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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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

You've given me an idea, Ayerth.

"Stetven's sending an army!" Silas shouts, "A day behind us. If the Stag Lord falls, they turn back, and everyone else in this castle lives/"


Please, moving forwards, if you are not within the 30-40 distance I mentioned from the speakers, and it is not your turn, stop trying to make matters worse by "shouting out" to the other bandits. In case you are not getting it, not all of the bandits are interested in overthrowing the Stag Lord. Some are perfectly content to simply kill you all and take your stuff, ergo Dovan, his flunkies, and most likely the hunchbacked caster that took down Ser Brandon. The bandit that spoke was not trying to broadcast his intentions, charmed though he is. Unless you guys have something up your sleeves I'm not aware of, they are about to own you with your melee support down, offensive casting dwindling, and who knows what resources still hidden in the castle proper.


Sorry, that was a bit harsh. But, think about it. If you were a bandit, kicking intruder butt, and someone tells you an army is coming a day or so away, and your boss is currently sleeping one off, maybe you'd take a chance, kick that same butt, then grab all the loot you can carry and high tail it for points south. Isn't that precisely what your three prisoners are planning on doing? Or should I say former prisoners if that Yoshiri looking guy maybe frees them to come up behind you for a little payback.


Male Elf Rogue/3

Unable to make out what is going on he moves up behind Silas and whispers "what is going on?"

-Posted with Wayfinder


Ser Brandon Stabilize: 1d20 + 2 - 10 ⇒ (11) + 2 - 10 = 3, continues bleeding out from his scorching wounds.

Catapult C continues the drive towards Orin's position, seeing the Owlbear Keeper fall beside the dwarf. Hold on Garkem, we're comin'

Round 6 Update 1

Initiatives
First Group: Irakli, Ser Brandon (unconscious), Catapult C
Second Group: Echo, Catapult A, Patrol A (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E
Fourth Group: Orin (unconscious), Owlbear Keeper (unconscious), Reinforce Normal (charmed), Reinforce Big, Patrol C (delayed), Patrol D

Second Group is up, 36 hour timer counting

Updated Map


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

Opposed Charisma Check: 1d20 + 4 ⇒ (10) + 4 = 14

Akiros, we can help you. We are here with legal warrant for the Stag Lord. Help us and we can add that help to your appeal.
It will be a fair appeal heard in a new court, with the facts heard properly, especially that you and those loyal to helped us now.
My name is Echo, I am a guardian of the Greenbelt. The guardians will do everything in our power to make sure those facts are
heard. That will go for all men we have warrants for. That said, if we have no warrant for you. We have no cause to arrest you, yet.
And any man willing to be deputized to help bring the stag lord in would be looked upon much more favorably. We have seen sentences
commuted and significantly reduced for such aid. These are the facts, and we wish no harm to anyone willing assist proper order of the greenbelt.


Echo, you are addressing the man the charmed bandit was speaking with, rather than the charmed bandit. That would be a Diplomacy check instead as a full minute's action. Your roll would have failed that. I will instead allow you were speaking with the bandit, trying to convince him your call to switch sides is valid.

Opposed Charisma: 1d20 - 1 ⇒ (13) - 1 = 12

Echo begins discussing the matter with the group, remaining at a volume which does not carry beyond the current gathering.

Catapult A rushes further along the wall, rushing to stand over Orin. The glowing blue hand hovers over the dwarf, the mage watching for any sign of activity.

Patrol A, aka Akiros, wearily addresses Echo, still watching for signs of attack by the Baron's invisible cohort. Some of us have failed before the Lady's Light. What good are your courts to that? The Stag Lord has become corrupted, his way perverted, violent and repugnant. He and his dogs must be stopped. Will you fight as I command to end his rule?

Round 6 Update 2

Initiatives
First Group: Irakli, Ser Brandon (dying), Catapult C
Second Group: Echo, Catapult A, Patrol Akiros (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E
Fourth Group: Orin (unconscious), Owlbear Keeper (unconscious), Reinforce Normal (charmed), Reinforce Big, Patrol C (delayed), Patrol D

Third Group is up, 36 hour timer counting

Updated Map


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

Alright... looks like if I back up a bit, I can hit everyone in the party except for Brampton with my last channel without getting any enemies.

