DM Jesse's Kingmaker PbP (Inactive)

Game Master Jesse Heinig

Current map: The Stolen Lands

Swag Bag

Realm management

Provisions: 11 person-days

Current Party XP Total: 15,117


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Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

I'll be here too. Nothing much going on where I live til maybe Thursday. Maybe can get in a bit of roleplay before then.

Telmarni nods as she trades her spellbook for Korinne. The spellbook is in decent shape although the outside of it is rather beaten. Inside it is organized in neat rows and such. With the spell name and description next to them. Though in places here and there she has taken little thoughts of different spells. Like how the shield spell looks like a floating oval and not like a real shield!

Telmarni's Spellbook Contents:

All 0 Level Spells
--------------------
1st Level Spells
-Burning Hands
-Color Spray
-Keep Watch
-Magic Missile
-Shield
-Shocking Grasp

Telmarni nods once again when she reads through Korinne's spellbook. "I agree. Knowledge should be shared. Be it mundane to the magical. Maybe after this we can see about coping each other spells into our own spellbooks just in case. Who knows when someone might need a certain spell."

When Cassandra speaks up about watches and scouting, Telmarni thinks about it. "We'll have to do it that way, rotating the watch. And I agree about the scouting bit. But for nighttime attack might not be a good idea." She tilts her head to the side. "Well, aside from my own ability to see in the dark, everyone else here needs some sort of light to see anything. Everyone here except me are human. If you know of a way to remedy it without giving them away, I would like to hear it." As Telmarni replies to her in a calm tone.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Sorry for the delay! Since I'm from Brazil, there is no Thanksgiving around here!

Carinna was quite excited during the journey, and even her recent mood after having to kill those bandits could get her down. She kept talking to her companions and also decided to name her ride... calling it Horse.

When they arrived at the location where they decided to camp. She tried to help, but she had little experience out in the wilds. Once everything was set and they finished their meals, Carinna decided that it has been a couple of nights since she last practiced with her sword. She got up and started her ritualistic dance with her sword.

Perform (dance): 1d20 + 6 ⇒ (5) + 6 = 11

When she is finished, she express her opinion about the scouting and attack plan.

"Tel, you must remember that in their camp, we'll be able to see quite well. They probably have a campfire, making it easy for us to spot them against the light and hard for them to see us in the dark... it does not solve our problems of getting close to their camp though..."


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Cassandra considered giving up her plan at that moment. It was a gamble to shift in front of anyone, even at night when it was unlikely anyone would see. The strix was the only one likely to see but... No. Attacking at night would reduce the risk to them. All of them. And leading ex bandits along complicated things. If they saw weakness they might turn. They could end it one fell swoop like they did at Oleg's. "Humans aren't as fragile at night as most believe. Some can get along quite well in the dark. If you," she says looking at Telmarni, "can get two people in close I can get the other. Attack from two sides."


Inactive

"It certainly couldn't hurt," Korinne nods as she carefully pages through Telmarni's spellbook. Although some of the magic written in the book differed from her own, the basic theory of each was thankfully familiar to her. "Yes, the Watch spell would certainly be useful...hmm, I've always thought fire was a little overrated myself but still, you never know when you'll need to incinerate something or someone in a hurry..."

After scribbling a few notes of her own on a piece of paper, she passes the book back to the strix. "Thanks for sharing! Maybe once we're back at Oleg's we can find some time to collaborate a little more," she smiles.

"As for a night ambush, I can always conjure a light if I absolutely have to. But if Tel and Cassandra are able to get the rest of us in fairly close, it shouldn't be necessary," she agrees.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

"That sounds good." Temarni replies to Cassandra, while she accepts her spellbook back. She puts the book into her bag before going over planning for nighttime. "When we do attack, I will have the spells ready for our attack. Just need to choose the right ones. And Cari, you are right. They most likely will have to have at least a camp fire going for warmth." She clears a patch of dirt near the camp fire and turns to Larik, the ex-bandit/former Shoemaker. "Larik, any chance you could give us the layout of the camp? It will help us get around easier, if they happen to have places for lookouts or something." She pulls out the dagger and sticks it in the cleared dirt patch before looking towards Cassandra. "Cassandra, if the layout he draws is useful, we might be able to plan our scouting a bit better too."


