DM Alexander Kilcoyne's Kingmaker PBP- Chapter 1 (Inactive)

Game Master Alexander Kilcoyne

The adventures of the original Guardians of the Greenbelt and their struggle to tame the northern Stolen Lands...


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Your Humble Narrator

1d20 + 1 ⇒ (2) + 1 = 3

The Boggard dancing/dueling with Casimir succumbs to Vaysh's enchantment...

Fennas up


Male Human Paladin 1
Casimir wrote:
Malthir Al' Dagon wrote:
Malthir looks down at his feat where his blade lies

Which one of your feats would that be, Mal? Power Attack or Weapon Focus? ;-)

Casimir bats the morningstar away with his buckler, and prepares to duck the next swing.

What does it look like I'm doing, Malthir? Asking him to dance?

Too much DnD...LOL's I hope I don't do that on a work e-mail...I was thinking fighting defensively or Full defense...


Male Human Cavalier (Order of the Dragon) 1

Heading home will post onece more tonight. For now:
Round 4 Action:

Erdic raises his blade High Above his head and is a arching movement slashes at the rubbery hide of the monster.
Assuming the creature and Fenna hasn't moved
Attack:1d20 + 6 ⇒ (9) + 6 = 15
Damage:1d8 + 3 ⇒ (1) + 3 = 4


Your Humble Narrator

Assuming Fenna doesn't drop him

The frogman continues to attack Edric in a pain-induced frenzy, but the noble weathers the assault with skilled use of his shield.

1d20 + 5 ⇒ (10) + 5 = 15

Casimir's boggard is dazed. Bear in mind its all difficult terrain though, so no charges and you move at half speed.

Again assuming Fenna doesn't drop him

Sir Edric's final blow fells the Boggard.

Casimir and Malthir are up. Fenna too if she wanted to delay her action until after Edric.


Male Human Paladin 1

Round 4 Action
Malthir will pick up his sword and move as close as he can to the frogman so I won't be able to attack until round 5.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Round 4 action

Casimir takes advantage of the boggard's dazed condition to shift his position. Still with the long tongue wrapped around him, he steps around the creature, allowing his companions to strike at it from the flanks.

Once in position, he decides that he has had enough of the slimy embrace, and brings his sword down on the tongue binding him to the monster.

Move action two squares directly north. Standard Action attack against the boggards tongue.

Attack roll 1d20 + 6 ⇒ (8) + 6 = 14
Damage roll 1d8 + 1 ⇒ (4) + 1 = 5


Your Humble Narrator

Need a Round 4 action Vaysh, then a Round 5 action for Fenna lol :)

Fenna Round 4

Fenna attempted to aid another Edric's strike, and he struck the Boggard down.


Female Human, Rostlander Celestial Sorcerer 2

Previous Round
Vaysh looks around the battlefield, listening to Malthir’s certainty and ignoring the amphibian that Sir Orlvasky and Miss Thistleswade have double teamed, she focuses in on the one Casimir fights alone. Vaysh divides her attention between three things, the croaker nearby, Casimir’s foe, and her own mastery of magic. She speaks her quick utterance with the hope that her minor magic baffles the creature for a moment, allowing Casimir some time.

Celestial Tongue:
Clear thought fades into a daze,
As muddled mind fills with haze.

Concentration made in previous post.

Current Round
Watching the two terrible frog beasts quickly fall under the assault of her strong companions, Vaysh turns her attention away from the battlefield and looks to see if any of the group’s steeds are nearby. She heads off to collect and sooth any that she sees. Worry not, the creatures have been dispatched, everything is all right, she says slowly & melodically to the scared animal.
Handle Animal 1d20 + 6 ⇒ (10) + 6 = 16
Sorry, haven’t been feeling the best. Nothing serious, just a big case of brain fuzz and WHERE THE %#@ DID MY BED GO!?


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8
DM Alexander Kilcoyne wrote:


Fenna Round 4

Fenna attempted to aid another Edric's strike, and he struck the Boggard down.

