DM Alexander Kilcoyne's Kingmaker PBP- Chapter 3

Game Master Alexander Kilcoyne

"The Maven of the Green came to me in a dream just over a week ago, and said that this place was ripe for settling..."

Agai Culchek, 4714 AR

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Your Humble Narrator

Kalev described the walls of the palisade as about 8 feet high, with the gatehouse around 20 feet at the base of the rampart.


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

Knowledge (local): 1d20 + 5 ⇒ (8) + 5 = 13

Curses! Missed a chance to show Kip up!

"A magically-aided assault sounds like a fine plan indeed. As the Baron says, speed is a surer bet than stealth for us. We will beat answers out of any foolish enough to not fight to the death"

"It's odd that this place had so much of value left in it. I suppose the magical trap sprung on the creature downstairs made the rest of it's kind fearful to poke around further."


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

...or perhaps they belong to a race that has difficulty climbing up stairs, Ricter.

I think we have enough input to finalize a battle plan. We still need to decide if we rush the gate at once or wait till it's light enough to see. Personally, I'd love to have Casimir doing some invisible mayhem from the sky, if Kip can spare another fly spell. Spark cantrip + oil and/or fuse grenade, unseen servant, glitterdust...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Let me know which spells to cast on who, and I am ready. ;)


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

To try and move things along... fly on Cas and Kalev. Kip hitches a ride on Kalev. 3 of us fly into the fort, making for the gate. Kalev and Kip try and open and hold the gate long enough for the other 3 to charge in on horseback. Flying Cas rains mayhem down from above. If we fail to open/hold the gate, Fenna can bridge the wall and get themselves inside. Does that sound right?

Do we wish to wait for daybreak or go now? If we wait for daybreak, Fenna's bridge is not an option.

Kalev, did you get a peek at the ground within the fort? Is it hard packed dirt or are there plants available for an entangle spell?


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Anyone? I would really hate to see this game die. :(


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
Kip Bendybrook wrote:
Anyone? I would really hate to see this game die. :(

I'm here - and not to worry. Summer is always a slow period for PbPs.


Your Humble Narrator

Waiting on group to come to a consensus. Sounds like you have a plan- night or day?


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

No time like the present, I say - we have plenty of options to make light, and the spriggans are at a disadvantage in the dark too. I'd like for Fenna, Malthir, Ricter and Kalev to nod to the plan before we charge in, though.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

It is a daring plan, but I think it is worth it.


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

"Perhaps not the most subtle approach, but it has proven effective in the past."

The moonlight bridge works in daylight, but I don't see much benefit in waiting until morning in any case.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Good to know... I just assumed a moonlight bridge would only function at night. :)


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Just waiting on Malthir and Ricter to OK the plan?


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir is good with the plan, he is riding in on horseback with Lance out. Couldn't post from my phone for some reason...


Your Humble Narrator

With Fenna, Ricter and Malthir getting as close as they dared to the fort on land, they waited anxiously in the dark, squinting to make out the gatehouse well ahead of them. With Light spells on Ricter and Malthir's sheathed weapons, they were ready.

Flying as close to the palisade and its light sources as they dared, Kalev (holding Kip) and Casimir were rendered invisible, as was the Halfling being flown through the air. Flying stealthily over the palisade, Casimir took to the air 30 feet above the centre of the compound while Kalev and Kip landed by the gatehouse. The latter pair threw the doors open just as they became visible again, while Casimir had the luxury of a moment to begin the assault in whatever way he deemed appropriate.

Even as the gate began to creak open, Malthir and the other riders urged their mounts forward and cleared the entrance; but not before two crossbow bolts sailed hopelessly over Fenna's head, fired from the top of the blockhouse fortification that loomed over the triangular stockade that surrounded it; poor shots that would likely have still missed her even were she not mounted and moving swiftly.

Attack VS Fenna: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Attack VS Fenna: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

The compound inside consisted of several buildings, with the blockhouse to the north presenting a formidable, wooden fortification. The buildings mostly had closed doors, restricting line of sight to whatever or whoever could be inside. A tool shed was situated on the south side of the fortification; this area L20 was surrounded by split-rail fence that, anchored at one end by a rough shed built from logs, served as a corral. The corral was empty save for a number of gnawed and picked bones.