Channel 3: 2d6 ⇒ (5, 2) = 7


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

"For the greater good I can live with that. When we finish the fighting we can sit down like civilized beings and work out the details."

Brampton pulls out another potion and drinks it.

CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3

"Now tell me is that wizard over there one of the Stag Lord's lap dogs? If he is then let me past so I can deal with him or better yet some of you come with me to deal with him. I don't want him to hear me coming and you can help cover the sounds of my foot steps."

GM Darkblade:
Current hp 27


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

i am having trouble seeing what is maroon on the map. I can't tell if I am over by the big group or not. If I am close to this big group of baddies I will use my color spray, otherwise I will shoot or use my hand of the apprentice if they are close in. I am not trying to be difficult, this battle has just been theater of the mind for me since I am working off my iPhone.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

You are the furthest west of our group so color spray would hit all of our party before it got to the enemy. You would be better off watching the west and trying to help Orin.


I will move Silas back to below Ayerth for his channel. That will cover the gathered team but not the allies you are trying to recruit, and not Brampton. It will at the least stabilize Ser Brandon, and restore Echo to full health.

I am waiting for Ayerth's actions, to determine how the next few bandits take the discourse thus far. The bandits are neither close in nor is there a LOS for the Color Spray, unless Ayerth Move Actions closer with the group, standing over Ser Brandon's body, in which case he could cover three bandits with the spell. Ayerth would have to Run just to reach Orin and his bandits to the west.

Less than 8 hours remaining on the clock.


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

Okay, is Orin the brown way to the lower left corner? A lot of the dots look brown. And the three I could hit are the ones they are talking to right?


Correct on both accounts, though you can only see Echo talking with them, Brampton became invisible two rounds ago, so from Ayerth's stand point, he could be almost anywhere.


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

"For the love of---I am a wizard not an archerer! Damn dwarf anyway."

Ayerth moves as needed to make a clear shot on the man overlooking Orin.

"Okay dad! You were right, a young elf needs to learn how to use his bow regardless if he plans to be a wizard or not. Ketepthys toss me a bone here."

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16Threat

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16

3d8 ⇒ (5, 6, 1) = 12

"Wow . . . If you are still listening--- I am soo soo sorry for cursing you during my lessons."

what the hell!? It showed twin natural 20's before I did the edit! Okay so it is 20 total if I don't need to take the -4 because Orin is prone and not in melee, 16 if I do and 5 damage. I must have let the hour expire when I was cutting and pasting, lol.


The wall provides cover, so the -4 applies in this case.

The arrow flies nearly straight and true, striking off when within an inch of the bandit, as if striking some invisible barrier protecting him. The glowing blow over his shoulder is now more in focus, a strange clawed blue hand hovering close by.

Catapult "Dovan" moves up towards Orin's position, launching an Arrow: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 at Ayerth, the shot lost in the darkness.

Reinforced Hunch pushes the flashing balls of electricity once more into Ser Brandon's square but no further, perhaps nearing the limit of control of visibility. Ser Brandon, not visible to the caswter, takes Reflex Save 1 w/Imp. Cover: 1d20 + 2 - 4 + 4 ⇒ (5) + 2 - 4 + 4 = 7 and Reflex Save 2 w/Imp. Cover: 1d20 + 2 - 4 + 4 ⇒ (4) + 2 - 4 + 4 = 6, Total Concealment 1: 1d100 ⇒ 76 and Total Concealment 2: 1d100 ⇒ 16, one of the balls successfully arcing into the warrior for Damage: 3d6 ⇒ (2, 6, 6) = 14, the damage coursing through his armor and ending his life, despite Silas' efforts to provide him with some small measure of ease but a few moments ago. -18 damage total, Con 14

Patrol E holds his fire, pending the decision of the bandit Akiros, though he holds his bow at the ready.

Orin, wounded alone upon the wall, Con Check vs DC12: 1d20 + 3 ⇒ (14) + 3 = 17, stabilizes but is still in danger, as enemies close up around him.