Yep, that would have been the plan. I'm going to be having a very patchy internet connection over the weekend, so it's probably going to be best if you take my actions for me so I don't slow things down too much. Primarily the plan is to aid the attacks of Sir Edric.

Round 5

Fenna looks down at the fallen frogman and gives the knight a short nod. Grasping her knife tightly, she hurries over to the remaining foe, ready to strike in unison with the others.

Double move to the square NE of the remaining Boggard.


Your Humble Narrator

Seeing himself becoming rapidly surrounded, the last remaining Boggard drops his morningstar and falls to his knees prostrating himself before you, croaking and babbling in its strange tongue frantically...

Good fight; be glad that the dice gods appear to have forsaken me...

300XP earnt each.


Male Human Cavalier (Order of the Dragon) 1

As soon as the battle is won Edric begins to call out to Talia, heading into the woods in the direction she fled. Once he has calmed her down and helped Vaysh retrieve the other horses he heads back to the group.
Handle Animals:1d20 + 6 ⇒ (17) + 6 = 23
Walking over to the babbling creature, Edric wipes the blood and grime off his sword before sliding it back into his. "Why is it we always seem to end up with prisoners after a battle?" the knight muses out loud. "Does anyone happen to understand the language this creature is speaking? Malthir, as a righteous warrior of Iomedae, do you know this beasts... moral leaning?"

Wow 300xp! I know we rolled really well this combat while our foes had most of the luck in the previous two, but I find it odd that the encounter where none of us received a dire throat wound is the one that earns us the most xp.
Now just to check, that should bring each of us up to 616sp right?


Male Human Paladin 1

Iomedae has shown me through her divine guidance that these creatures are certainly evil, or she would not have aided me in this fight. It wouldn't suprise me if these creatures were planning to eat us. Without the ability to speak with them , I can decern nothing other than they have been judged as guilty of attempted murder and who knows what else the were planning with us. My conscience is clear, we can not let this creature live or it could bring its bretheren against us. Unless someone has a strong argument why this creature should be spared I will pass sentence!

They end up alive because they are cowardly, evil beings who only live to hurt others. We will show them that these lands are not welcome to them!


Your Humble Narrator
Sir Edric Orlavsky wrote:

Wow 300xp! I know we rolled really well this combat while our foes had most of the luck in the previous two, but I find it odd that the encounter where none of us received a dire throat wound is the one that earns us the most xp.

Yup. RAW it should have been 360XP each, but I treat you as a 6 man party for XP purposes. It was a much more dangerous encounter than Happs and his men, but the dice HATED me lol. Really I expected most of you to be shaken and a couple of you to end up frightened and running off...

Edric and Vaysh manage to recover all of the horses, after a good half an hour of searching. Talia was already on her way back.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

After Malthir is done speaking, Casimir nods in agreement.

Well said. As you say, if we release it, we could likely find ourselves fighting 20 times as many before nightfall. The ambushed us without warning and with clear intent to slay us. In my eyes, that makes them no better than the bandits we hunt. Let their deaths serve as a warning to others of their kind.

Yeah, the dice really loved us on this one.


Male Human Paladin 1

Yeah, I thought we might be goners until your dice were cold. They are practically more powerful than us, we got really lucky.
Oh well, if we can make it to 2nd it will be a different story! Time to rest until we can all get healed up and ambush the bandits who I am sure will be waiting for us! LoL's


Male Human Cavalier (Order of the Dragon) 1

Then let justice be done so that we may be on our way. Malthir, if you disire it I offer my assistance in caring out the deed.
If nessicary Edric and Malthir lead the frogman way from the group as to not upset Vaysh.
After the deed is done Edric searches the creatures for anyting that might be of value to the group.
Perception:1d20 + 1 ⇒ (20) + 1 = 21


Your Humble Narrator
Sir Edric Orlavsky wrote:

Then let justice be done so that we may be on our way. Malthir, if you disire it I offer my assistance in caring out the deed.