On the south-western end of the triangular stockade, the sentry Kalev had spotted apparently had a friend on the other raised platform beside him. Both Spriggans bore crossbows and looked on with wide, alarmed eyes at the sudden assault on their home. The yard itself was composed of churned mud and scraggly weeds. A crudely built well stood near the centre, while not far away a large bonfire with a spit was roasting, holding a side of beef over it. By the spit, a Spriggan the size of an Ogre was sat by the large fire, four Dire Wolves sat nearby keeping him company. The wolves snarled as they caught the scent of humanoids and horses, but sensed what was coming too late to prevent the gates being thrown open.

The building closest to Ricter was evidently a smithy, judging from the open front where a forge and anvil sat unused.

Kip- mark off two more Fly spells (one Casimir, one Kalev), mark off two Vanishes (yourself, Kalev) and Casimir mark off one Vanish (yourself).

Casimir has a surprise round to resolve, and then we're onto Round 1.

___________________________________________________________________________

Storm the Stockade of Spriggans!

Round 1-

Ordered Initiative-

Agai- 1d20 + 3 ⇒ (2) + 3 = 5
Dire Wolves- 1d20 + 2 ⇒ (14) + 2 = 16
Spriggans- 1d20 + 4 ⇒ (20) + 4 = 24
Casimir- 1d20 + 5 ⇒ (17) + 5 = 22
Malthir- 1d20 + 0 ⇒ (8) + 0 = 8
Fenna- 1d20 + 0 ⇒ (17) + 0 = 17
Ricter- 1d20 + 2 ⇒ (5) + 2 = 7
Kalev- 1d20 + 3 ⇒ (11) + 3 = 14
Kip- 1d20 + 6 ⇒ (8) + 6 = 14

Spriggans- 24
Casimir- 22
Fenna- 17
Dire Wolves- 16
Kip- 14
Kalev- 14
Malthir- 8
Ricter- 7
Agai- 5

Active Effects-

Casimir Altitude- 30 feet

Map-

Link (Surprise Round for Casimir)

Notes-

Action-

Casimir has a surprise round action before he becomes visible, then the Spriggans act...


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

With Brightclaw firmly grasped to focus his magic, Casimir smiled an unseen smile from his high vantagepoint and pointed down at the enlarged spriggan and his four-legged companions. Sparkle! he yelled, and a golden burst erupted in the middle of the courtyard.

Glitterdust DC 15. I think I'm able to get three wolves and the large spriggan, please confirm Alex.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I assume the smithy and the tool shed are single story buildings? What about the large building to the west and the blockhouse? Are there battlements and/or arrow slits on the blockhouse or any of the other buildings?


Your Humble Narrator

Every building is single floor except the blockhouse, which is two floors high, along with a small archers post at the very top akin to a watchtower. Strangely, the fire that came at Fenna came from a little below this archers post; apparently the blockhouse includes some firing holes and possibly murder holes on the second floor.

Spriggan Will (Fail): 1d20 + 1 ⇒ (3) + 1 = 4

Dire Wolf 1 Will (Fail): 1d20 + 2 ⇒ (8) + 2 = 10

Dire Wolf 3 Will (Fail): 1d20 + 2 ⇒ (11) + 2 = 13

Dire Wolf 4 Will (Fail): 1d20 + 2 ⇒ (10) + 2 = 12

Howling in outrage, the blinded Spriggan in the courtyard raised the alarm with high-pitched shouts and screams, Each of the wolves Casimir had targeted were also suffering from the tiny golden particles. The blinded Spriggan stumbled towards the south-west of the stockade, whistling for his wolves to follow.

Popping into sight as his invisibility spell expired, Casimir was targeted by both of the Spriggans at the south-west watch post. Both bolts struck his armour and glanced off the mighty mithril, much to his relief. Shots fired, the two Spriggans abandoned their crossbows and moved to the ground floor of the stockade, each sporting Halberds.