Owlbear Keeper continues bleeding out however, worrying his allies. Con Check vs DC11: 1d20 + 1 ⇒ (9) + 1 = 10

Reinforce Normal, Reinforce Big, Patrol C, and Patrol D all stand patiently ready, awaiting Akiros' decision, Normal urging him to consider it, that it was time to look at being real men again, not just bandits. We could go home, have homes, could start new lives, live like men again not like thieves and reprobates.

Round 7 Round Begins

Initiatives
First Group: Irakli, Catapult C
Second Group: Echo, Catapult A, Patrol Akiros (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E (delayed)
Fourth Group: Orin (unconscious/stable), Owlbear Keeper (dying), Reinforce Normal (charmed), Reinforce Big (delayed), Patrol C (delayed), Patrol D (delayed}

First Group is up, 36 hour timer counting

Updated Map


Irakli glances back and forth, uncertain of what to do. Does he watch for signs the group allies with these bandits, or does he instead move to support Ayerth. In the end he stands still, debating his options.

Catapult C moves around the wall, chasing after his cohorts.

Round 7 Update 1

Initiatives
First Group: Irakli, Catapult C
Second Group: Echo, Catapult A, Patrol Akiros (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E (delayed)
Fourth Group: Orin (unconscious/stable), Owlbear Keeper (dying), Reinforce Normal (charmed), Reinforce Big (delayed), Patrol C (delayed), Patrol D (delayed)

Second Group is up, 36 hour timer counting

Updated Map


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

Dm, can you roll another opposed charisma please. I want to continue trying to persuade the charmed guy. They can have homes, they can live like men, they don't have to live like bandits, always on the run,h hiding out, looking back over their shoulder.


DM Rolls:

Echo: 1d20 + 4 ⇒ (5) + 4 = 9
Bandit: 1d20 - 1 ⇒ (7) - 1 = 6
Akiros: 1d20 + 6 ⇒ (18) + 6 = 24

Echo's words seem to have the desired effect, the man parroting much of what the statesman speaks, nearly verbatim back to his cohorts. The bandit extolls the benefits of life as citizens of the Greenbelt as opposed to near slaves under the Stag Lord.

Catapult A bends down and attempts to aid his dying companion, Heal Check: 1d20 + 7 ⇒ (10) + 7 = 17. The man staunches the flow of blood, stuffing the man's cloak tightly into his wound and packing it against further blood loss.

Akiros looks around his area, weary but keenly aware there is an invisible foe still at large. He seems to understand that his man is under Echo's influence. Watching and listening, he turns slightly to the Baron, speaking as he monitors for some indication of Brampton's position. The others approach, so decide quickly. We will not be able to hold them if you don't surrender now. He glances over towards the hunched back caster, Old Nugrah we can take if we close quickly enough. He's the Stag Lord's father. Nodding slightly back towards the caster standing over Orin, Eirikk may be unnerving, undead tainted, but he can be made to see reason. Gesturing towards the castle, Should Dovan return with others however, we will have to resume our fight. And then, you will lose. Raising his blade, he points it at Echo and his allies. Decide now, surrender to us then fight when we strike, or fight now and die as men.

Round 7 Update 2

Initiatives
First Group: Irakli, Catapult C
Second Group: Echo, Catapult A (Eirikk), Patrol Akiros (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan" (not the real Dovan), Reinforce Hunched (Nugrah), Patrol E (delayed)
Fourth Group: Orin (unconscious/stable), Owlbear Keeper (dying), Reinforce Normal (charmed), Reinforce Big (delayed), Patrol C (delayed), Patrol D (delayed)

Third Group is up, 36 hour timer counting

Updated Map


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 waits for a response from the others, recognizing that this may be an unwinnable fight.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

"I advise you yield to them Baron. Know that I will be watching and will strike when the time is right."

Brampton moves after he speaks he speaks to Echo.

"You seem to be an honorable man Akiros and your men believe in you. What is your plan?"

Brampton moves again to keep them guessing at where he is.


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

I am assuming Ayerth is too far away to hear the conversation

Ayerth looses another arrow at those closing in on Orin.

1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
1d8 ⇒ 3

"Blasted dwarf, why am I always faced with your rescue!? Where is the Queen of the Fey when we need her now!?"


