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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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
DM Alexander Kilcoyne wrote:

Will have a long post up by midday tomorrow (27th) and a battle map all ready.

You need a new calendar, Alex. The 27th is next Sunday.


Male Human Paladin 1

Sounds good, so we move in on horseback next to Edric as part of the shield wall with Vaysh and Fenna behind us then dismount and attack according to the situation?


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

Here is my suggestion for a round-by-round plan of attack:

No peeking for the DM:

Pre-combat: Fenna casts light on a small object that can be kept hidden until needed.

Everyone moves as close to the camp as possible, Sir Edric on Talia, the rest of us on foot. We move in formation, the three warriors in front and the casters behind, like so:

_______________Casimir
Bandit camp____ Edric/Talia__Vaysh
_______________Malthir_____ Fenna

As soon as we reach the edge of the camp, we will probably be spotted by the bandits, or they will at least hear us. Cries of alarm and the firing of arrows will most likely ensue.

Combat round 1:

Fenna: Cast Prot. from evil on Edric
Vaysh: Begin casting sleep, if enemies are in sight
Casimir: Drink readied potion of Shield of faith - call out and try to bluff the bandits with a message from Happs to buy time.
Edric: Activate Shield wall Challenge Kressle, if she is in sight
Malthir: ?(javelin attack, maybe)- or intimidate/demoralize. Smite evil on Kressle, if she is in sight

No-one moves

Round 2:

Fenna: Cast Prot. from evil on Malthir
Vaysh: Target sleep spell on watchtower archers - begin new sleep spell
Casimir: Charge
Edric: Charge
Malthir: Charge

The warriors all charge on the same initiative count, delaying until Fenna can get the second Prot. from evil off. Fenna and Vaysh stay 30-60 feet behind us, where they can have cover from the archers.

Round 3:

Fenna: Use Dancing lights to illuminate bandits in shadow/ fire crossbow
Vaysh: Target sleep spell - begin new sleep spell
Casimir: Melee
Edric: Melee
Malthir: Melee

Now, as with any combat situation, this plan is only good up and until contact with the enemy.

Edit: Adjusted the plan a bit - forgot that smite/challenge are swift actions


Male Human Paladin 1

Party actions:
I would suggest two things, cast a couple of the spells earlier and give potion to edric, he can drink it and ride at the same time I believe. I would rather the spells run out at the end of combat than spend the time casting them in the middle of combat. Usually combats don't last 10 rounds at our level.
Keep Vaysh and Fenna a little closer, most of their spells are short range so we would be out of range of their support that far back. if they have watchtowers I am assuming that they are in front of the camp so we are not right on it when we ride in. We will have to take them out first and then move towards the camp.
Assuming 1 guard per tower, we may want to use Daze on them and take them out as quickly as we can with missle weapons and forge the shield wall as soon as we can after that. If we get lucky, maybe the towers are only 10' high and Edric can use his Lance on the men in the tower.
We are probably over thinking this...Remember it will be dark so we will need the light with us when we move in in order to even see the enemy


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

Party actions:

@Protective spells - I agree, if we can get Alex to play ball. One minute goes by real fast out of initiative.

@Shield of faith to Edric - He can ride and drink, but not charge and drink. Anyway, the discussion about timing and duration also applies to the potion. I don't think it makes much of a difference.

@The position of Fenna and Vaysh - I say we let them decide for themselves where the want to be. I'm sure once we see the battlemap, it will be a no brainer.

@Archers in the towers - with our AC buffed, the archers will need a 19+ to hit us, if they are similar to the ones we faced at the trading post. In my opinion, that makes them a lower priority than combatants on the ground who can flank and charge - not to mention the leader.

@Light - we use the sunrods, the coin with light on it, and Fenna can cast dancing lights. We should be good.

@Over thinking - absolutely!!

All right. I think we are done planning. I feel myself slipping horribly out of character here.


Male Human Paladin 1

Agreed we are ready for the assault!


Your Humble Narrator
Casimir wrote:
DM Alexander Kilcoyne wrote:

Will have a long post up by midday tomorrow (27th) and a battle map all ready.

You need a new calendar, Alex. The 27th is next Sunday.

Oops.

Sorry for the lack of update all, something came up in RL. Will try and get the update up tonight, if not definitely tomorrow. Should only affect today, not the start of a trend :)


Male Human Paladin 1
Casimir wrote:
DM Alexander Kilcoyne wrote:

Will have a long post up by midday tomorrow (27th) and a battle map all ready.