Attack VS Casimir: 1d20 + 9 ⇒ (14) + 9 = 23

Attack VS Casimir: 1d20 + 9 ⇒ (14) + 9 = 23

From inside the tool shed, two Spriggans emerged in response to the alarm being raised and swiftly made for the blockhouse, skirting around the Glitterdust and approaching the door. Five more crossbow bolts were fired at Casimir from the second floor of the blockhouse itself but most missed- the two one that did strike him were narrowly deflected by his armour.

Attack VS Casimir: 1d20 + 9 ⇒ (1) + 9 = 10

Attack VS Casimir: 1d20 + 9 ⇒ (9) + 9 = 18

Attack VS Casimir: 1d20 + 9 ⇒ (3) + 9 = 12

Attack VS Casimir: 1d20 + 9 ⇒ (15) + 9 = 24

Attack VS Casimir: 1d20 + 15 ⇒ (9) + 15 = 24

Casimir and Fenna are up.

Map Update (R1, I22)


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

"Forth, Guardians! For Kardas and Varnhold!" Casimir calls out, then flies North over the roof of the blockhouse, keeping an eye out for an hatch or similar opening.

Activate Inspire Courage. +2 to hit/dmg.


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

Fenna rides forwards with an Azlanti prayer on her lips, drawing up beside the barrels outside the smaller building. "Noble Soldier, I ask that you fill us with your courage, and bolster us as we stand for civilisation against these untamed creatures of the wild."

Ride to V41 and cast preayer, includes all Guardians except Casimir, and the closest Spriggan and Dire Wolf.

+1(-1) Luck bonus to attack rolls, weapon damage rolls, saves, and skill checks.


Your Humble Narrator

Casimir inspired courage in the Guardians as he began to ascend to the roof of the blockhouse one move action won't get you there but next round a move action will.

Three of the Dire Wolves followed the command of their large-sized handler, each trying to shake the golden particles from their eyes. The fourth, unblinded Dire Wolf was too territorial to flee with enemies in plain sight, and charged Malthir's horse as it galloped into the stockade; tearing outs its throat with a vicious bite despite Malthir's lance and leaving it bleeding on the ground! The Duke of Kardas fell heavily to the ground alongside his horse and the wolf snarled at him menacingly, baring its bloodstained teeth.

Malthir you can roll your AOO as the Dire Wolf only has 5 foot reach. Shouldn't affect what happens next.

Dire Wolf Charge (Crit Threat): 1d20 + 7 + 2 - 1 ⇒ (20) + 7 + 2 - 1 = 28
Dire Wolf Charge (Crit Confirm): 1d20 + 7 + 2 - 1 ⇒ (9) + 7 + 2 - 1 = 17
Damage: 2d8 + 6 - 2 ⇒ (6, 6) + 6 - 2 = 16
Malthir Falling Damage: 1d6 ⇒ 5

Spriggan Will: 1d20 + 1 ⇒ (9) + 1 = 10

Dire Wolf 1 Will (Pass): 1d20 + 2 ⇒ (14) + 2 = 16

Dire Wolf 3 Will: 1d20 + 2 ⇒ (10) + 2 = 12

Dire Wolf 4 Will: 1d20 + 2 ⇒ (4) + 2 = 6

Note once Casimir reaches the top of the blockhouse i'll rule him too far away for people to adequately perceive his Inspire Courage.

Map Update (R1, I14)

The rest of the Guardians are up.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir Lance attack
MW lance atk inspire prayer 1d20 + 11 + 1 + 2 + 1 ⇒ (1) + 11 + 1 + 2 + 1 = 16 dam 1d8 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15

Surprised by the wolf attack, Malthir misses the creature. As he falls he tries to jump off the horse...
ride soft fall 1d20 + 3 ⇒ (7) + 3 = 10 and crumples to the ground.
He draws his blade as he stands up, drawing the creatures attack before attacking the wolf back.

+2 longsword pwr atk inspire prayer 1d20 + 11 + 2 + 1 + 1 - 2 + 2 + 1 ⇒ (13) + 11 + 2 + 1 + 1 - 2 + 2 + 1 = 29 dam 1d8 + 4 + 2 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 4 + 2 + 1 = 21

Damned wolves, Fenna if you get a spare moment can you save the horse?


