Kingmakers of the Everflame (Inactive)

Game Master McBugman

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XP: 6594


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Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

It feels like we need to have a discussion about a plan... out of character...

So ideas Iv' seen so far.

1. Siege them till they come out and fight us.

2. Grab a scout and use dust of illusion to look like him and gain entrance.

3. Roll the wagon ibn and hide members of the party in barrels/ crates

4. go over the walls with Jerrik's hook 'n rope while they're distracted.

Any other ideas.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

We could Combo some of those things together too...

1. Like the Wagon and rope together.
2. Wagon and Dust

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I don't think we would be able to lay siege successfully, leaves us very vulnerable.

I think a mixture as Aleksara suggested would work well, but whoever goes over the wall is going to be very vulnerable. I think it would be smart to send 2 over the wall, the rest in the cart.

I'm not sure what to do about Chett, it will be difficult to keep him hidden or for him to get over the wall. I might need to keep him a ways out of sight, and use my beast whistle when the gate is open so he can charge in.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

If it's okay, I'd like to change my level 3 feat from Weapon Focus: Longbow to Point-Blank Shot

Character profile is updated.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Any chance we can come to a consensus?

I'm willing to try anything.
=)

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

How about Jerrik and Wendell go over the far wall while Aleksara, Arim, and Alfentinius go through the main gate with their "gift."

Jerrik and I can wait for the gate to open before we go over. Then once the gate is open I will whistle for Chett, who will be hiding nearby.

Only problem I see is that we are outnumbered, and the Stag Lord is not going to be happy. If we focus our attacks on him the others might scatter or surrender once their leader is slain.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Can Jerrik climb? Arim has the climb skill...

May I suggest:

1. We capture a local bandit.
2. Wendell, Arim, and the Mite on his Centipede hide near the castle.
3. Me and Jerrik approach the castle in the wagon near sunset or in the dark, Al and the Kobold hiding underneath. Jerrik or I will take the form of the captured bandit.
4. We start trying to get them to open the gate (booze!). While distracted, the others start climbing the wall.
5. Either the the others take the guards and open the gate, or we meet them inside and take out the guards as fast as possible together!
6. We push to take out the Stag fast!
7. Bobs your uncle! Payday!

Problems? Suggestions? Improvements?

=)


Inactive

I have a net +0 to climb in my armor, but it's pretty easy to climb a wall with a rope once the grapple is secure.

I like Aleksara's plan except for capturing a local bandit. We could wait for days and not see one, or we could get lucky and spot one in hours.

What if we simply started a fire. Sneak up, douse the wall with some oil, start a fire and scurry away. Even if it doesn't burn long, it should draw attention away from the main gate.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Fire? From the description, the wall seems like a an easier place to climb than the the gate.

Hmmm...this also seems like poking an ant's nest with a stick then stepping on it with a bare foot once the nest is riled up.

Why let them know we're coming when we have the chance to get them to open the door for us?

I'm not saying we should not do it...just asking for clarification.

Also, I'm pretty sure they said they have multiple patrols out wandering near here, and I'm pretty confident Wendell and Chett could find us a bandit group pretty quickly. But that would be up to the GM really in the end too.

BTW: We haven't heard from Arim in a while either...


Inactive

Okay. We can do it your way. I don't have a better plan and it might just be better for us to move forward rather than stall out. So, charge...but like quiet and sneaky like!


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Sorry Jerrik.

I'm not trying to run the show, just move things forward.

My guess is that once the Stag Lord is removed the game will have more than enough things for us to do from there.

What's our best chance for success here?
I can't say. But I'm not tying to bully anybody into anything either.

Aleksara hates bandits, so she's gonna want to try anything she can to kill/dupe as many as she can. Other than that, the sky's the limit here as far as she's concerned.

I can say the following with good confidence:

1. If the Stag Lord falls, then I'm pretty sure the bandits will collapse as a group.

2. The Stag loves his alcohol. I think even the mere appearance or chance to get him some will leave his people vulnerable as they scramble to get him what he wants/needs.

3. We work well as a group, and synergy here is key for fights like this. If we don't all at least generally agree on things, then we could lose that and the fight itself.


