Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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Male Human Paladin 4 (HP 30/30)
Kereek! wrote:
"Wait! Why we not kill Stag Lord? Dead guy say he am bad. We am good, so we kill bad Stag Lord, right? Is this ree-ligg-on again?" Kereek looks confused and somewhat afraid of the answer.

"Justice is more complicated than that Kereek, to do the most good, we must speak with him and understand the extent of his crimes."


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

"So he bad? We kill him with rope, yes? We know he bad, but we no kill him now before he wake up? Quick quick death, snick snick, dead? But instead we wake he up, talk to he, hang he from tree, gasp gasp choke choke, dead? Just-ice is mean. Kereek like just-ice!" Kereek gets a gleeful, bloodthirsty look and does a little dance.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

"You don't need to wake a rabid dog just to find out he's going to bite you. This 'Stag Lord' will not go meekly to the gallows and the end result will still be the same, except he could take one of us with him." Orin looks each of them in the eye as he speaks his mind.


Treshiell stands poised and waiting for a few moments after the two arrows strike Jex. When there is no sign of commotion the witch ends her vigil.

Jon Surtova wrote:
"Justice is more complicated than that Kereek, to do the most good, we must speak with him and understand the extent of his crimes."

"Did you have a chance to speak with Jex?" Treshiell asks the paladin.

"Don't you want to speak with Stag Lord? Don't you want to meet him?", she asks Orin.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Jex is still alive if anyone cares to stabilize him.

Orin looks down at Treshiell, pain obvious in his eyes "I have nothing to say to these would-be bandit kings and their ilk. If taking him in his sleep saves a life so much the better. Rope, sword, or bow it's all the same to me."


Treshiell returns Orin's look, contemplating if she wants to prod the ranger further. "Revenge against redemtion", Treshiell muses looking from Orin to Jon. "The decision will have to be quick. Eventually the other guard towers will notice that Jax is missing."


retired

As the party prattles, Prazil waves his empty potion bottle impatiently up to Kereek before tossing it over his shoulder.


Male Human Paladin 4 (HP 30/30)
Orin Ro wrote:

Jex is still alive if anyone cares to stabilize him.

Orin looks down at Treshiell, pain obvious in his eyes "I have nothing to say to these would-be bandit kings and their ilk. If taking him in his sleep saves a life so much the better. Rope, sword, or bow it's all the same to me."

I didn't notice that he was still alive. Jon would want to bound, gag and stabile Jex to give him a chance to answer for his crimes.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Kereek nods at Prazil and begins to sneak down the stairs.

Stealth: 1d20 + 13 ⇒ (1) + 13 = 14


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Perception check: 1d20 + 10 ⇒ (16) + 10 = 26

While Prazil prances and prattles, Orin spots Kereek sereptitiously make his way toward the stairs. "It looks like our scaled friends are eager to start the party. With or without us."


Male Human (Ulfen) Cleric 10

"Well, we should probably join them. Erastil's blessings on us, and may we be victorious." Agnar touches his holy symbol and continues his prayer while he has everyone in range, and then nocks an arrow in his bow.

Casting bless on the party.


retired

Prazil, astride Fang, turns to look at his big-feet hero friends, his expression one of eagerness that clearly shows his readiness to charge forward at their command. Or perhaps it's the expression that indicates something he ate didn't agree with him. It's hard to tell with kobolds some times.

He slides his dented black kettle helmet up from his eyes, the thin handle functioning perfectly as a chin strap, as he readies his garrishly painted shield. Fang settles low to the ground, ready to spring forward at Prazil's slightest urging.

What a glorious time for heroing!

status:

--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1

-Ongoing Effects-
aid: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 1/10 rounds (+1 to hit, +1 vs fear) (morale)

--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 1/10 rounds (+1 to hit, +1 vs fear) (morale)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

This takes place BEFORE anyone's gone down the stairs, though Agnar HAS cast his bless.

Jon tries to creep up to the tower, though his armor makes it difficult. Still, amazingly, no one seem to hear him as he ties up Jex. Unfortunately, his attempts to pull out the necessary bandages to bind the guard's wounds end up causing a lot of clatter.

From below, you hear a muffled shout: "Keep it down, damn you, or I'll send you to the cellar!"

You also notice the guard in the second tower, about 50 feet to the north, has spotted you.

Dice rolls:

Jon stealth: 1d20 - 4 ⇒ (17) - 4 = 13
Perception: 1d20 + 12 - 15 ⇒ (14) + 12 - 15 = 11
Perception: 1d20 - 5 ⇒ (17) - 5 = 12

Heal: 1d20 + 5 ⇒ (2) + 5 = 7

Heal attempt 2: 1d20 + 5 ⇒ (13) + 5 = 18
Jon stealth: 1d20 - 4 ⇒ (4) - 4 = 0
Perception: 1d20 + 12 - 15 ⇒ (5) + 12 - 15 = 2
Perception: 1d20 - 5 ⇒ (8) - 5 = 3

Initiatives
Agnar: 1d20 + 2 ⇒ (4) + 2 = 6
Jon: 1d20 + 1 ⇒ (15) + 1 = 16
Kereek: 1d20 + 3 ⇒ (10) + 3 = 13
Orin: 1d20 + 3 ⇒ (14) + 3 = 17
Prazil: 1d20 + 4 ⇒ (13) + 4 = 17
Treshiell: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit: 1d20 + 5 ⇒ (6) + 5 = 11

Please post Round 1 actions. Wow; you may get a chance to stop him before he raises the alarm.