If nessicary Edric and Malthir lead the frogman way from the group as to not upset Vaysh.
After the deed is done Edric searches the creatures for anyting that might be of value to the group.
Perception:1d20+1

The frogman tries to run when he sees Malthir raise his sword, but Malthir carries out Iomedae's justice. The Boggard's head rolls across the ground, its tongue still hanging out of its mouth in death...


Each of the creatures is wearing leather armour, carrying a morningstar and a javelin each. You notice that two of the creatures are a lot older than one of them. The youngest of the creatures is carrying a crude, red dyed gourd. Upon inspection it is empty, but the outside of the gourd is covered in crude and violent images of ritual sacrifice and bloodshed.

One of the older creatures is carrying a liquid of some sort in a glass vial; it is muddy brown, and looks particularily foul. The same creature is also carrying some hemp rope; ten feet of it. It appears to have seen a lot of use, and there is dried blood on it.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir examines the pitiful possessions of the Boggards.

Not much of use here. But I guess Oleg will give us a few coins for the weapons and armor.

He looks more closely at the gourd and rope.

These are odd. If I were to venture a guess, I'd say that these creatures were looking for some victim for a sacrifice or evil ritual of sorts. That may be why they only tried to knock Fenna out. This confirms my feeling that we did the right thing by dispatching them all.

He then raises the vial.

Are any of you able to identify what this is? Otherwise, I say we keep it safe until we can find someone to tell us what it is.

Once Casimir is done stripping the frog-men of their armor and weapons, he drags the bodies into the brush by the side of the trail and leaves them for the wolves. He then uses the remaining time while the others round up the horses to clean and sharpen his sword again.

When everyone are gathered. Best not to linger here. We do not know if more of these foul things are about. Let us move closer to the bandit camp, and then find a good place where we can hide until nightfall. Once Fenna recovers her magic, we can move against the bandits.


Male Human Paladin 1

Casimir you should have a taste.. Malthir smirks, sounds like a good plan, was anyone hurt? We were lucky this day, lets hope our luck holds for the batle with the rest of the banit scum!


Your Humble Narrator

Detect Magic:

If detect magic is cast, the vial glows in a soft pale blue aura...


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir sniffs the content of the vial, and then makes a face.
If it's all the same to you, Malthir, I'd rather not.


Male Human Paladin 1
DM Alexander Kilcoyne wrote:
** spoiler omitted **

What is the aura and strength of the potion? Anyone have alchemy skill?

Lets go ahead and move closer to the bandit camp and then rest until nightfall. Other than a straight on assualt of the bandit camp, anyone have any thoughts on the attack? My original idea was to wait until nightfall and then move in from the east or south under cover of darkness. Any other thoughts?


Your Humble Narrator
Malthir Al' Dagon wrote:
DM Alexander Kilcoyne wrote:
** spoiler omitted **

What is the aura and strength of the potion? Anyone have alchemy skill?

Lets go ahead and move closer to the bandit camp and then rest until nightfall. Other than a straight on assualt of the bandit camp, anyone have any thoughts on the attack? My original idea was to wait until nightfall and then move in from the east or south under cover of darkness. Any other thoughts?

Anyone who casts detect magic can read the spoiler and make a Spellcraft check to determine what the potion is.


Male Human Cavalier (Order of the Dragon) 1

Does Fenna still have a CLW left?

Agreed, we should move closer to the camp before making camp, so that we may act first thing in the morning. Since I was wounded in the last conflict and Talia has yet to fully recover from the battle at the trading post I must object to an assault on the camp this evening. While a direct assault would surely be suicide I also fear that if we wait until next nightfall it would greatly increase the chance of us being found by the bandits, thus losing any element of surprise we might have. The only alternate plan I can think of involves me riding toward the camp at daybreak and challenging their leader to single combat. The rest of you then move in from the east or south while the bandits are distracted. I admit this is not a great plan but it is the only way I can think of that might work against a camp of bandits that may or may not know we are coming.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir listens intently as Sir Edric speaks.