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

When I die, use my ashes as mortar for a forge. ;)


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

(Sorry, Orin, you're way too far away for me to heal. If they take you prisoner and lock us up together, I'll heal you then)


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

We surrender.


Ayerth's missile flies wide and fails to find the mark. The gathering bandits laugh at it, but just the same they duck a bit, keeping low as they advance.

Catapult "Dovan" moves up for a better shot at Ayerth, then instead turns his bow on the prone form of Orin. Drop the bow ya forest fairy, or I end the dirt digger's smelly life. The other bandit, Eirikk laughs derisively, dismissing the glowing hand over his shoulder, his pale skin made no better without the sickly blue light. See boys, your precious Dovan fled for nothing. We handled this lot well enough. Gone to wake his king for nothing. Eirikk

At this point we are going to consider that Ayerth and Irakli likewise "surrender", as suggested and agreed to by Echo. This will move the action forward a bit.

Reinforce Hunchback, aka Nugrah, sees what may be the invaders surrendering. He begins cackling madly, then sends the dull red orbs again and again into Ser Brandon's body, causing it to jerk and twitch violently. The scorching charges of arcing electricity foul the air with ozone and a charred, sickly sweet odor. Bring me a pretty one Achy, or I has my son flogs a man again. Nugrah

Patrols C, D, and E put away their bows and draw bladed weapons, speaking softly amongst themselves. Gods breath, that one needs to die already.

Reinforce Normal (charmed) tells the men to form up with the prisoners. You three will take the archers and the priest over to "convince" Eirikk and the others to see reason. We will take the "pretty" one over to meet Nugrah. It's a conversation a long time in coming, patting his drawn sword blade. He turns to Echo, introducing himself. Evening milord, I am Breeg, Breeg Orlivanch, at your service. The big guy, he's Auchs, yep, and as bright as one too, right big fella. Breeg

Reinforce Big, aka Auchs, smiles a big dumb grin, nodding at Echo, then moves over towards the floating orbs. He waves his arm wildly at them, eventually causing the hunchback to propel them higher into the air. The bandit then waves for Echo to step forward, gently helping him over Ser Brandon's fallen form to join Akiros and the charmed bandit. Sorry 'bout you friend. Tough guy, hurt Auchs, but Auchs say sorry too, it be good then, yeah? Auchs

Akiros steps up to take the lead of the procession, Auchs behind him, then Echo, followed by Breeg. When we get close, I will wait for your "unseen" man to move, then we all strike together at Nugrah. We must kill him quick, or his magicks will end us all. He and his son have no place left in this world, just like most of the rest of us. At least we just want to be left alone, left to live our small parts. They deserve their deaths many lifetimes past now. The bandit pauses the group long enough perhaps for Brampton to move ahead of them. Strain though he might, the bandit does not know for sure where the warrior stands. Auchs provides a sufficient shadow over Echo, hiding the fact the Baron has not been disarmed nor bound, though Breeg did "go through the motions" of doing so. Akiros

The three patrolmen lead Ayerth, Irakli, and Silas towards the bandits gathered over Orin, the men moving forward to greet them on the gatehouse roof. Patrol C leans close and speaks softly, You will have one chance to make your case, to convince Eirikk to see reason. The others are Dovan's men, they will die before they turn. We will take them if you are squeamish. The bandits collect your bows but "fail" to relieve you of any melee weapons. Oops.

Round 1 Renewed Begins

Initiatives
First Group: Brampton, Echo, Akiros, Breeg, Auchs, Nugrah
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk, Catapult C, and Catapult "Dovan"
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

First Group is up, 36 hour timer counting

Updated Map

The map assumes Brampton reaches the far side ahead of the others, ahead of Nugrah moving up to inspect his "new" toy.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

As Nugrah rushes forward to look over his prize Brampton moves in behind him and waits until he gets far enough out for the others to surround him. From 10 feet away he swings at the wizards head.

Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9 **+2 if I get flanking**
Damage: 1d10 + 4 ⇒ (3) + 4 = 7


I will give Brampton both the +2 for flanking and an untyped circumstance bonus of +2 as Nugrah was really not expecting the attack.

Caught flat-footed, the aged caster takes the sudden strike of Brampton's pole spike in the side. Even then, the man's aged leathery hide seems more resistant than should be expected, and the warrior's puncture is less punishing than expected. The wound slowly seeps blood, dark and red, with clotted black clumps lessening the effects already.

