Irakli moves up chasing his quarry, the arrow barely striking the man, a shallow wound across the thigh and into the brush beyond. The man screams with the pain, adding to the noise rising in the encampment. Sneak attack did not apply in this situation.

Alaric:
Alaric sees the fires rising in the other watch post, hearing the shouts of Myron and screams of Brann. He starts shouting Lard arse get up, we're under attack. Now. Not having a clear line of sight to whatever force struck him, he does spy a figure crouched down by a fallen tree in the dim light of Brann's watchpost. He takes up his bow and fires an arrow at the being, assuming it to be unfriendly.
Arrow shot at Echo: 1d20 + 3 ⇒ (6) + 3 = 9 the arrow landing in the sands before the log.

Valor:
Valor charges towards the camp, shouting cross words to awaken the sleeping bandits. Get yer pannies up boys, ya gots graspin fingers ahead. As he runs he pulls an axe from his back, looking for a place to bury it.

Group 3 is up now, which is Grailmont. 36 hour clock is set.

Current Map - Please use this


Male Human Fighter - Level 3

Grailmont climbed over the log carefully as to not let his shield become the center of gravity and his face one with the earth. He then dashed over to the sleeping bandit and pointed his blade down, striking the bandit in the chest.

Attack on Helpless target: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

map


Group 4, The Sleepers

Did they wake up?:

Pudge Perception Check: 1d20 + 3 ⇒ (4) + 3 = 7
Yoshiri Perception Check: 1d20 + 2 ⇒ (10) + 2 = 12
Breeg Perception Check: 1d20 + 2 ⇒ (7) + 2 = 9
Kressle Perception Check: 1d20 + 7 ⇒ (11) + 7 = 18

Grelm never awakens from his sleep and does not realize he now faces an eternal sleep.

Lanthan awakens as Grailmont's sword pierces his chest, still resting within it. Will Save: 1d20 + 1 ⇒ (1) + 1 = 2 The man responds in an utter panic, screaming at the top of his lungs Natala's assassins. I knew she kill me...

Pudge rolls over, muttering, Leave me be, the pies are cooling...

Yoshiri startles awake, taking a moment to clear his eyes, then clumsily gets to his feet. His eyes seem fixated on the flames rising from the platform, a strange smile on his face.

Breeg is more slow to waking, sitting up and complaining, Shut up the gods cursed NOISE you blast dammed fool. Seeing the attackers, he grabs for his weapons, still prone by his log.

Kressle springs alert at the noise, rolling over and up to her feet, snatching up her axes from the log by her head. Bring it little man she calls, seeing Grailmont over Lanthan. That one's my sweet piece, get your own.

The bandits seem to fail to notice the small mound of earth forming as Silas completes his spell, the creature looking like a stumpy little doll of dirt, with clumpy fists of packed gravel.

Group One is up NOW 36 hour clock set.

Updated Map


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Ser Brandon

You and me Kressle, we will settle this! Hyah! he challenges the bandit. Guiding Shadowmist over to their new target, he ignore the attacks from other other foes on his way over!

MAP

Shadowmist(bite): 1d20 + 6 ⇒ (6) + 6 = 12v. AC for Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Morningstar(PA): 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20v. AC for Damage: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Orin hops the log, ignoring 5' of difficult terrain, fearlessly stopping near or under the burning watchtower and flings his left hand out, uttering "Llosgi Dwylo."

Dwarven:
"Burning Hands."

ASF 5%: 1d100 ⇒ 89

Burning Hands: 3d4 ⇒ (3, 3, 1) = 7
Reflex Save DC 14. It should just miss Grailmont and hit the two bandits according to the cone template.

Map


Ser, remember you had an additional space for the horse, which you need to remember to take into account when moving on the map. As it is you are roughly trouncing through the area. As such, skill checks are required.

Control Mount with knees: 1d20 + 7 ⇒ (3) + 7 = 10 Success
Jump check to leap the mount over towards Kressle without running down Grailmont: 1d20 + 3 ⇒ (15) + 3 = 18 Success
Control Mount in Combat: 1d20 + 7 ⇒ (11) + 7 = 18 Success

Attack of Opportunity from Brann: 1d20 + 3 ⇒ (19) + 3 = 22
Confirmation Roll: 1d20 + 3 ⇒ (20) + 3 = 23
Short Sword damage to the horse: 2d6 + 2 ⇒ (3, 1) + 2 = 6

Ser releases his lance in his dead foe, the shaft wobbling in the air, a makeshift flagpole, then leaps his mount past Grailmont, over his pinned foe, taking aim at Kressle and ignoring the challenge issued to Grailmont. He rushes forward, the horse biting at her but missing while he himself swings his weapon, catching her heavily in the shoulder, nearly crushing her collarbone.