Inactive

No need to apologize. The best groups defer to the best person for the job. It's a tenant of Jerrick's leadership. He defers to Wendell in the wild, Alfentinius for diplomacy, Arim for the soldiers and military, and Aleksara for tactics, mostly guerilla, but tactics none the less. Jerrick is more a support character to hold others up...and a meat shield.

It's not about running the show, it's about moving forward. Neither he nor I would feel slighted by not being in charge or in the spot light. Our group and players are dynamic.

I agree about the stag lord and I agree about our group.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Apologies for my extended absence. I've been following but didn't realise how long it has been. Dropped the ball there. Sorry.

As for plans: much as I like the idea of torching the joint and smoking the stag out, we know that there are bands of bandits roaming and I'd hate to have them drawn in by a huge pyre.

What about a simple night raid. Half of us scale the walls, open the gates on the sly. (Maybe Aleksara does this while me and Wendel create a 'distraction' elsewhere inside.) Then we just storm it?


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:
Arim Jubar wrote:
What about a simple night raid. Half of us scale the walls, open the gates on the sly. (Maybe Aleksara does this while me and Wendel create a 'distraction' elsewhere inside.) Then we just storm it?

Torching won't work as they have barrels of water and buckets to deploy it right behind the wall. Tons of it.

However, I think you just suggested something similar to my rundown from earlier...

1. We capture a local bandit.
2. Wendell, Arim, and the Mite on his Centipede hide near the castle.
3. Me and Jerrik approach the castle in the wagon near sunset or in the dark, Al and the Kobold hiding underneath. Jerrik or I will take the form of the captured bandit.
4. We start trying to get them to open the gate (booze!). While distracted, Wendell, Arim, and the Mite on his Centipede start climbing the wall.
5. Either the climbers take the guards and open the gate while distracted by us, or we meet them inside and take out the guards as fast as possible together!
6. We then push to take out the Stag fast.

If this plan is OK for everyone, then we can move forward.
Please speak up with a Yea or Nay.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Remember a long time back we got an item that should identify us as bandits, and a passphrase that they use to allow entry into the fort? Let's just try using those instead of bothering trying to wait for a bandit to capture for a disguise - I doubt there's a bandit uniform anyway and think we should have all we need already. Was it an amulet or ring? And does anyone remember the passphrase?

Let's keep steps 2+. I think the battle plan is fine, might even catch them surprised. As soon as the gate is open Wendell is going to start firing arrows at the Stag Lord.

Edit

A bandit we took prisoner and questioned with an enchantment spell told us that the amulet we found on the bandit leader named Happs was an item given by the Stag Lord to his sergeants.

We were also told by a bandit that their password to get into the main bandit camp was "By the bloody bones of St. Gilmorg, who wants to know?"

I think those two items will be more than enough for Aleksara, Alfentinius and Jerrik to talk their way into the gate - especially if we come with a "shipment of booze for the Stag Lord."

So what do you think, use those items to gain entrace, while Arim, the Mite and Wendell go over the wall?


Inactive

That works. Let's do it.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Aye!


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Agreed!

Let me rest for the rest of the night and regain spells, then we hit them tomorrow after sundown?

Does that work then?

NOTE: I already showed the amulet before and they got pretty suspicious...so let's just stick with the password.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Just a thought that's been lingering in my head for a bit (and this is very much player knowledge) but when you left the fort last time and someone tried to stop the bandit you were 'wooing' he said something along the lines of 'don't worry there's a plan' What if this is there plan and you weren't meant to hear that bit. I guess I'm just saying, this might be a trap... see you on the other side!

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Sounds good.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

A trap?

That's possible, but I'm hoping he was talking about MY plan to meet with him later. I'm just not sure. We can worry about it, but it really doesn't change the fact that I think this is still our best plan.

I'm hoping that with some of our guys going over the wall, we can mitigate such things a bit too!

=)


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Apologies, I won't be able to get to a computer until Sunday night and this part is requiring a little more finesse than a phone gives.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Fair enough. Take your time. I'm looking forward to seeing what happens!


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Aleksara, there's an issue with your action. Intimidate is a fair thing to do in combat, but it's a standard action to demoralize a single enemy. I'm assuming you were going for RP, which I totally dig in this situation for your character, but since we're in combat we'll need to use the first roll unless you indeed just want to demoralize.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Got it. Ok...let's just go with the demoralize attempt then.

I assumed you had to do something physically intimidating to perform an intimidate...like breaking a table with your bare hands...or chopping off a head.