If both Talia and Sir Edric are wounded, I agree that we should not attempt to attack tonight. And if we wait too long in these woods, we do indeed run the risk of discovery, either from the bandits or other dangerous creatures like these frog-men. Also, for every hour that goes by, more bandits may arrive at the camp. Thus, I believe that a dawn raid, as Sir Edric suggests, may be the best option.

However, I don't think splitting our forces would be a good idea. We have stronger armor than these bandits and our skill at fighting is better. In addition, since they are evil, Fenna will be able to provide us with additional protection from her spells. With the aid of her magic, only one stroke in ten from these bandits should break through. This will leave us with only one or two healing spells, but we also have the potion that Oleg gave us.

The leader is the key to victory. If we can move swiftly and take her out, the courage of the rest of them should falter.


Male Human Paladin 1

OK so Happs told us there are 2 watch towers watching watching the North and West. If we strike in the morning then we should attack from the east. Now we will be trudging through the woods, but better than open ground and being warned by the towers. If we can get into close range quickly then as you mentioned our superior defenses will give us the advantage. I think we should get close to the camp and then use what we have, the potion of shield of faith, and defensive magic and then get in there as quickly as possibly. Edric, weren't you showing us some type of defensve shield wall we could form to help with our defenses as well? If everyone is agreed then we go tomorrow morning. Once we spot the ford in the distance then we cut off the trail to the east then south and approach until we can make out the edge of the camp. Cast our spells and move in.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

That sounds like a solid plan.

Like Malthir said, once we spot the ford, we cut through the woods and approach from the east or south.

Once we are at the edge of the camp, the bandits will most likely spot us. I say we call out to Kressle, and say that we bring a message for her from Happs. This may buy us a moment or two, and help us identify Kressle in the group.

I will drink the potion of Shield of Faith, and Fenna can cast protection from evil on Malthir and Sir Edric. Then the three of us advance into the camp, while Fenna and Vaysh stay within the cover of the woods, where they can provide support with crossbow and spells.

If we move in ranks, we will have protection from the shield wall. Their arrows should be useless against us. Once we spot Kressle, Malthir can smite her and Sir Edric issue a challenge. I will aid you as best I can and keep the other bandits at bay if possible.

This way, by the time our protective magic wears off, with luck we will have slain a good number of the bandits.

Now, we will have to be careful tonight when we make camp so deep in bandit country. We must double the watch and have no fire.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"While I would rather we approach the camp before the bandits awaken, if we are settled on a plan I should call upon the remainder of the blessings at my disposal before tonight to tend to either Talia's or Sir Edric's wounds."

"Your plan sounds reasonable," Fenna says levelly to Casimir, "but would not the protective wards be better suited to you rather than Malthir, Iomedae affords her holy warriors her own protection when they face a truly evil foe. That way, the potion is conserved for later use should we need it."

"If Vaysh is unable to determine the properties of that potion with her magic," the gnome says, nodding to the muddy liquid, "I may be able to identify its nature if I can examine it by starlight."


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir hands the vial to the pale gnome.

You are certainly welcome to try and see, what you make of this. It is beyond my meager knowledge of magic, I'm afraid.

As to how we distribute our magical protection, you may be right. What do you think, Malthir?

In any case, we'd best get moving.

Do anyone else have anything to add to the plan? Otherwise I think we should be able to advance the time a bit.

I assume Vaysh and Fenna try to identify the magic goo and that we pack all weapons and armor on to the horses and move out.

It is probably best if Fenna uses her last CLW on Sir Edric (or Talia) once we are camped.


Male Human Paladin 1

Fenna, the nature of my protective gift is that it only works against the creature who I call out for the aid, all of the other bandits will be able to attack me normally. The protection would still help me against them. I would say the Sir Edric should get healed at this point since Talia will probably not be in this battle. Can you summon her to you by whistling, I have heard that some mounts can be called in such a manner? It might not be bad to have her there a little while after the battle begins in case the leader tries to escape.