Your Humble Narrator

Rising to his feet gave the Wolf precious seconds to attack Malthir but found no exposed flesh on which to bite, despite its efforts. In return, Malthir sliced open the wolf's stomach with a long slash as he rose, severely wounding it.

AOO: 1d20 + 7 + 4 - 1 ⇒ (14) + 7 + 4 - 1 = 24


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Posting from my phone as to not hold things up any longer than I have already...

Kip would like to pit the 2 spriggans running for the blockhouse if he can (moving to his left and using rod of reach). Or if that isn't possible, caste entangle centered on O/31 if he can. If that isn't an option either, then magic missile the dire wolf wounded by Malthir...

magic missile (4): 4d4 + 4 ⇒ (1, 3, 1, 4) + 4 = 13


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

I've been quiet for a while, but I'm still here. I'm going to wait to see if that magic missile dropped the dire wolf before I post an action.

Apologies if this is an obvious question, but what action is used to guide a combat-trained horse in combat? Is it a move action to make it move, or can it carry me around while I make full round attacks?


Your Humble Narrator

Spriggan 2 Reflex (Fail): 1d20 + 5 ⇒ (9) + 5 = 14
Falling Damage: 3d6 ⇒ (3, 5, 2) = 10

Spriggan 3 Reflex (Pass): 1d20 + 5 ⇒ (15) + 5 = 20

With a panicked yelp, the two Spriggans attempted to leap clear of the pit as it began to form beneath them. While one of them made it, the other was a heartbeat too slow, and fell into the pit instead. A yelp of pain confirmed that the Fey had survived the fall.

Generally if your mount takes more than a 5 foot step, you can't full attack. Its a DC5 Ride check to guide your mount with your knees and keep your hands free. If you want your horse to attack as well as yourself, you need to pass a DC15 Ride check. Bear in mind that your armour check penalty (armour + shield) applies to these checks.

Kalev is also up.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Kalev moves closer, calling on his magic to increase Cleft's heft.

Move to X41 (I think it is) and cast Lead Blade


Your Humble Narrator

X41 is a threatened square so i'll interpret as cast then move there.

Ricter left to close the round.


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

As much from training as the Hellknight's spurs, Ricter's horse steps forward to let the Hellknight bring his wrath to bear:

DC5 Ride check to control with knees: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1

Failure - forced to drop shield to maintain control?

5' step to [W,X; 41, 42]

Flail Power Attack (+1 prayer, +2 inspire): 1d20 + 16 ⇒ (18) + 16 = 34

Damage: 1d8 + 16 ⇒ (1) + 16 = 17

Iterative Flail Power Attack (+1 prayer, +2 inspire): 1d20 + 11 ⇒ (10) + 11 = 21

Damage: 1d8 + 16 ⇒ (6) + 16 = 22


Your Humble Narrator

With regards to the shield that sounds reasonable.

The difficulty he had controlling his mount while burdened by his heavy armour did not stop Ricter from leaning down from his steed and bashing in the skull of the Dire Wolf; striking a second time against the bleeding animal to ensure it would not be a problem in the future.

Storm the Stockade of Spriggans!

Round 2-

Ordered Initiative-

Spriggans- 24
Casimir- 22
Fenna- 17
Dire Wolves- 16
Kip- 14
Kalev- 14
Malthir- 8
Ricter- 7
Agai- 5

Active Effects-

Inspire Courage no longer affecting the Guardians (other than Casimir) after Casimir's move to the top of the blockhouse.

Prayer (Fenna to track duration)

Lead Blades (Kalev to track duration)

Map-

Link (after Casimir's move action, I22)

Notes-

Action-

The Spriggan who had avoided the pit tried in vain to open the door to the blockhouse, shouting in frustration as the door refused to open. Turning to the Guardians with his back to the door, the Spriggan produced his heavy crossbow, and four more bolts were fired from the firing holes on the second floor of the blockhouse. Perhaps seeking to buy time or simply focusing upon an unarmoured target, three of the bolts seemed to be focused upon Ricter's horse while one more was fired at the ascending Casimir. All four bolts hit their targets, grazing Casimir's arm and taking down Ricter's mount beneath him; sending the Hellknight sprawling to the ground beside his discarded shield.