You need a new calendar, Alex. The 27th is next Sunday.

Maybe he did mean the 27th, DM AK are you out there? What about the rest of you, is everyone OK with the plan that Casimir and Malthir put together?


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

Upon concluding her meditations, Fenna rises and returns to the group to listen to the conversation.

After hearing the remainder of the warriors' plan, she nods thoughtfully, "This sounds like the best course of action, perhaps things will change when we see the camp, but I don't think any further planning will be of any use."


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
Malthir Al' Dagon wrote:
Casimir wrote:
DM Alexander Kilcoyne wrote:

Will have a long post up by midday tomorrow (27th) and a battle map all ready.

You need a new calendar, Alex. The 27th is next Sunday.
Maybe he did mean the 27th, DM AK are you out there? What about the rest of you, is everyone OK with the plan that Casimir and Malthir put together?

Talked to him on messenger last night. Some RL s$&* took precedence - something that trumps RPG's hands down. He should get a post up tonight.


Your Humble Narrator
Casimir wrote:
Malthir Al' Dagon wrote:
Casimir wrote:
DM Alexander Kilcoyne wrote:

Will have a long post up by midday tomorrow (27th) and a battle map all ready.

You need a new calendar, Alex. The 27th is next Sunday.
Maybe he did mean the 27th, DM AK are you out there? What about the rest of you, is everyone OK with the plan that Casimir and Malthir put together?
Talked to him on messenger last night. Some RL s~&* took precedence - something that trumps RPG's hands down. He should get a post up tonight.

Working on a post now. Thankyou for your patience all, will be up by 10PM GMT+0 :)

If you are attempting to get near the camp stealthily, i'd like a Stealth check from everyone please (I will roll for you if I don't see one, yours takes priority over mine if you ninja me) and a Perception check wouldn't hurt either.


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

Might as well. Maybe by some miracle the sentry will roll as poorly as the boggards.

Sneaky sneaky 1d20 + 0 ⇒ (6) + 0 = 6 *CRUNCH* *SNAP* *RATTLE*

Complimentary theme-related comic:


Male Human Paladin 1

We are only as quiet as the noisiest person, that is why we get to just barely seeing the ford, how far away is it from us? We would start our actions at that point.
This should be funny:
perception 1d20 - 1 ⇒ (7) - 1 = 6
stealth1d20 - 6 ⇒ (1) - 6 = -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

Minus five! OMG, Mal accidentally sets the forest on fire while trying to sneak closer.

Perception check for good measure: 1d20 + 0 ⇒ (5) + 0 = 5

Another theme-related comic:


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

Stealth 1d20 + 4 ⇒ (13) + 4 = 17
Perception 1d20 + 9 ⇒ (14) + 9 = 23

This could go badly...


Your Humble Narrator

Notes for the map, please take note:

The two large logs at K4 have been moved; both of them are blocking easy access to the camp via the ford now. One is just to the right of the lower ford near K4, the other is just below the northern-most ford.

Treat any square with tree or shrubbery in it as difficult terrain.

I have assumed you are using at least one Sunrod for illumination, please clarify for me.

[b]From where you are, you can spot K3, although you can't see the upper section of K3 where you assume a sentry is standing guard. Of K2, Fenna you can only make out a rough silhouette.

No one can currently see K1 except Fenna, and again its near the edge of your vision. You can all see the glow of the campfire though though.

You reach the edge of the forest and you can hear the sounds of a fast-flowing river. Peering out from the forest, you can see the banks of a river and two clear crossing points that are shallow enough to safely cross. It seems these two crossing points have been barricaded off by two large logs rolled to block them; they are certainly not impassable, but they are designed to slow intruders down. You don't spot any bandits yet, but you can hear wooden boards creak from the nearby watchtower.

Across the river, you can see the distant glow of a fireplace at K1, and what look to be tents and bedrolls setup as well. Two more light sources are visible, coming from the watchtowers.

Because the watchtower in K3 does not have line of sight to you from where you are and vice versa, the stealth checks you have rolled won't be relevant unless you attempt to move from cover to cover etc.

You DO have the luxury of being able to cast your various protective spells, but please specify what order they are in cast in etc. as the duration may come into play, especially for the first one cast. Unless you have something special planned in that spoiler i'm not allowed to peek in, or want to risk trying to sneak past the watchtowers and cross stealthily I will assume its go time.

