(5) Reanimated Gestalt Kingmaker (Inactive)

Game Master mdt

Kingdom Map - - - - - - Brevoy Favor

Fort Oleg


151 to 200 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

If anyone has anything they wish to bring up during the trip, feel free to poke me and do so. I just added mine to annoy mdt a bit and perhaps get to know the NPCs a little bit :P


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

@Tomorrows battle - Anyone has any ideas?

I'm mainly thinking our cavalry would be really handy in cutting off the retreat of any pesky bandits, but beyond that I don't have much thoughts on the issue at the moment.

edit: Silent Image has the duration of concentration. Since we have a reasonable estimate of their arrival time I'd figure Khal could keep that up for maybe an hour or so, simply to hide parts of our forces from our foes.

Might need some sort of noise just to mask the sounds of bored soldiers though. But not noisy enough to distract Khal :P


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Be careful with that. We hired Guards, not Soldiers. The difference:

Quote:
Guards train to watch over a person or location and defend that person or location if necessary. Unlike soldiers, guards are not expected to seek out trouble or take an aggressive role. Their purpose is to intimidate casual threats into leaving and defend against active threats. Each guard is typically a 1st-level warrior wearing scale mail and using either a glaive or a heavy wooden shield and shortspear.
Quote:
Soldiers are trained in combat and have the means and will to kill your enemies. Unlike Guards, Soldiers actively engage in fighting on behest of a leader (although you can make Soldiers act as Guards). Depending on the nature of your organization, they might be enforcers rather than military-style soldiers. They are typically 1st-level warriors, each with scale mail, a longsword, a heavy wooden shield, and javelins.

So Soldiers can pull Guard duty, but Guards don't pull Soldier duty. Soldiers would have cost 220 gp.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I recommend that residents lock themselves into homes/businesses and we use our Guards to defend them from any straggler bandits while we cut down the invaders. Perhaps the residents and guards can be hidden by your Silent Image? Or would it be better to hide us, and then we burst out and attack after the bandits are irrevocably trapped within the Trading Post?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Aye, we have guards. And we are currently going to guard a trading post, although I suppose the degree of proactivity can be discussed :P

But having the guards stand on/in the trading post and us hiding outside can work too, just a shame to waste all those mounts.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Most of the cavaliers are either Emissary, Honor Guard, or Both. Not Gendermes or Base Cavaliers. That's why they are doing Guard duty.

If the bandits attack the fort, they have no issues charging them. They aren't going to go out hunting them though. They would prefer to wait in front of the fort, very obviously, and make it plain that attacking the fort is in the bandit's list of 'bad things' rather than ambush them though.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

So we just have to convince them that "standing infront of fort" would result in "twelve bandits attack at once" instead of their envisioned "zero bandits attack".

This way our proposed scenario of "four-six bandits attack then gets slaughtered" sounds more appealing :P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They are cavaliers (and a fighter on a mule). They don't exactly believe in their own mortality.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Riku will like to get into a sniper nest if possible. Out of reach of anything that they can try to use to stab at her while she rains death from above on them. The higher the better

-Posted with Wayfinder


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I like to flank so I'll try and be opposit Corwin when we get into combat or any of the cavaliers if the bandits run to them.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

A bit distracted today, sorry! I'll get a post up tomorrow evening.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Since the Trading Post is an old fort that has been repaired and rebuilt and repurposed, I'm assuming it has a wall and a gate that the bandits would come through? Are there buildings near that gate? If so, then I'm thinking we could hide in or behind buildings while we wait to attack. A pit could be dug within the walls, along the entry path, and hidden by Khal's silent illusion spell. When some or none of them fall in upon reaching it, we attack. Thoughts?
.
.
.

====--==== (wall with gate in the middle)
..........||
..........|| (path)
.........__
........|__| (hidden hole)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Map at top now.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

A pit doesn't have to be that big to provide us with an advantage. I mean simply missing the last step can make you stumble down the stairs - and in this case that could mean stepping into something really nasty!

Additional random thought: Isn't there plenty of trappers frequenting this area? Oleg will probably have some nasty bear-traps handy if we ask kindly ...


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I can't find a time frame for digging a hole in the ground. I found crafting of a "Pit Trap" but that's an elaborate mechanism that costs 250 gp. We need to know how long it will take 5 laborers to dig a 10x10x10 (or smaller) hole in the ground.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Just a few hours.

-Posted with Wayfinder


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Then I say we have the laborers dig the hole and then move the displaced dirt out of view (ex. behind a building).


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4
Corwin Morningsword wrote:
Then I say we have the laborers dig the hole and then move the displaced dirt out of view (ex. behind a building).

Use the dirt to create a bit of difficult terrain


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I've put the icons on the map for the PCs and NPCs.

Please finalize what you are going to do, and where people will be when the bandits show up the next morning...


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Will do :)


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I doesn't seem we are allowed to move the icons around. or at least I can't move any


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Try again, I double checked for an editable link this time.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Moved. Shes on the roof, hopefully with a bit of cover and concealment for her "sniper's nest"


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Could you add which letter corresponds to which guard in the favour doc?

Also which equipment they had would be handy, I know only one carries a "real" ranged weapon.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I'd suggest we place some sneaky people right by the gate, on the walkway, so they can close the gate/cut off the bandits without being seen.

Khal will probably place a Grease Spell near the entrance, so we don't need it completely closed.