Map


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

If the bandit is still alive:

Kereek looks at the other guard and his eyes narrow. His hands move and a ball of magic shoots at the guard!

Forced Quiet spell on guard, Will Save DC 14 or: With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.

If the bandit is already unconscious, dead or charmed:

Kereek nods at the bandit's body. He continues down the stairs, sneaking as stealthy as a very unstealthy cat. Once down the stairs, he peers into the Stag Lord's room, using his sharp eyes to see if the man is awake.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

I assume there's line of sight between us and the bandit

Out of the corner of his eye Orin catches a glimpse of the bandit in the far tower taking a interest in Jon's attempts to save the other man's life. Quick as a wink he let's fly two more arrows at the unfortunate busybody.

Attack roll #1: 1d20 + 5 + 2 + 1 - 2 ⇒ (18) + 5 + 2 + 1 - 2 = 24
Attack roll #2: 1d20 + 5 + 2 + 1 - 2 ⇒ (18) + 5 + 2 + 1 - 2 = 24
Damage #1: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage #2: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

" Curiousity killed the cat." Orin quips as his arrows strike home.


retired

Round 1 - Initiative 17

Prazil guides Fang to the bottom of the stairs, just behind Kereek.

Prazil stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Fang stealth: 1d20 + 1 ⇒ (10) + 1 = 11

status:

--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1
-Ongoing Effects-
aid: 1/3 minutes; 4/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 2/10 rounds (+1 to hit, +1 vs fear) (morale)

--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 2/10 rounds (+1 to hit, +1 vs fear) (morale)


Male Human (Ulfen) Cleric 10

Agnar takes the time to intone another prayer, a faint shimmer momentarily descending over his form, and then descends the stairs as quietly as possible.

Casting shield of faith. Stealth check (untrained): 1d20 - 2 ⇒ (12) - 2 = 10

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm a little confused. For those who are descending, I just want to make sure you know that the fight is up on the tower. Not sure if that's not clear or if you're just relying on Orin...


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Of course you can rely on Orin.


"Soon you are going to have to choose leave the guards bleeding or to alert the whole camp", Treshiell whispers to Jon. "You should tell us what you plan to do."

The the witch draws some arcane symbols in the air. A gust of wind comes travelling up the stairs and stops next to the young girl. It continues to follow Treshiell as she draws her wand and follows the kobolds down the stair.

Standard action to cast Mage armor on myself
Move action to draw my wand of magic missile and follow the kobolds


retired

Yes, Prazil is assuming Orin has the guard in the other handled

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Orin: 17
Prazil: 17
Treshiell: 16
Jon: 16
Kereek: 13
Bandit: 11
Agnar: 6

Orin rushes up to the tower next to Jon and fires an arrow that hits home. Sorry to waste the good roll, but Orin had to move, so only gets one arrow. 6 hp damage

Right behind the half-elf, Kereek reaches the first tower and casts. He can barely hear -- as he tries to make out any noise -- a strangled cry, all that seems to emerge from the bandit's mouth. Cool spell; perfect timing for it.

Jon charges toward the man, hoping to silence him permanently, though his armor means he can't make it all the way there to deliver an immediate killing stroke. The man tries to scream again, to no avail, fires a shot that sails well above Jon's head and then, dropping his longbow, pulls his sword, ready to defend himself.

Meanwhile, Prazil and Fang, Treshiell and Agnar move down the stairs, to ground leve.

Dice rolls:

Bandit save: 1d20 - 1 ⇒ (7) - 1 = 6
Bandit attack: 1d20 + 2 ⇒ (9) + 2 = 11

I moved Jon toward the bandit (would have charged, but couldn't reach with his speed), obviously, while Kereek and Orin are in the first tower. The other three moved down the stairs to the ground, as posted.

Map


retired

Round 2 - Initiative 17
Prazil and Fang zip around the southern edge of the structure and up into the chamber just outside the Stag Lord's room (Area 2) positioning themselves for a fight either in the chief bandit's bedchamber or to intercept any bandits that may come from the gate (through Area 1).

status:

--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1
-Ongoing Effects-
aid: 1/3 minutes; 5/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear) (morale)
--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear) (morale)


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

That's okay, I wasn't sure if I had line of sight from where Orin was anyway. If possible, Orin will 5' step diagonally in front of Kereek and fire at the bandit (hopefully avoiding shooting through the square Jon is in).

Orin sidesteps in front of his kobold companion, clearing a line of sight to the remaining bandit and avoiding accidentally firing an arrow into the back of the rushing Paladin. Pulling the bow back to his chin Orin fires two more arrows in rapid succession.