Link to map- Click Here

Initiative-

Casimir- 1d20 + 3 ⇒ (8) + 3 = 11
Fenna- 1d20 + 1 ⇒ (14) + 1 = 15
Malthir-1d20 + 0 ⇒ (2) + 0 = 2
Edric- 1d20 + 1 ⇒ (13) + 1 = 14
Vaysh- 1d20 + 0 ⇒ (11) + 0 = 11

Fenna+ Anyone who passes DC20 Perception:

You can make out the sound of snoring from the closest watchtower, as well as a couple of voices whispering.

Wow, bet your glad the Stealth check's dont matter yet :P

OR DID THEY :O


Your Humble Narrator

DC15 Hearing Based Perception Check:

You hear the hooting of a Owl somewhere overhead; but thats nothing unusual at this time of night.

DC20 Hearing Based Perception Check OR DC15 Sense Motive if you passed the spoiler above:

Although its quite a convincing imitation, you realise it's a human making these noises...

DC25 Perception Check:

Your sure the imitation came from the watchtower at K3... You can also hear frantic whispering from behind the northernmost log, and from behind the cart at K5.

Use the roll's you've already made in case theres any confusion.


Male Human Paladin 1

How far are we from the logs at this point?

EDIT: and how tall do the logs appear to be?


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

pre-combat notes:

My suggestions - speak up if you disagree.

@Positions - Edric and I switch position, and Vaysh and Fenna are on the squares north of us instead of their current position.

@Light - Fenna has cast light on a small coin. It is currently tucked tucked into my left glove. Edric and Malthir each has a sunrod, but have not lighted it yet.

@Spells - as soon as we reach the edge of the wood, Fenna casts Protection from evil on Malthir and Edric. Speak up about who goes first, guys. I drink the potion of Shield of Faith.

Edit: Has Talia been healed, and is Sir Edric mounted or not?


Male Human Paladin 1
Casimir wrote:

** spoiler omitted **

Edit: Has Talia been healed, and is Sir Edric mounted or not?

Those suggestions sound fine, Edric can go first for PFEvil.


Your Humble Narrator
Casimir wrote:

** spoiler omitted **

Edit: Has Talia been healed, and is Sir Edric mounted or not?

Edric stated he would approach on foot and then summon Talia when combat begins.

The logs are directly by the two shallow crossings (the two water crossings with pebbles showing through the water.). The logs are about four feet tall- the trees that they must have cut down were a fair size.

Positions noted. I would have put Vaysh and Fenna north of you anyway, but then you couldnt have seen who is who. We'll work out a colour code later :)


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

"Wait," Fenna whispers, "I believe our arrival has not gone unnoticed by the watchmen; that hoot was no owl."

One of the PfEs can be extended if you guys want, it's either that or an empowered healing spell later.


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

Save the metamagic. I have an unpleasant feeling we might need 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

Peering out into the night, Casimir tires to spot any motion. Not possessing the sharp eyes of the gnome, he sees nothing though.

Well, we expected as much. There will be blood before long. Better hurry up with the protective magic, he wispers.

When Fenna has cast her last spell and he has gulped down the potion of Shield of Faith, he calls out in a loud voice. Current AC is 20 for the next ten rounds.

Ho there. In the name of the Stag Lord, hold your fire! Happs sent us back with an urgent message for Kressle.

Bluff check 1d20 + 2 ⇒ (13) + 2 = 15

I know I don't have the highest bluff modifier, but I figured Casimir is the character best suited for subterfuge. If anyone feels otherwise, I'm fine by letting someone with a higher modifier shout instead.


Your Humble Narrator

There is an audible pause, and all noise stops, including the snoring. For a moment you think no-one will respond, and then a reply is shouted back from somewhere behind the northern-most log. An attractive female head pokes out from behind the log, and shouts back in a hoarse voice-

Happs sent you you say? Well, he wouldn't have given you my name unless he trusts you. Come closer to the river so we don't have to shout, friend!

DC13 Sense Motive Check:

That was too easy... You think shes trying to lure Casimir and anyone with him out into the open for an ambush.


Your Humble Narrator

Durations

Edric PfE- 9 rounds remaining
Malthir PfE- 10 rounds remaining
Casimir SoF- 10 rounds remaining


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

Sense Motive 1d20 + 7 ⇒ (10) + 7 = 17

Fenna places a hand on Casamir's arm, and shakes her head silently.