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Larik thinks for a moment, then flips his leather scraping tool around and uses it to make some basic shapes in the dirt.

"The camp is on one of the tributaries of the Thorn River, so there's always fresh water, fish, and somewhere to dump the leavings," he begins, drawing a line that crosses roughly north to south. "There's a trail that follows the river and crosses some of the shallow areas. If we come straight up the river trail it'll take us right there, but you'll be visible from the trail. There's an old wagon on the southwest side of the encampment; sometimes they set it up as if they're a family that got lost and broke a wheel so they can dupe people into 'helping' before they rob 'em. Now, Kressle's no dummy, so she set up watch posts on either side of the river, here," he pokes a hole in the dirt just west of the river, "an' here." He adds another dot just slightly further to the east side. "They have platforms up in the trees, about twenty feet, so's they have a good lookout and they can shoot people down below. The fire pit's a short distance past the east watch post," he adds as he pokes another spot on the ground. "Just a stone ring, an' we cut down some saplings and used some stumps from the firewood as chairs. It's a crude living, but a living."

Other questions? :D


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

"Assuming we can take them at their word," Cassandra says quietly to Telmarni. "Double check that drawing tomorrow. We'll meet you...here," she says pointing out a spot on the map. One that was outside cautious scouting range but close enough to make it during the night. Telmarni could fly ahead and scout before they got there.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

"Right." As Telmarni replies to Cassandra and noting the location. "I wonder... Maybe if I am able to take out a lookout quickly and quietly before we begin, we might be able to sneak in closer. Though I am not sure if I would be able to." She looks at the drawing, trying to gauge which one of the watch posts are further out.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Based on Larik's admittedly rough sketch, it looks like the east watchtower is closer to the campfire circle, but further from the river.


Inactive

"That would be a good idea, otherwise we're going to have some trouble trying to handle things on the ground with archers taking potshots at us from the towers."

Something seems to occur to Korinne and she turns to Larik. "How many men does Kressle usually keep at the camp?"


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Larik scratches the stubble on his chin and says, "Well... with us gone, probably about ten. Half of 'em might be out gathering firewood or hunting or whatnot during the day, though. So if you attack during the day you might not have to fight as many people, but then they could show up later, or they might spot the carnage and run off to wherever. If you attack at night you might catch some of 'em sleeping, but everyone will probably be in camp. And of course at some point Kressle will find out what happened at Oleg's and then you can bet she'll put everyone on watches and guard duty."

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

"Even with the chance of having to fight more bandits at once, I think striking at night is our best chance... If Tel can take one of the lookouts, perhaps me and Cassandra can shot the other down."

She thinks for a while.

"In any case, we'll still have about eight bandits... probably half will be sleeping, what leaves us with four... if Tel, Korrine, and Valeska can put them down with their spells, I think it will be quite easy to take Kressle down!"

With a grim, she has an idea.

"Oh and remember, if we can play with their minds, we might make a lot of them to surrender... in the middle of the fight, those who were sleeping and leave their tents, will not be able to know that the downed bandits are only sleeping or unconscious! They'll think we killed them all in just a couple of seconds!"


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

For a moment I forgot why Veleska wasn't posting. Forgot about the two week AFK.

Cassandra thought they were trusting Laric a little too much but everything he said sounded logical. He was surprisingly observant. Maybe a little too much. Either way, they had a plan for tomorrow. Time for sleep. It was going to be another long day. "Sounds like we agree. I'll take first watch." During the night, Cassandra stays aware of Laric and Hatch. They couldn't exactly keep the plan secret from them seeing as they shared the same camp and needed to keep an eye on them. They had an opportunity to flee, tell Kressle and maybe get back in with them. Tonight would be a good test of their morality.