Attack VS Ricter's Mount (Hit): 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Attack VS Ricter's Mount (Hit): 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Attack VS Ricter's Mount (Hit): 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Attack VS Casimir (Hit/Crit Threat): 1d20 + 9 ⇒ (20) + 9 = 29
Attack VS Casimir (Crit Unconfirmed): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Ricter Falling Damage: 1d6 ⇒ 5

The two Spriggans that had been posted at the south-west watch towers sprinted over to the north-west wall, hefting their halberds as they prepared to makea stand. The giant wolf handler was fearful for his own life and continued to keep his three wolves close to him as he tried to get the golden dust particles out of his eyes, finally succeeding.

Spriggan Will: 1d20 + 1 ⇒ (14) + 1 = 15

Inside the pit, out of sight of everyone except Casimir, the angry-looking Spriggan caught in the pit swelled in size and mass, becoming as large as an Troll in the space of a few seconds.

The Spymaster reached the top of the blockhouse and took in the scene. The rooftop platform provided a commanding view of the village and surrounding area. Close-set logs provided cover to anyone standing a watch. A single barrel sat in one corner of the platform, while opposite sits a large oil-burning brazier. The soiled, trampled flag of Varnhold was displayed from one half of a broken pole. Casimir quickly found a hatch leading down, but it seemed to be barred from the inside.

Casimir still has a standard action left and then its on to Fenna. I should have mentioned the Spriggans are wearing chain shirts by the way.


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

Alex, is there any way I can get line of effect inside the blockhouse?


Your Humble Narrator

The firing holes are essentially arrow slits, granting those inside improved cover and improved evasion (they have also been sniping at only a -10 base + stealth + distance due to this improved cover). You could get line of sight/effect to them by flying in front of the firing holes again (your above that level right now) (if you do so, make a perception check modified by your distance to the firing holes, -1 per ten feet). Or you could try your luck with the barred hatch ;).


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 his brief swoop round the archer post, Casimir flies lower again, taking position on the roof of the blockhouse, directly over the fireing holes.

I'm aiming to be close enough for my Inspire to affect the others, yet be at an angle where I can't be fired upon.


Your Humble Narrator

Sounds reasonable, you'll be just above the firing holes then. Fenna is up.


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

"Watchful Shepherd, please take our fallen steeds under your protection and save them from the wild predators of this untamed land."

Fenna speaks her prayer clearly, reaching out with one hand towards Malthir's bleeding horse, using the other to keep Dandelion behind the makeshift cover of the nearby barrels.

Stabilise Malthir's horse. No movement.

Prayer: 1/7 rounds elapsed.


Your Humble Narrator

Dire Wolf 3 Will (Pass): 1d20 + 2 ⇒ (14) + 2 = 16

Dire Wolf 4 Will (Fail): 1d20 + 2 ⇒ (5) + 2 = 7

A second Dire Wolf recovered from the Glitterdust, while the closest to the Guardians bared its teeth as it readied itself to bite the first hostile that got close enough.

No movement but a readied action.

Kip, Kalev, Malthir and Ricter are up. Remember there is Glitterdust in the middle of the courtyard.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Single move forward to U38, activate Divine Bond to add Keen to Liberator.


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

Alex, regarding glitterdust - it is my understanding of the spell that it only affects creatures caugth in the initial burst, and that the rounds per minute duration tracks for how long they are covered and have to keep making saves. I think we have discussed this before.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Round 2 Init 14

Kip calls out, What should I do? Entangle? If so, the wolves or the spriggans by the door? (FrA speech)

He waits on a response before acting... (delay until after Ricter, init 6)

Current status & effects:
AC: 22 HP: 55 of 55
Cast by Kip:
fly (on Cas & Kalev) expires 7- minutes
create pit (P/Q 34/35) expires round 9 (init 14)

Cast by others on Kip:
prayer (Fenna)


Your Humble Narrator

Yeah your right Casimir. I'm remembering how another PbP GM ran it instead of the RAW.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Slowing them or killing them would be better, we don't want a hinderance getting to them.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Casting summon Kalev! :)


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

"USELESS animal..."

Ricter mutters as he climbs to his feet (move action) and picks his shield back up (standard action).