Akiros is taken momentarily off guard by the warrior's sudden appearance, perhaps thinking Echo would give the strike order. His shield slung over his back, he lunges up with both hands in a strong grip, then swings his own blade heartily, a rage overtaking him at his own foolishness. For those slain old man, the Longsword: 1d20 + 14 ⇒ (4) + 14 = 18 hacking downwards for Damage: 1d8 + 10 ⇒ (6) + 10 = 16, Let the Lady's light burn you from this world.

Auchs steps close at hand, adding his own heavy club to the battle. He hefts the oaken limb in a wide overhead swing, the Club: 1d20 + 11 ⇒ (2) + 11 = 13 striking a glancing smack for Damage: 1d6 + 10 ⇒ (2) + 10 = 12, nearly missing had not Akiros knocked the senile old man into the arc.

Breeg rushes around past Echo, eager to prove his worth to his new friend. He hefts his sword in a stabbing thrust, the Blade: 1d20 + 2 ⇒ (19) + 2 = 21, Confirmation: 1d20 + 2 ⇒ (7) + 2 = 9 piercing the old man for Damage: 1d8 + 1 ⇒ (7) + 1 = 8, more reddish black and clotted blood spilling to the ground.

The filthy old man swings his cudgel cane wildly, pushing the attackers back a moment, his eyes meeting Echo's. The man whispers something under his breath, the words hard to interpret over his labored breathing, bloody spittle foaming at the corners of his lips. Hate and malice radiate from him as he prepares to respond to this treachery.

Round 1 Renewed Update 1

Initiatives
First Group: Brampton, Echo, Akiros, Breeg, Auchs, Nugrah
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk, Catapult C, and Catapult "Dovan"
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

First Group is up, Echo left to act, 11 hours remaining

Updated Map

Nugrah is the red circle with the black dot


Echo is taken aback at the sudden assault and the hateful glare received from the aged man. The baron steps back, taking a defensive stance but does not continue the assault against the foul caster.

You are cursed pretty one, all you touch shall fall to ruin... The deranged man laughs hysterically as a horrid cloud of malice and foulness erupts from the man, wafting over everyone present, then quickly coalescing back towards him.

Saves:

Akiros: 1d20 + 12 ⇒ (14) + 12 = 26
Auchs: 1d20 + 9 ⇒ (10) + 9 = 19
Brampton: 1d20 + 5 ⇒ (1) + 5 = 6
Breeg: 1d20 + 4 ⇒ (2) + 4 = 6
Echo: 1d20 + 0 ⇒ (5) + 0 = 5

Brampton, Breeg, and Echo are sickened a few moments by the horrid odorous cloud as Nugrah transforms from a decrepit old man into a roiling, spinning vortex of noxious vapors. The dark cloud hurtles straight upwards, nearly 70', attempting to flee the area.

Round 1 Renewed Update 2

Initiatives
First Group: Brampton (sickened 1 rd), Echo (sickened 1rd), Akiros, Breeg (sickened 1rd), Auchs, Nugrah (transformed)
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk, Catapult C, and Catapult "Dovan"
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

Second Group is up, 36 hour timer counting

Updated Map


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

Is anyone injured enough to benefit from a Cure Moderate?


Sorry for the delay in posting, I re-injured my neck and had to have an "adjustment" that required a little downtime. I will post the next round of actions tonight.

No one is injured that Silas can reach from his current position.


Male Elf Rogue/3

Looks to Silas and then to Ayerth and kinda srugs his shoulders as in what to do now.


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, I suppose, fires his longbow then at Nugrah. I believe I'm at -2 Str?

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 - 1 ⇒ (5) - 1 = 4


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

So we have split the party into two groups.

Echo and I went west with three bandits and attacked the wizard.

Silas, Irakli, and Ayerth went east with the other three bandits after surrendering your ranged weapons but not your melee weapons.

GM Darkblade wrote:
The bandits collect your bows but "fail" to relieve you of any melee weapons. Oops.

The plan is to get them to turn to our side or kill them. It is 6 on three over there.