Male Human Cavalier (Order of the Dragon) 1

That is correct Malthir by using the tactics I have shown you and Casimir we should be able to combine our defensive efforts. I agree that splitting our group is not our best option but I am a much better combatant while mounted, but this also makes me even less skilled at stealth. If we are all agreed on a direct assault at dawn then I can leave Talia behind and summon her once the fight is joined. Perhaps you are right Fenna, we should attack before mornings first light since, according to Happs, there should not be any traps to stumble across. Now while the warriors push ahead is it wise to leave Vaysh and Fenna behind us? Perhaps they should move with us into the camp?

Are we planning to actually move as a group, delaying our action to the lowest init, or just everyone charging in at their own init but trying to stay as close to the group as possible?


Male Human Paladin 1
Quote:
Are we planning to actually move as a group, delaying our action to the lowest init, or just everyone charging in at their own init but trying to stay as close to the group as possible?

We will move up to the edge of the camp as a group and the warriors will try to stay together to get to the leader, Kessle, we will be backed up by the two ladies, using their magic and ranged weapons to help cover our flanks. Lets hope the camp isn't too large.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

I say move as a group, delaying init. That way we won't risk a stray bandit moving in between us. I'm not suggesting Vaysh and Fenna be left behind, they should just stay back where there is cover. Otherwise, they will be pincushions in no-time.


Female Human, Rostlander Celestial Sorcerer 2

Vaysh walks back into the group with most of the horses and Caras in tow, she is once again doting on her pack mule offering him apples from her bag. She looks to her companions and smiles, I found most of them, and it seems the others were gathered by Sir Orlavsky. Everyone is fine? I went to start gathering our companions when I saw the last of these creatures being overwhelmed by all of you.

She looks to the group then to the apples that she has; giving a sheepish grin she asks, Do any of you want some?

At Potion

Celestial Tongue:
Divine Nethys’ magical domain,
Transform arcane secret to mundane.

Can I take 10 on the ID?
Spellcraft 1d20 + 8 ⇒ (19) + 8 = 27
Since I have been out of action since the fight was closing up, figured I might as well just have come back from getting the horses now.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir quickly relates to Vaysh what the group has been discussing regarding the assault on the bandit camp.

What do you think, Vaysh?


Your Humble Narrator

Wow the thread exploded on the one day i've been pretty busy :P

Vaysh, you identify the foul smelling liquid as a Elixir of Love. Who knows what nefarious purpose the creature's may have had for it...

For future reference you can take 10 on Spellcraft checks if you wish to.

Elixir of Love:

This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.

Will move things along a bit as requested.

You lost some time in the fight and gathering the horses, and its very late in the evening when you finally reach the Thorn River. From Happ's estimations and descriptions, it sounds like the camp is situated right next to the Ford, so approaching from anywhere other than the north and west will be difficult unless you find an alternative means of getting across the river. Happ's directions make you confident you are quite close to the camp; within a couple of miles to the south you estimate. The river is quite wide here- too wide to jump across certainly, but not too wide to swim. The water is flowing quite fast though; a competenty swimmer is in little danger, but an armoured man could easily drown.

Fenna, Aroden's Star is visible in the evening; you may want to empower the last CLW spell if you have one left.

By the river you get a beautiful view of the stars overhead, and the sky is completely clear.

Nothing is scheduled to happen, thought i'd leave some time for any conversations in the evening around the campfire, and for preparation etc- especially in light of the difficulties of crossing the river without using the Ford.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir gazes across the dark waters of the river, and the turns to his comrades.

Well, if we are to attack the camp from the east or south, we will have to get across. So, what do we do? Approach the camp from this side or try and cross the river?