The horse cries in pain as Brann, unseen in Ser's sudden rush to attack, had thrust out his sword, slashing the large beast as it passed him in his fright.

The bandit turned only to face a gout of flame from the giant dwarf. The flames surge forward, the fan of heat and flame washing over the ground as the dwarf sweeps his foes.

Brann tries to leap back from the flames, too slowly as they wash over his chest and face but for only a few telling moments. Reflex Save: 1d20 + 2 ⇒ (18) + 2 = 20, taking less damage though still enough to scorch his lungs, ending his struggles.

The screaming Lanthan likewise shrinks back from the flames, still twisting on Grailmont's blade. Reflex Save: 1d20 + 4 ⇒ (14) + 4 = 18, taking less damage and nearly passing out from the terrible combination of heat, flame, and blade. Sobbing and gasping he cries, Please sweet merciful Desna, save me...

Updated Map


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Shouting for all to hear: Hear ye, Hear ye. You lot are wanted for the crimes of brigandry and banditry, among many others. You are being bound by law to serve your sentences. We, the Guardians of the Greenbelt, acting on behalf of the Kingdom of Brevoy, order you to lay down arms and come peacably. Cooperate, and we can put in a word with the local magistrate to reduce those sentences in return. However, failure to comply will result in the carrying out of the sentences forthwith.

Echo draws and loads his crossbow


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Silas sends his Earth Elemental to make a non-lethal attack against Breeg.

To hit: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

And then he waits to see if anyone surrenders after Echo's demands, flinging a ball of fire at the closest bandit who chooses to keep fleeing.

To hit (touch): 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Map


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Ayerth hears the man call out to Desna

Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22

Is his heart true? But if so why fall in line with this filth!?


Ayerth indeed senses the man is telling his faith true. It would likewise seem the man truly believes you are assassins sent by Queen-Sister Natala to kill him.


Ayerth, do you wish the observation to be your only action this round, or do you wish to follow up from there?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"While I doubt that man is the King of Brevoy and mentally ill, his heart is not evil and should be spared!"

Ayerth describes the man to be spared so that his companions may know him.

Bow shot: 1d20 + 5 ⇒ (18) + 5 = 23
2d6 ⇒ (6, 1) = 7

Fired at closest threat!


Echo's call to surrender meets with some resistance.
Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13 None of the bandits take him up on the offer, at least none yet.

Silas holds his action until he sees Kressle fighting with Ser Brandon, then hurls a flaming ball at her, barely missing as the shot skirts between the pair, striking the stump beyond for Fire damage: 1d6 + 3 ⇒ (4) + 3 = 7, Fortitude Save: 1d20 ⇒ 10 causing the stump to catch fire.

At the same time the platform fire continues to spread, threatening to catch the tree alight, potentially a threat to the entire area. Burning embers and bits of wood are catching at the still air, falling or wafting on the rising hot currents into the leafy canopy. A charred floorboard drops free of the platform, landing atop the oiled canvas covering the stolen goods and supplies piled around the tree trunk.

Orin attempts to keep the flaming brands out of his enlarged beard and bushy mane, Reflex Save: 1d20 + 4 ⇒ (13) + 4 = 17 doing so but realizing he is much too close for comfort.

Ayerth's shot strikes Myron as the bandit approaches, the bandit aiming at Echo, failing to notice the elf in the brush.

Myron fires another shot at Echo, now illuminated by the growing fire on the platform. His shot misses, partially due to the log but more to do with the arrow he finds piercing his side.
Bow shot: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Group 2 acts now. Clock reset 36 hours
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Myron, Irakli,
Group 3 Alaric, Valor, Grailmont
Group 4 Pudge, Kressle, Breeg

Updated Map

Guys, remember to call out your shots for specific targets unless you indicate you are holding your action for a specific "trigger" event instead.


Male Elf Rogue/3

Knocks an arrow and moves beside Grailmont then takes aim at Kressle and lets another one fly

Hit: 1d20 + 3 ⇒ (10) + 3 = 13
DMG: 1d6 + 1 ⇒ (5) + 1 = 6

Map


Irakli's arrow misses the mark, flying past the combat and into the woods beyond.