GM Darkblade wrote:
Reinforce Normal (charmed) tells the men to form up with the prisoners. "You three will take the archers and the priest over to "convince" Eirikk and the others to see reason."
GM Darkblade wrote:
Nodding slightly back towards the caster standing over Orin,"Eirikk may be unnerving, undead tainted, but he can be made to see reason."

You don't have a bow Silas and I don't think you can see what is going

[ooc]We need to get this done before Dovan returns with reinforcements

GM Darkblade wrote:
Gesturing towards the castle, "Should Dovan return with others however, we will have to resume our fight. And then, you will lose." Raising his blade, he points it at Echo and his allies." Decide now, surrender to us then fight when we strike, or fight now and die as men."

You don't have a bow Silas and I don't think you can see what is going with Echo and I because it is still dark outside. You guys need to convince them to join us. Let the charmed bandit do the talking and follow his lead. We may make it out of this yet.


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

My bad, I don't have a bow. I don't really have anything I can do, then.


Normally this is the point I imagine Ayerth would attempt a diplomatic solution, but he seems as confused as Irakli and Silas regarding what to do next.

While the Greenbelt heroes remain defensive, waiting to see what happens next, their three bandit escorts glance from one to another, then in unison shout Death to the Stag Lord, death to his lackeys. They rush their fellow bandits, blades out, striking before they have a chance to react.

Patrol C charges past Irakli at Eirikk with his Longsword: 1d20 + 5 ⇒ (17) + 5 = 22, striking for Damage: 1d8 + 1 ⇒ (6) + 1 = 7, all hopes of convincing the dhampir to switch sides now dashed as he moves to defend himself.

Patrol D charges to the left of Ayerth at Catapult C with an outstretched Shortsword: 1d20 + 4 ⇒ (5) + 4 = 9, missing as he mis-judges the path beyond the stunned caster-captive.

Patrol E charges at Catapult "Dovan" with his own Blade: 1d20 + 5 ⇒ (14) + 5 = 19, hacking into the stunned bandit for Damage: 1d8 + 1 ⇒ (8) + 1 = 9.

Eirikk responds in a panic, taking a step back and releasing a burst of gray sand and rose dust, the burst catching ally and foe alike in a magical cloud of Sleep. It catches Patrol C Will Save: 1d20 - 1 ⇒ (18) - 1 = 17 (saves), Patrol D Will Save: 1d20 - 1 ⇒ (15) - 1 = 14 (saves), Catapult C Will Save: 1d20 - 1 ⇒ (16) - 1 = 15 (saves), Catapult "Dovan" Will Save: 1d20 - 1 ⇒ (4) - 1 = 3 (fails), Irakli Will Save: 1d20 + 3 ⇒ (13) + 3 = 16 (saves), Ayerth Will Save: 1d20 + 7 ⇒ (7) + 7 = 14 (saves), and even Eirikk Will Save: 1d20 + 1 ⇒ (2) + 1 = 3 (fails) in it's midst, while Silas and Patrol E stand outside the burst's effect. Catapult "Dovan" collapses to the cobblestones and begins a soft snoring, while Eirikk stumbles back and acts a bit groggy for a few moments before shaking off the effects of the spell. Slightly too high level for the remaining strength of the spell.

Catapult C strikes back against his one-time cohort, drawing and thrusting his Longsword: 1d20 + 2 ⇒ (16) + 2 = 18 into D's side for Damage: 1d8 + 1 ⇒ (6) + 1 = 7.

Round 2 Begins

Initiatives
First Group: Brampton, Echo, Akiros, Breeg, Auchs, Nugrah
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk, Catapult C, and Catapult "Dovan" (helpless)
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

First Group is up, 36 hour timer counting

Enemies are red circles with a black dot, sleeping target is surrounded by a diamond outline.

Updated Map


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

Daze one of the black dots not an elemental, DC16 will save.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton shouts, "Damn it! I thought we had him."

Hearing the shouts and sounds of combat coming from the other group he looks and the bandits and says, "It sounds like a diplomatic solution has failed. Shall we go see if we can calm things down?"