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

Sense motive 1d20 - 1 ⇒ (11) - 1 = 10

Well, at least now we know which of them are Kressle. I think I fooled her - what do we do now?, Casimir whispers to his companions.

Edit: Trusting the wisdom of the gnome oracle, with her powers of perception enhanced by her guiding star, Casimir stays put and peers out into the moonlit camp.

There must be more out there - any idea of where? he says softly.


Your Humble Narrator

Well? the woman snaps impatiently, stabbing a dagger into the top of the log she is stood behind.

Fenna, at this point you think you can see figures hidden in the watch tower at K2, but you can't see how many. The watchtower is well obscured by the branches and foliage of a nearby tree. Other than that, your certain at least one bandit is up in the nearby watchtower. There has been no movement from the camp area at K1 as far as you can tell, but someone could easily be stealthy over there and you wouldn't notice.


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

Vaysh, time to make people sleepy. Fenna, tell her where - and can you shed some light on our those logs using your dancing lights?

Are we moving in now or waiting a round to try and spot more of the bandits?? If so, Casimir is going to try and intimidate Kressle.


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

Now is probably the best option, before our protections expire.

"Up there," Fenna whispers to Vaysh, pointing up to the nearest Watchtower, "and there are some more in those trees there," she adds, pointing to the watchtower nearer the centre of the camp.

Frowning in concentration, she sends motes of her will to coalesce as four tiny stars that begin to float and swirl near where Kressle emerged, illuminating the near area with their silvery glow.


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'm out for the night - our DM will take actions for Casimir from here on, based on how the group decides to act.


Your Humble Narrator

Kressle wrenches her dagger out of the log as the lights appear around her and holds it up, ready to throw it once someone is close enough.

Bad Guys Initiative

Western Watchtower Boys-1d20 + 5 ⇒ (4) + 5 = 9
Eastern Watchtower Boys-1d20 + 5 ⇒ (2) + 5 = 7
Other Bandits-1d20 + 5 ⇒ (10) + 5 = 15
Kressle-1d20 + 3 ⇒ (7) + 3 = 10

Too long 'messenger', now you die! Get them boys! Make the Lord proud! the Bandit leader screeches

Torches are suddenly lit and flung in various sections of the camp.

-One is flung over the log by someone other than Kressle, landing ten feet or so into your side of the river and illuminating the area.

-One is hurled over the wagon, and lands near the southern Ford, iluminating the area.

-A sunrod is suddenly uncovered on the watch tower at K3, revealing three crouched bandits with bows pointing towards the river.

-A torch lands alarmingly close to the party, hurled blindly by someone in the Watchtower at K3.

Durations-
Edric PfE- 8 rounds remaining
Malthir PfE- 9 rounds remaining
Casimir SoF- 9 rounds remaining

Edric, you will have had time to quietly summon Talia if you so wish.

Round 1 Full Initiative

Other Bandits- 15
Fenna- 15
Edric-14
Casimir-11
Vaysh-11
Kressle-10
Western Watchtower Boys-9
Eastern Watchtower Boys-7
Malthir-2

Suddenly emerging from behind the wagon at K5, three bandits armed with bows move to the west side of the southern ford, shortswords in their hands. At the same time, Fenna spots a single bandit from the camp move next to the campfire and make a pot shot at Casimir

1d20 + 2 ⇒ (14) + 2 = 16

But the arrow thuds into the trees long before it even gets to the River.

Two bandits flanking Kressle suddenly rear up from behind the log and take shots at Malthir.

1d20 + 2 ⇒ (9) + 2 = 11
2d20 + 2 ⇒ (9, 3) + 2 = 14

The paladins cover and armour protects him from the arrows and he is unharmed.

Updated map as far as you can make out... is below.

Map

Over to (most) of you guys!


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

Oh boy, that's a lot of bandits.

Fenna seems caught off guard by the sudden emergence of the bandits, and appears to have forgotten where she had stored her crossbow, cursing to herself in gnomish she fumbles around but eventually manages to get her weapon loaded.

Standard action to draw crossbow, and move action to load it.


Your Humble Narrator

We can assume you drew it when it looked like the negotiations were going sour if you'd like to give me a shot?