@Riku - may I suggest the wall for you too? That way you can also shoot anyone trying to escape. But I admit that it might provide a bit less cover...


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Well. As long as i have a concealment and maybe soft cover from my " nest" sure. Ill move there

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I don't much care which letter refers to which person. If you like, take them in order (a, b, c, d, e).


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

All right, I went with Blue=Guards. They were placed mostly out of sight but with quick access to the gate. The one with the longbow was placed in one of the towers, just so she can also try and pick off escapees if there are any.

Khal was placed somewhere out of sight. He should be able to do Move->Grease after he drops concentration.

Most of the commoners were placed somewhere out of sight. I cold-bloodedly used a pair as bait however; the one with the rabbit and the one seeking revenge. Their job is simply to run away in panic once the bandits come :P

(Assuming they cooperate of course! Otherwise just shelter them somewhere safe-ish!)

I also placed the adept one a tiny bit closer. If we could nicely ask him to prepare Cure Light Wounds having an emergency medic would be handy. Hopefully we won't need it, but it could be handy in case something goes south!

Thoughts?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I also did assume Fort Oleg does not have four fully functional catapults - correct?

If they actually do, I don't think we need to bother about fleeing bandits ... :P And Khal would be up next to one with some sidekicks!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

There's a comment on the map that said 'Blue = Labor, Red = Guards, orange = Drivers'. :) I just didn't divide up if A was the CE Cavalier or the N Fighter is all.

Correct, the catapults are ca-put. You might be able to repair them with some resources and effort, but Oleg never bothered.


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Not at my PC atm. Can someone please move Riku to above gate.
If GM approves about idea of a sniper nest that gives concealment and soft cover =^^=

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

There's no cover from the inside. The walkway around the wall is 6 feet off the ground, with the wall being 8 feet high. You can get cover from the outside while on the walkway, but nothing from the inside.

You could built up something, but it would be obvious.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2
mdt wrote:

There's a comment on the map that said 'Blue = Labor, Red = Guards, orange = Drivers'. :) I just didn't divide up if A was the CE Cavalier or the N Fighter is all.

Correct, the catapults are ca-put. You might be able to repair them with some resources and effort, but Oleg never bothered.

Hmm I knew I saw something about it earlier, but I didn't notice them just now. You want me to switch around?

(And also, the comment appears gone by now so maybe not .P)


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

okay. Gotcha. For future places. Will get herself a little nest in places. For now. A bit of cover is all she needs. So maybe ontop of a building other than wall

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope, it's there. You may have hidden it on your view (click comments)


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I can only see the comment I just created it seems. Odd!


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Random guess; something screwed up when the file went public?


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

I uh spotted your new comment for a while. I also tactically reordered all the boxes so the colours were in the old arrangement, since I'm good at timing :P


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

I'm underneath the walkway ready to close the one door or attack the bandits


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

I put myself on the map and moved Oleg & Lana to safety (or move them to wherever they want to go).

The last bit is placing the pit/hole. I'm thinking 3 or 4 squares in from the gate, and leave a 5 ft path next to the building on the right. I dropped in a 2x2 table and filled the cells black for the hole.


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Sounds good to me.

Mdt will you be doing the stealth rolls for those of us who hide in the begining of the encounter?


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

To all the games im in, this weekend im at a LARP, will be back on Sunday, but will probably be paste. But we’ll see, maybe I will reply

Enjoy the weekend folks! =^^=


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, swamped at work. Hope to have something up this evening.


10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

Heads up: I'm going away for four days tomorrow (back on sunday!). There should be wifi and my laptop is sorta working at the moment so I should still be able to post - but if I don't you know why : )

So from my end, no worries mdt :P


Female Half elf rogue/ranger HP 12/12, AC18, T15, FF13, Fort: +5, Ref: +6, Will: +2, +2 vs. enchantments/ +6 init / CMD 16
skills:
Acrobatics +8, disable device +8, local +5, perception +8, sense motives +6, survival +9, stealth +8, swim +4, nature +5, geography +5, handle animal +3

Corwin is it time to spring the ambush? If I'm lucky and fast enough I can get a sneak attack and maybe drop one quick.


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Let's not meta-game; it's no fun! Unless you're shouting this at me across the trading post there's no way we could be having this conversation. ;)


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Thats why shes talking a bit louder than normal. So folks know whats going on. Not yelling. Too obvious

-Posted with Wayfinder


Male Aasimar | HP 9/13 | AC 18 | Tch 11 | Flat 17 | CMD 14 | Fort+4 | Ref+1 | Will+2 | Init+1 | Move 20 ft (Armor) | Gestalt Paladin/Oracle Level 1

Right, we can all hear Riku. Question is: what will Riku do next? :)


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

Destruction i mean distraction

-Posted with Wayfinder


Female Tengu
Vitals:
HP 12/12; AC 17, FF 14, T 17, CMD 18; F 3, R 5, W 6; Perception 11, Init +5
Zen 1/Archer 1
Skills:
Acrobatics +7, Climb +4, Craft (bows) +8, Fly +7, Knowledge (history) +6, Perception +11, Sense Motive +8, Stealth +9, Survival +8(+2 vs Lost), Swim +4

I hope to catch their attention so they are focused on me and the group can get a surprise round

-Posted with Wayfinder

151 to 200 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / (5) Reanimated Gestalt Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.