Attack roll #1: 1d20 + 5 + 2 + 1 - 2 ⇒ (15) + 5 + 2 + 1 - 2 = 21
Attack roll #2: 1d20 + 5 + 2 + 1 - 2 ⇒ (10) + 5 + 2 + 1 - 2 = 16
Damage #1: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage #1: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Prazil, the gate is closed, though you can get to it with a double move this round.


retired

You're talking about that entryway into the building just under the bridge that Orin, Kereek are next to? There's a gate there that's locked? If so, I'm cool with double moving over to it.


Male Human (Ulfen) Cleric 10

Round 2, Initiative 6

Agnar moves follow Prazil, trying to keep as quiet as possible, keeping his bow ready in case he's spotted.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

I think he's talking about the area that looks like a "back door" between areas 2 & 3.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

I took that spell for the bonus to stealth, but it's a very useful spell after all. Bonus!

Kereek clicks his teeth in frustration at the bandit's resistance to death. He moves forward toward the bandit, across the walkway until he's close enough to cast daze at the man.

Will save DC 13!

If the bandit is already dead, Kereek will spend his round moving back toward the stairs. Out of curiously, how far is it down to the partially broken floor below the tower Kereek is in?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's the area I am talking about Prazil. The gate's closed; you don't know if it's locked or not.

It's about 10 feet, Kereek.


retired

Excellent! Because that's right where I wanted to go =)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2
Orin's arrows hit the bandit, dropping him before Jon can get any closer.

Orin, please just remember to keep track of arrows, since it could be relevant in this "dungeon."

I guess we're now out of initiative. Let me know what you want to do and please give me stealth checks -- otherwise I'll assume you're taking 10.


retired

Prazil, unaware that the only threat to the group's discovery has been dispatched already, tests the gate leading into the structure.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Is there anyone on that floor, DM?


Round 2, initiative 19
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 12
hp 17/17
effects:

Treshiell follows the brave kobold. "צי איר וויסן ווו איר זענען געגאנגען?" she asks Prazil.

Double move after Prazil

Draconic:
Do you know where you are going?


retired

"אני מתאמן בטקטיקות קרב שנונות. ראשי שהכי יפה המיטה. אדם צבי מנהיג שודדים כנראה לעשות יותר מדי. המיטה שלו היא ישר דרך כאן!"

draconic:

"Prazil am practice shrewd battle tactics. Kobolds fight less good if chief not bossy and Chief Sootscale had nicest bed. Bandit Stagman chief probably do too. Big bed is right through here!"


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

With all visible threats taken care of, Orin will shoulder his bow and return to the others outside, hoping an overeager kobold doesn't start the festivities without him.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kereek, give me a Perception check.

Prazil, the gate is unlocked.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Perception: 1d20 + 8 ⇒ (14) + 8 = 22 w/darkvision


retired

Prazil will pause a moment to listen intently - both to the other side of the door and to the scuffle up above - before opening the unlocked gate.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

His dented kettle-helm settled defensively overtop his ears, Prazil hears very little other than the promise of glory and great heroicality. With a confident nod to his companions, the grey-scaled kobold hero opens the gate.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Jon returns to Kereek's side, the kobolds can just make out a couple people on the roof, apparently sleeping not far from the wall.

Below, Prazil opens the gate.


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

In a low whisper to Jon, "We jump down and tie up sleeping people? That hero thing to do? Ree-lig-us okay?"


Male Human (Ulfen) Cleric 10

Agnar manages a quick grin, looking to Jon for his response.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Did Orin have time to join the others before Prazil opened the door, or is he somewhere between the two groups.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, Orin. It's only Jon and Kereek on the plankway between the towers. Everyone else is down by the gate. Waiting on Jon...


Male Human Paladin 4 (HP 30/30)
Kereek! wrote:
In a low whisper to Jon, "We jump down and tie up sleeping people? That hero thing to do? Ree-lig-us okay?"

"It would." Jon whispers back. "But I fear my armor would make trying to jump down a loud and painful plan," Jon continues as he looks for something to help him climb down.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

"Kereek make you quiet! Mighty magic!" Kereek casts the same spell on Jon as he did on the bandit, muffling loud noises and making him quieter. He then lowers himself over the edge and drops down to the next level, trying to be as quiet as he can.

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin will enter the room quietly, moving to the side so as to not be silhouetted against the night sky.
Stealth check: 1d20 + 7 ⇒ (11) + 7 = 18


Male Human Paladin 4 (HP 30/30)
Kereek! wrote:

"Kereek make you quiet! Mighty magic!" Kereek casts the same spell on Jon as he did on the bandit, muffling loud noises and making him quieter. He then lowers himself over the edge and drops down to the next level, trying to be as quiet as he can.

Jon shrugs, trusting in Kereek's magic, he decides to jump down.

Acrobatics: 1d20 - 4 ⇒ (15) - 4 = 11
Stealth: 1d20 - 4 + 4 ⇒ (4) - 4 + 4 = 4


HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

Kereek weeps for your clanking soul, Jon...

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