With that he moves past the others and runs off. full run 80 feet


Echo does not have the range to affect any of the targets with a Daze spell. The range is 25' + 5'/2 levels


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

Where am I? I thought I was in the south. I can't tell the difference between Gold and Yellow. My apologies.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

You are over on the west side of the map with me and the three bandits. Running for the full round will get you back to the west end of the gate house. 120 feet


Brampton rushes off after the others, fearing the group may not have successfully negotiated a cease fire with the remaining bandits. Akiros rushes off as well, leaving Auchs and Breeg to guard Echo as Nugrah's elemental form disappears overhead into the darkness. Auchs, keep him safe, right boy, to which the bigger man smiles and nods eagerly, like a child.

Round 2 Update 1

Initiatives
First Group: Brampton, Echo, Akiros, Breeg, Auchs, Nugrah
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk, Catapult C, and Catapult "Dovan"
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

Second Group is up, 36 hour timer counting

Updated Map


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, remembering his domain power, throws fire at Nugrah.

Ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Even before his flight away, Nugrah was over 120' away from Silas' position, 60'to 70' up from the tower wall. His direction of flight was away from the tower, over the village and/or lake, his position lost in the night, his grey fumed cloud lost to the darkness.


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

Ah, thought he was one of the nearby dots. In that case, back up 5' and fire at the nearest bandit.


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

If Ayerth used color spray, how many good guys and how many bad guys could he hit?


From his current position Ayerth could strike one allied bandit and two enemy bandits.


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

If possible for cinematic coolness

Tassidar tries to kick the allied bandit aside as he unleashes a vibrant torrent of color which sprays forth from his finger tips and at his two foes.

"Sorry! I didn't want to catch you with this!"


Irakli once again stands dumbfounded as the battle rages around him, his blade held defensively, unsure how or who to attack.

Silas takes a step back from the action, tossing a flaming burst at Eirikk, the pale bandit necro-caster. The dhampir wizard deftly dodges the gout of fire, sidestepping unknowingly into Ayerth's own line of effect.

The elven wizard steps up next to one of the bandit's, bumping him aside slightly, releasing a dazzling stream of color at the pair of standing bandits. The spell momentarily washes the rooftop in a rainbow display of vibrant visual noise. It's effect is almost instantaneous, with everyone other than the wizard taken off guard and forced to blink and rub at their eyes a few moments to avoid the spots and blurs left by the display. Eirikk's Save: 1d20 + 3 ⇒ (12) + 3 = 15 and Catapult C's Save: 1d20 - 1 ⇒ (15) - 1 = 14

Eirikk is Blinded/Stunned for Rounds: 1d4 ⇒ 4 and then Stunned for 1 Round while is companion Catapult Bandit C is knocked unconscious for Rounds: 2d4 ⇒ (1, 3) = 4, Blinded/Stunned for a further Rounds: 1d4 ⇒ 2 and then Stunned for 1 Round.

Patrol C rushes at the now distracted Eirikk with his Longsword: 1d20 + 3 ⇒ (10) + 3 = 13, striking for Damage: 1d8 + 1 ⇒ (8) + 1 = 9, eager to end the wizard before he recovers.

Patrol D ignores Ayerth's shove, focusing as well on rushing Eirikk with his Shortsword: 1d20 + 2 ⇒ (3) + 2 = 5, missing as he stumbles over Catapult C's prostrate form.

Patrol E joins his friends, moving around to find striking room at Eirikk from a flanking position, swinging his Longsword: 1d20 + 5 ⇒ (7) + 5 = 12 low and hacking into the blinded caster for Damage: 1d8 + 1 ⇒ (3) + 1 = 4.

Round 3

Initiatives
First Group: Brampton, Echo, Akiros, Breeg, Auchs, Nugrah
Second Group: Ayerth, Irakli, Silas, Patrol C, D, and E, Eirikk (blind/stunned), Catapult C (helpless), and Catapult "Dovan" (helpless)
Third Group: Orin (unconscious/stable), Owlbear Keeper (unconscious/stable)

First Group is up, 36 hour timer counting

Updated Map

Catapult Bandit "Dovan" remains blissfully unaware, laying upon the stones asleep from being caught in Eirikk's spell from the previous assault.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton keeps running until he gets to Silas.

Breathing heavy he says, "I have something for you." and begins rummaging around in his pack.

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