Echo requested to burn a Hero Point to reroll his Diplomacy check

For a brief moment, seeing how the battle is faring against the band, thoughts turn to the man's offer of surrender. Diplomacy Check: 1d20 + 12 ⇒ (14) + 12 = 26

Alaric takes aim at Echo's position, launching an arrow halfheartedly then sliding down a guide line to the forest floor. Perhaps Echo's words are having an effect, for it truly seems the bandit's heart is not in this fight.
Bow shot: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Valor moves up aside Ser Brandon and his mount, in close almost between the pair and the tree trunk. He hefts his axe and swings to bring his opponents down to size. the blow flies for the horse, but the charger rears at just the right moment to take it's foreleg out of the bandit's arc, the dwarf nearly landing his blow upon the tree instead.
Dwarven Waraxe: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d10 + 1 ⇒ (3) + 1 = 4

Group 3 acts now. Clock reset 36 hours
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Myron, Irakli,
Group 3 Alaric, Valor, Grailmont
Group 4 Pudge, Kressle, Breeg, Yoshiri

Updated Map


Male Human Fighter - Level 3

Grailmonts pride overcomes him as he his challenged, drawing his sword from the mans chest and rushes at Kressle, stopping a brief moment before reaching her, doing a short spin, drawing his sword up and across kressle's chest and neck.

Roll to hit: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Map


Grailmont's sword swing takes a deep gashing path across Kressle's upper body, ending in her neck and drawing a spray of blood that lashes out to reach the warrior, Ser Brandon, and his mount. Gurgling at the cut to her throat, she drops her hand axes, fumbles for a potion on her waist, not realizing that it still sits on the ground nearby with her gear. Her eyes roll up, and she pitches forward, face first into the sandy earth of the encampment.

Pudge Perception: 1d20 + 4 ⇒ (9) + 4 = 13 finally awakens to the sounds of combat, just in time for Kressle to fall. He screams in panic at these events, unsure of this nightmare he has awoken into. Seeing Echo with a loaded crossbow, he crawls towards the man, calling out to him, gesturing with in an imploring manner and subtle finger gestures, Good friend, please, help me escape this madness. Echo, I need you to make a DC 18 Will Save.

Breeg sees Kressle fall as the small dirt monstor continues to rain blows at him. Having heard Echo's call to surrender, panic takes the better of him. The bandit tosses down his weapons and calls out I surrender, stop this thing, I give up.

Lanthan lays on the ground, holding he open chest wound, trying to keep it closed, whimpering, She killed me, my Queen killed me, she killed me...

Yoshiri Will Save: 1d20 - 1 ⇒ (4) - 1 = 3 stands staring at the grand fire, mesmerized. Hehh, heh, fire, Fire hehh, heh, fiirree He seems oblivious to anything else transpiring, giggling and mumbling to himself, watching the flames dance as the tree begins to succumb to the blaze.

Group 1 acts now. Clock reset 36 hours
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Myron, Irakli,
Group 3 Alaric, Valor, Grailmont
Group 4 Pudge, Breeg, Lanthan, Yoshiri

Updated Map


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I have Fire Resistance 5 from being a Fire Wizard. I also don't know where I got the impression, but is Valor a dwarf or human? If dwarf...

"Deartháir, más rud é go suas tú anois, beidh mé a dhéanamh ar mo damnedest a dhéanamh cinnte nach bhfuil tú ag freagrach as coireanna daoine eile."

Dwarven:
"Brother, if you surrender now, I'll do my damnedest to make sure you are not held responsible for others' crimes.

Not knowing if the oiled canvas covering the stolen goods and supplies piled around the tree trunk hides anything more flammable, Orin attempts to extinguish, if possible, or remove, if not, the oiled tarp and put out the fire in the immediate vicinity while thinking to himself, Oh Torag, I cannot say I am fond of trees, but let us not burn down fey homes or signal to everyone for miles where we are.

I'm not sure if it's like alchemist fire where the target can use a full-round action to attempt to extinguish the flames before taking additional damage. Since it's probably too far gone for that, what do you wish me to roll?


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

If anyone still hasn't surrendered, Silas will pick the furthest one, fling fire at them and direct the elemental to attack.