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

The gnome lines up a shot towards the bandit leader, 1d20 + 2 ⇒ (14) + 2 = 16, 1d6 ⇒ 6, then retrieves another bolt.

Edit: actually, given the haunted curse stating that drawing any stored item is at least a standard action, does that mean it takes a standard action (rather than the usual free action) to draw a bolt, then a move action to load it?


Your Humble Narrator
Fenna Thistleswade wrote:

The gnome lines up a shot towards the bandit leader, 1d20+2, 1d6, then retrieves another bolt.

Edit: actually, given the haunted curse stating that drawing any stored item is at least a standard action, does that mean it takes a standard action (rather than the usual free action) to draw a bolt, then a move action to load it?

Its not specified, but i'm not really into penalising you more than necessary so i'm going to say it doesn't affect your reloading. It cripples your first round when you need to draw something in a surprise round or if your ambushed, but if your ready and going into a fight i'd rather believe you had your weapons out.

The shot thuds into Kressle's cover as she ducks behind the log in an evasive maneuver.


Your Humble Narrator

I'm going to assume you were still planning to all delay until Malthir's initiative count.

Edric and Casimir delay until Malthir's action. Vaysh your up.


Female Human, Rostlander Celestial Sorcerer 2

Vaysh winces at how quickly things have gone bad, but bites the inside of her cheek to focus her mind on the situation at hand. She drops her head slightly and takes a quick step back away from the torchlight; then she begins to speak softly in her strange and lofty language, while many might not understand the words they are familiar to her company.

Celestial Tongue:
Down and decline, drooping dreamer, darkness draws near,
Day is done, dusk is here, my dreamer do not fear.

Take a step back (though still in same square since difficult) and cast sleep. Guess the thread exploded suddenly between me checking it today. Hope everything is well.


Male Human Paladin 1

May want to wait on the sleep spell as you can't reach anyone with it at the moment, may want to check your position on the map? Malthir will say shield wall on my mark and then move up and sleep them!
Round 1 Action do a single move straight toward Kressle so he doesn't out distance himself from the other fighters and unfortunately become a pin coushion as I hope the other men will form up to comeplete the wall. His standard action is to ready an action to attack any enemies that come within range of my sword.

EDIT: Nevermind, thought that sleep was a close range spell for some reason.


Female Human, Rostlander Celestial Sorcerer 2

Three separate clumps of guys in range. Not sure what you are speaking of.


Male Human Cavalier (Order of the Dragon) 1


All,
I need some clarification. First, Alexander would it be possible to add a grid to the map to make it easier to read and describe movement? Are the squares with trees and shrubs difficult terrain? The Bandits that came from K5 are they wielding bows or shortswords? Now if I'm reading this map right the only way for us to get to Kressle is to cut through the group of Bandits from K5 cross the ford and then climb/jump over the log. Is this right?

Edric vaults up onto Talia.
Quick Mount:1d20 - 1 ⇒ (13) - 1 = 12
Ready to move when you are Malthir. Let us take out the rabble on this side of the river before attempting to cross. The knight lowers his lance at the bandits to the south. To the ford and Victory!


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

As the arrows clank harmlessly off Malthir's armor, Casimir smiles a clod smile.

Our plan is working. Our armor and magic protects us well.

The duelist hefts his blade and raises his buckler, prepared to move out in formation.

You are rigth, Sir Edric. Best to cut down those three in the hope of drawing out their leader from cover. Vaysh, focus on the watchtowers. Fenna, can you use your ghost sound to make it sound like armed men are comming at the bandits from behind?


Your Humble Narrator
Sir Edric Orlavsky wrote:

All,
I need some clarification. First, Alexander would it be possible to add a grid to the map to make it easier to read and describe movement? Are the squares with trees and shrubs difficult terrain? The Bandits that came from K5 are they wielding bows or shortswords? Now if I'm reading this map right the only way for us to get to Kressle is to cut through the group of Bandits from K5 cross the ford and then climb/jump over the log. Is this right?

Theres already a grid on the map; each square is a 5 foot square, like a normal battlemat- the lines are clearly visible, are you not seeing what i'm seeing?

As for getting to Kressle, the two main crossings are the easiest way across, although you could attempt to simply jump over the river; its at its narrowest here.

As specified in the first spoiler, any square with a tree or shrubbery is difficult terrain.