"YOU'RE OUT OF CHEAP SHOTS, VERMIN!"


Your Humble Narrator

I'm off for a Stag Weekend, so Kalev has plenty of time to post.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Kalev moves carefully forward, his weapon at the ready.

Move to S36


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1
Kalev Lehola wrote:

Kalev moves carefully forward, his weapon at the ready.

Move to S36

Kip would like to point out that Kalev is still under the effect of his fly spell, and as such, could fly that far with a single move action... letting you attack that large Spriggan right now. :)

Just waiting on Malthir to act before Kip comes off of delay... ;)


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Malthir Al Dagon wrote:
Single move forward to U38, activate Divine Bond to add Keen to Liberator.

Already posted my action here, just waiting on Kip.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Sorry Malthir, missed that. :P
Also realized the big Spriggan is still likely in the pit Kalev... but you could ready an attack instead. ;)

Round 2 Init 6

I only have enough energy for one slow... and I don't do "killing" very well, Kip thinks to himself at Malthir's response. At a loss as to what to do, Kip dashes to join Fenna behind cover (MA to V/42) and once there turns and fires four bolts of magical energy at the nearest dire wolf (SA cast magic missile at V-W/29-30)...

magic missile: 4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15

...that unerringly slam into the beast.

Current status & effects:
AC: 22 HP: 55 of 55
Cast by Kip:
fly (on Cas & Kalev) expires 7- minutes
create pit (P/Q 34/35) expires round 9 (init 14)

Cast by others on Kip:
prayer (Fenna)


Your Humble Narrator

The large Spriggan is indeed in the pit, nor does the group actually know he is large (other than Casimir) as he used that ability inside the pit.

The Guardians continued to move into the courtyard of the stockade, magical light guiding their movements. Kip's force missiles left several bruises upon the large Wolf but as he expected, it was too tough to bring down with the spell.

From the firing holes just below Casimir, another crossbow bolt flew out of the blockhouse, this one fired at Ricter with deadly precision. To the great disappointment of the shooter, the Hellknight's shield came up just in time as he strapped it back onto his arm, deflecting the bolt that had been arcing for his chest.

Crossbow Attack (Hit, Negated by Missile Shield): 1d20 + 15 ⇒ (12) + 15 = 27

Storm the Stockade of Spriggans!

Round 3-

Ordered Initiative-

Spriggans- 24
Casimir- 22
Fenna- 17
Dire Wolves- 16
Kip- 14
Kalev- 14
Malthir- 8
Ricter- 7
Agai- 5

Active Effects-

Inspire Courage on all Guardians.

Prayer (Fenna to track duration)

Lead Blades (Kalev to track duration)

Map-

Link (Round 3, I22)

Notes-

Squares P/Q, 34/35 are the pit Kip conjured. Standing on the edge of that square at the end of your action will require you to make a reflex save at +2 or fall inside...

Action-

Slowly but surely, the Spriggan inside the pit braced himself against the corners of the pit and began to climb out, rising ten feet with difficulty.

Spriggan Climb DC20 (-5 modifier): 1d20 + 6 ⇒ (16) + 6 = 22

Both the Spriggan guarding the door and those firing from inside the blockhouse targeted Kalev with their crossbow bolts, several puncturing his armour and skin, leaving the Half-Orc bleeding as he approached. Shriekish cheers could be heard coming from the blockhouse as a result!

Volley VS Kalev (Hit): 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Volley VS Kalev (Hit): 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Volley VS Kalev: 1d20 + 9 ⇒ (12) + 9 = 21

Volley VS Kalev (Hit): 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Volley VS Kalev: 1d20 + 9 ⇒ (5) + 9 = 14

The wolf-master Spriggan and the two Spriggans by the north-west wall advanced, halberds hefted. The two smaller Spriggans braced their Halberds against a charge, narrowed eyes glaring in hatred...

Although the Guardians had caught the fort off-guard, it was clear the Spriggans could mount an effective defence...

Casimir and Fenna are up.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir yells to Cas., Cas, maybe you can drop the wand of haste to Kip, wasn't expecting to have to run the entire way, Damned Spriggans!

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