Male Human Paladin 1

With this new information, I am almost inclined to attack tonight while our little gnome is more powerful and has much better perception than the average bandit. If we can't come at them from the east or south, at least we can get closer in the darkness. Fenna can try to spot the watch towers and maybe we can try to take them out via ranged weapons or spells? We can finish on foot or attack before dawn in the morning?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

If Fenna regains her spells during the night, we can make the attack immediately after. I too am wary of trying to cross the river.

Malthir, how many sunrods do you have? We should distribute them among us.

If we are to strike tonight, I still think we should stick to the plan and advance on foot, shoulder by shoulder, protected by magic and our shields.


Male Human Paladin 1

I have 2, I think Edric has a couple as well, but doesn't one of our ladies have the ability to cast a magical light at will? Fenna has light. We can cast light on a few coins and bring them out of pouches as needed to light up the battlefield. Other than that I think we need to take out any sentries via ranged weapons and then set up the shield wall and move onto the camp. Other than that they can sit up on the watchtower and start to pick off the less armored spellcasters.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

All right, then. Let's go lay down the law.


Male Human Paladin 1

Vaysh, how much of your magic did you use in the last battle? Your daze may be a good weapon to use against the sentries until you see a group you can use your sleep magic on.


Your Humble Narrator

Fenna, Vaysh, Edric; you guys agreeing to make the attack during the night? Its about midnight at the moment.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8
DM Alexander Kilcoyne wrote:
Fenna, Vaysh, Edric; you guys agreeing to make the attack during the night? Its about midnight at the moment.

Sounds good to me.

As the Guardians of the Greenbelt emerge into the starlight, Fenna moves over to Sir Edric and utters a prayer in Azlanti "May the Eye of Aroden look kindly upon this champion of humanity." CLW 1d8 + 1 ⇒ (5) + 1 = 6 (I'll save the metamagic in case we need it later in the night)

"I fear that I will only be able to bring illumination to a single coin at a time, I can merely transfer the blessing once it has been called forth."

The small woman then moves over to the banks of the river and sits crossed legged, looking blissfully up to the stars and holding a hand to the holy symbol at her neck.


Female Human, Rostlander Celestial Sorcerer 2

Earlier that Day:
Vaysh nods at Casimir’s relation of what has been discussed, While I am at disadvantage in the night, all of our opponents will be as well from what we know. Mayhaps it will be best to attack at night if Miss Thistleswade will be in strong enough condition to heal Sir Orlavsky and continue against the bandits.

Potion Talk:
Vaysh stares at the vial of liquid for several long seconds, her brow furrows slightly as she concentrates. She turns to the group, a serious look on her face. This liquid seems to be a bottled version of a mental befuddlement. Mayhaps it has some links to my ability to make friends of enemies, though its magic is of a slightly different nature, she looks around to see if the Guardians understand her or not. Seeing that none of them have comprehension of what she is saying on their faces, she explains it a bit better and slower, It brings about strong feelings of, she stops, searching for the right word in her mind, Attraction.

She blushes a little as she finishes, then continues on more quickly, But as I said, this is not the same as my magics work, they don’t create that, she stops, trying to think of the right word to use this time, Desire. She keeps going, her hair falling in front of her to protect her as she insists, What I do brings about far more platonic feelings than what are bound up within this vial.

Vaysh looks around at the group seeking understanding of what she has said, hoping that their faces will reveal some inkling of what they think of her ability to entrance minds.


That night
Vaysh nods, If we are all ready to continue, I think it may be best to push now. She looks at those who have been injured recently or are injured currently, Are you certain that your wounds will not interfere with your capabilities in this upcoming conflict?

She turns towards Mister Al’Dagon, I have used nearly none of my magical blessings against the amphibians that attacked us, Holy Knight. The young woman breaks a small smile as she uses Malthir’s self stated title.

However, most of my abilities are only usable very close to my targets, the only thing that I can do from any notable distance is bring about weariness and slumber in those that are close together. She frowns, and her hair slides forward with a mind of its own, but Vaysh quickly pushes it back with her hand. I don’t know how much use my spells will be until we get closer. If we can see a guard, or Fenna can see the lookout, I am able to bring about slumber in the area. I don’t need to see my target, it can just help sometimes.