As specified, the bandits that are approaching you from behind the wagon are coming at you with swords drawn- but they have bows over their shoulders. Unless I specify otherwise, assume every bandit has the 'standard' bandit gear of leather armour, short sword and longbow. You haven't seen enough of Kressle to see her gear.


Your Humble Narrator

Malthir, Edric and Casimir; you can get your shield wall & Casimir & Edric are delayed to act just before Malthir- but due to Edric using a move action to mount Talia, he won't be able to activate it this round. Thus I have Malthir and Casimir in the shield wall formation, Malthir with a readied action, and Casimir making an intimidate check against Kressle (will wait on Jace to give me something witty or frightening :P.

Edric acting on initiative count 4, Casimir on init count 3, Malthir on init count 2. Do I have everything right?


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 think he means letters and numbers along the x and y axis. E. g. I move from G4 to F6.


Your Humble Narrator

Yeah I clicked eventually and gave it a go, but because of the way i'm putting the images up i'd have to painstakingly re-type all the leters and line them up every time something changes, so its a no go this time.

Vaysh begins casting her Sleep spell. Although she cannot see the men on the watchtower, she is able to target it high enough on the tower that she thinks she can catch them in its radius.

Kressle pokes her head over the barricade, enough for you to see she is wearing a nice chain shirt. Holding a dagger, she twirls it around in her fingers expertly, smirking at the group.

Kressle is on a readied action.

As Casimir, Edric and Malthir emerge from the tree cover and begin moving out into the open, they are met by a veritable hail of arrow fire before they are finished moving into position.

1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (11) + 2 = 13

The three men instinctively wince as they see arrows fly at them, but none of the arrows truly find its mark; and the one that does is deflected away from Edric by an unseen force...

What's wrong with you all! Kressle screeches as she hurls a dagger at Malthir, her closest target.

Because whether Kressle is shaken or not will affect her attack roll, i'll go ahead and make your intimidate roll for you Casimir.

1d20 + 6 ⇒ (10) + 6 = 16

Insert scary line from Casimir. Kressle pales slightly at his words.

1d20 - 2 ⇒ (15) - 2 = 13

Although her aim is true, Kressle's dagger falls woefully short of the distance required to hit the paladin.

Edric, Casimir and Malthir get into position

Round 2 coming soon.


Your Humble Narrator

Round 2 Initiative

Other Bandits- 15
Fenna- 15
Vaysh-11
Kressle-10
Western Watchtower Boys-9
Eastern Watchtower Boys-7
Edric-4
Casimir-3
Malthir-2

The bandits that are visible beside Kressle shift their aim to the dnagerous looking warhorse after seeing how little effect their arrows were having on the heavily armoured warriors.

1d20 + 2 ⇒ (16) + 2 = 18
1d8 ⇒ 4
1d20 + 2 ⇒ (6) + 2 = 8

One arrow flies towards Talia's flank, and Edric tries to swerve the horse away from the arrow instinctively...

Edric, if you can make a Ride check at DC18 you can negate the four points of damage on Talia through skilled horsemanship. Otherwise make note of it.

The bandit at the rear of the camp by the campfire sprints over to the river bank a little to the north of Kressle. The three that were approaching the party's warriors with shortswords seem to hesitate, and then quickly move to defend the northern ford and Kressle.

Double moved to their new positions by the northern torch.

Updated map after the non-watchtower bandits is below-

Battle Map

We're currently on initiative count 15, once I see Fenna's actions i'll give feedback on Vaysh's sleep spell.

Made an edit to the battlemat to reflect the bandits movements who were hiding behind the wagon, missed them out by accident. The link in this post now goes to the correct image.

Durations

Edric PfE- 7 rounds remaining
Malthir PfE- 8 rounds remaining
Casimir SoF- 8 rounds remaining


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

Activating the Shield Wall feat is a standard action, so Sir Edric can do that before we move out if he only used a move action to mount.

The three warriors march out of the woods shoulder by shoulder, looking fierce in the flickering tourchlight. As the hail of arrows Casimir calls out to the bandit leader.

These ragged fools aim as poorly as Happs' men did, Kressle. The message from him is this: There is a new force in these lands, come to end your reign of plundering. Happs died like a dog, on his knees in the dirt, after betraying all your secrets. Know that for anyone who follows the Stag Lord, there can be only one end - a bloody death by the sword of justice.

Round 2 Actions
Casimir will wait for Malthir and Edric to move and then follow and engage the bandits on this side of the river.

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