Sorry about that! Didn't mean to hold things up.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Gm's turn?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0
Aleksara wrote:
I'm sorry...whose turn is it?

Pretty sure it’s Arim’s turn... then back to th GM.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

F sake, me again. Sorry.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Gm?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Chett is still up


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Chett's single available action was to drink the CLW potion I thought. I didn't have an action to force-feed him.


Inactive

Bump...


Inactive

I just wanted to take a moment to say that you are guys are amazing. This campaign has turned into one of my absolute favorites and it's because of you guys. While waiting for things to progress, I started rereading the campaign from post 1 and it's awesome to see the character development and personalities come to life. Everyone is also playing something completely different from their Everflame character that sometimes I forget who's who. It's really incredible.

Wendell, you've broken the stereotypical dwarven mold and shown me dwarves in a new light. You bring him to life in ways I never imagined, both in action and word.

Alfentinius, the diplomat, the negotiator, the entertainer. You wear so many hats and do it all so well I'm amazed. You have a gift for flow and it's wonderful to read. I can almost hear the words when you speak and it's inspiring.

Aleksara, you display such a range of emotions. You touch on so many different feelings that she seems so real, sometimes I forget that we're playing a game. She's the driving force behind us.

Arim, the quiet warrior. The first into the breach. The hammer to my anvil. You make brooding enjoyable and are the enforcer, the executioner, and the exalted, all at the same time.

GM Shai, you've given us an opportunity to forge new ground and really brought this campaign to life. You're imagination, creativity, and your deliverance are all outstanding. You've done a terrific job and you should be proud.

I can't imagine where we would be without any single person but I love where we've gotten to as a group. I'm honored to be a part of this and with the holidays coming up, I just wanted to say I am thankful for you guys.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Thanks Jerrik.

This is one of my favorite games so far, and Aleksara is one of my favorite characters too. We all play this game with enthusiasm and heart, and like you say each of us brings something to the group that is important.

It is all that and more that makes this game so fun for me.

=)


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

I have to admit that I really enjoy playing in these two games with all of you guys. If it wasn't for this group I prolly would have dropped from these boards a long time ago. Thank you all for being so fun to play with.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

GM... just waiting on a post for Chett?


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

All wise words Jerrik. I don't have your eloquence but Jerrik is every bit as complex and wonderful as the rest of you.

This group was one of the very first I joined way back when, and it has outlived everything else I have been a part of. Like Alf, I think without this I wouldn't be on these boards anymore.

Thank you all.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

*bows* Very kind words, heartfelt and appreciated. I fully agree, these two games with all of you have really made my PbP experience a great one. Thank you all! I haven't done the reread yet but I should before the campaign pushes on into book 2!

And yes Al, but I'll roll for Chett and we'll continue.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Bravo one and all!

I'm sorry Arim has been so lazy, need to grab some defences me thinks...

Are we anywhere near lvl:4 GM?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Level 4 is on the horizon, at 6594 of the 7500. The area is still only half explored/mapped though.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

What's everyone's take on Sphere's of Power?


Inactive

Never really looked at it.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Never been interested in it myself. I prefer the normal rules.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Poke.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I'm here, but as there are several paths that can be taken I'm waiting to see where you wish to go.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

I assumed we would head down the secret passage I found. Are there other entrances that are more obvious?


Inactive

Down the rabbit hole we go.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

So I've been thinking...

DC's for vertical jumps are 4 per ft.

The ceiling is 15ft.
Arim is ~6ft with a 5ft reach with his greatsword.
The Wolverine is ~1ft.
15 - 6 - 5 - 1 = 3

GM, would you allow Arim a 3ft (DC12) for an attempt at a hit on the Wolverine?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Man, I've had some conversations on Pathfinder and it's Z-axis assumptions. Essentially how I understand it is you'll have to jump 5ft (DC20). Then make an acrobatics DC15 to avoid 1d6 non-lethal falling damage from landing weird as you come down. Then there is the AoO question with falling out of a threatened space...

Clunky and lame, I agree. I'm going to handwave the AoO portion away for this instance as it likely wouldn't have the reach.

So it's a round of acrobatics, DC20 Jump, DC15 landing, and you can absolutely charge if you'd like.


Inactive

Did we lose Wendell?

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