Your Humble Narrator

Will have a long post up by midday tomorrow (27th) and a battle map all ready. If someone has time on their hands it would be nice if you can figure out the three meaty character's AC's when Edric grants his teamwork feat to you for three rounds.

A breakdown of HP totals would be nice too.


Male Human Paladin 1

One additional question, right now I can smite evil 1/per day. When does the new day start 12 midnight or 12 noon, ect? Just curious how you want to rule. I would opt for 12 midnight going forward so anything with the start of the new day counts towards my total :)


Male Human Paladin 1

I looked back over the posts and the only person hit from combat was Edric for 4 points so Fenna's healing should put him up to max.

One last thought before we attack, since we have no stealth, should we just ride in and just immediately dismount? At least we would get into the area much quicker. We could also use the horses as cover in case they are ready for us, sounds cruel, but it is effective and they do have more HP's than us for the most part.

BTW the shield wall, Edrics ability, only lasts 3 rounds and grants a +1 AC bonus for people who have small shields, +2 bonus if you have a large shield if you are adjacent to each other.
That would put my AC at 22 with protection from Evil on and the shield wall. I am at Max HP, 13.
Cassimir is AC 18 +2 for the potion of shield of faith +1 for shield wall would be AC 21
Edric is AC 18 +2 for protection from Evil, +2 for shield wall would be AC 22. I will let the other confirm.


Male Human Cavalier (Order of the Dragon) 1

I fear if we move in to cautiously, taking out the sentries before assaulting the main camp, it will provide too much time for the rest of the camp prepare. We are facing a foe with a much different style of fighting then ourselves. While the bandits rely on stealth and ranged combat we are much better suited for direct melee combat. I feel that we would be wise to work with our own strengths as opposed to trying to match our opponent's.
What say you to Talia and myself charging directly into camp aided by the potion and Fenna's spells? This should throw the camp into disarray and reveal the location of the watchtowers. Malthir and Casimir, followed by Vaysh and Fenna charge in as soon as combat begins working together to take out the bandits on watch before the warriors join in the fray while the casters provide support.

Malthir, the AC and hp's look right, though I should mention once I issue a challenge my AC drops by two against any other foes.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Actually the math is a bit off on the AC benefits of the Shield Wall Feat.

d20pfsrd wrote:

Shield Wall (Combat, Teamwork)

You are skilled at working together with those around you for protection.

Prerequisites: Shield Proficiency.

Benefit: Whenever you are wielding a Shield and are adjacent to an ally who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.

Since both of you have heavy shields, you will grant a +2 to the person next to you. I have a buckler, however, so whomever ends up next to me will only get a +1.

Note that Shield of faith and protection from evil both grant a +2 deflection bonus to AC, so they won't stack.

I am at max health with 11 hp.

While I understand your desire to charge ahead into battle, Sir Edric, I still think it would be wise to stay together. If our enemies are able to surround you before we reach your side, much of our advantage would be lost, especially since you will be vulnerable to other attacks once you focus your attention on the leader. Also, for the Shield Wall to benefit us, we need to stay close together, right? On the other hand, if you are able to get a good charge in on their leader, that might drop her right then and there.

But I agree that we should play to our strengths and engage in melee at once. I think that we should engage on foot, except for Sir Edric, since most of our horses are not trained for combat and could end up being a hindrance. The archers will have a very hard time hitting us, and while they focus on the fray on the ground, Vaysh can make them sleep, hopefully dropping them from their perch if we are lucky.

All right, I think we have to agree on something soon and move on, the final choices will depend on the layout of the camp and the position of the enemies anyway. A good option could be to buff just before combat, use challenge/smite/intimidate, activate the Shield Wall and then move in. If we all delay our initiative to the same count, Sir Edric can charge and Mal and I can the immediately move up beside him.

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