To hit (fire - touch): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Elemental punch: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Damage (nonlethal): 1d6 + 4 ⇒ (1) + 4 = 5


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
My friend, I am glad you have decided to surrender, lay down your arms and come with us if you want to live.

I will post again, as soon as I know the effects of the failed save.


I apologize for the delay. I have been in a Nyquil induced fog since Tuesday evening. The 36 hour period has expired for Group 1.

Orin manages to put out the flames licking at the supplies under the tree, and realizes that if something is not done quickly, the platform will engulf the tree and with it become a danger to the surrounding trees.

Not realizing Orin is trying to persuade the dwarf to surrender, Silas lets off his last fiery ball at Valor, striking him in the chest. The elemental continues to strike at Breeg, a heavy shot to the gut that doubles the surrendering bandit over and collapsing to the ground.

Echo fails his save vs Pudge's Charm, even with the combat bonus, and finds himself wishing to befriend the man. He regrets his harsh words to the man, and finds himself wanting to help the man to safety. You may post your reaction to the charm with Group 2.

Ser Brandon becomes flustered at the attack against his horse, going on the defensive. Total Defense

Ayerth likewise goes into Total Defense mode, watching the tableu unfold between Pudge, Echo, and Myron.

Myron, seeing Pudge gaining a hold on the caster, aims his bow at the other caster, calling to his allies Quick, fall back, your friend can help us get out of here. He moves towards Alaric, holding his shot until someone threatens the group.

Group 2 acts now. Clock reset 36 hours
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Myron, Irakli,
Group 3 Alaric, Valor, Grailmont
Group 4 Pudge, Breeg, Lanthan, Yoshiri

Updated Map


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Can Ayerth know that Pudge is casting? If so he would shoot. It's hard to know who is who on the map.

1d20 + 5 ⇒ (15) + 5 = 20
2d6 ⇒ (2, 1) = 3


He would have seen the casting thanks to his low light vision, but the range from the light source still blankets the caster in dim light, so it is not possible to identify the spell cast.

While the deadline is past, I will allow this change to Ayerth's actions. Consider it your freebie.

Miss Chance 1-20%: 1d100 ⇒ 97 striking true
Ayerth's arrow strikes the rotund caster as he crawls across the ground, the arrow grazing the back of his shoulder. His cry of pain startles Echo, concern crossing his face as his friend is attacked by the Baron's own people.

Edit: Each icon has a name that should appear if you hover the cursor over it.


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Wait wait, that man is surrendering, we must get him to safely away from his cohorts. Puts the crossbow up, and beckons to Pudge. Come here and take cover behind the log with me, when the fight dies down a bit, the other Guardians and I will evacuate you safely to stand trial.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

"He has cast a spell your grace. Possibly upon you even."


Male Elf Rogue/3

Puts his bow away and pulls out his dagger (masterwork one) and gets ready to see if combat needs to go one or if all has surrendered. Keeps an eyes on the remaining seeing what is going to transpire.

Map


Irakli watches as Yoshiri seems to be mesmerized by the blaze consuming the platform.

Alaric moves for the cover of the wagon, bow out but not yet firing at any presenting targets.

Wisdom Check: 1d20 + 0 ⇒ (18) + 0 = 18
Valor spits at the enlarged dwarf and mutters back in Common, Stuff your axe sideways shaft slider.* He swings his axe again at Ser Brandon's mount. Axe Swing: 1d20 + 3 ⇒ (19) + 3 = 22 striking again for Damage: 1d10 + 1 ⇒ (4) + 1 = 5

Ser Brandon manages to maintain control of his mount, but roars in outrage at the bandit's actions. Ride Check: 1d20 + 7 ⇒ (11) + 7 = 18

Group 3 acts now. Clock reset 36 hours
Group 1 Orin, Ayerth, Echo, Ser Brandon, Silas
Group 2 Myron, Irakli,
Group 3 Alaric, Valor, Grailmont
Group 4 Pudge, Breeg, Lanthan, Yoshiri

Updated Map

* It loses something in the translation, but Orin takes the insult for it's full worth.


Male Human Fighter - Level 3

Grailmont looked down at Kressle, a bit upset with himself that he won't be able to questions her, he spat on her body and stepped on her, running over to valor, narrowing his vision as he swung his blade down upon valor

To hit: 1d20 + 9 ⇒ (11) + 9 = 20

Damage: 1d8 + 4 ⇒ (2) + 4 = 6

map

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