Inactive

Yeah, based on the day of the post I'm guessing Val will be back sometime this weekend or by the start of next week.

"So nighttime it is," Korinne nods. "I'll be sure to ready the razzle dazzle for the occasion, like before. And...hum...should I shield myself or take the risk and prepare something slippery for them on top of the light show?" she queries. "There's also the chance to start a fire with it if we really need the extra oomph!"

"Oh! And I'll take last watch if that's okay; I'll need plenty of time to sleep so I can prepare my magics in the morning," she adds as she continues to ponder her spellbook.

Korinne is talking about memorizing Grease instead of Mage Armor, hehe.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

"I guess I will be after Cassandra for lookout. With our preparation, we should be able to get the drop on them. As Telmarni says. She makes her her tent and bedroll is ready. "I'll go bed now so I have a bit more extra shut eye. Not too keen of the dark." She goes inside her tent and goes to sleep.

When she is woken up from her slumber, she nods to Cassandra and takes watch. Keeping a lookout of the two ex-bandits and their surroundings.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Telmarni will prepare Color Spray and Shield for tomorrow.


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Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

As you settle in for the night, the last coals of the campfire giving off a feeble warmth, the sounds of the forest close in around you. Wind beats the trees and makes a constant rustling noise, and you can hear crickets and the occasional scuttling of burrowing animals.

Cassandra watches Larik and Hatch as they, too, settle into their sleeping rolls.

"These seem like nice women, Larik. Maybe they can help make things better," she hears Hatch say.

"Things aren't going to get better for folks like us, Hatch. You saw what happened to Happs and the others," replies Larik in a whisper.

"I mean, if we can just have things go right for once..." says Hatch.

Larik sighs and says, "Things don't go right because you always manage to screw up and make people mad. Nobody can trust you with a job so how else are you supposed to live?"

Hatch responds, "That's not fair, Larik. I had a good life on the farm until my brother kicked me out."

Larik says testily, "Why do you think he kicked you out? He got tired of you breaking things and making mistakes."

Hatch says urgently, "But that's not my fault! I try really hard. It just... people ask me to do things and then they get mad when I do what they said! And I don't know why and I don't even know that I'm doing anything wrong so then they get mad because I didn't ask what was wrong and I didn't even know I was supposed to ask a question!"

Larik replies, "It doesn't matter if it's fair or not, Hatch! You can't fit in anywhere so you will always be in trouble. Get used to it. Eventually you'll screw something up and these women won't have it and that will be that."

"You sure know how to make a guy feel terrible," says Hatch.

"I just want to get some sleep before these women march us to the battlefront tomorrow. You know if they lose, Kressle will kill us for betraying her, but if they win, we'll still be criminals and they'll just tie us up again. Just... stay nice, do what they say, and if it looks like they're losing, run for it."

"That's dumb, Larik. If I run for it, what am I gonna eat? Where will I go? It's gonna be two days back to Oleg's. And if they lose and I go back there they'll just shut the gate and I'll starve, or they'll hang me if more guards or adventurers show up. We got nothing, Larik. Nothing," Hatch trails off sadly.

Larik rolls over on his bedroll and says, "Go to sleep, Hatch. Worry about it tomorrow. I'm not going to do anything to make these women mad. At least they feed us and don't threaten us with axes."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DM roll: 1d100 ⇒ 93

Your next day upriver is... tense. You move as quickly and quietly as you can along the tributary of the Thorn River, along a worn dirt track that follows the river and occasionally crosses at a narrow spot when the terrain is too treacherous on one side or the other. Everyone gets damp at least once, except for Telmarni, who can easily fly across.

It takes most of the day to forge your way through the woods, though Larik seems to know the way well enough. About an hour before sunset you get to a spot that's 100 yards from the campsite, by Larik's reckoning. He warns you that if you stay here too long, you'll probably be spotted by foragers or hunters, but most of them will be going back to the camp for the evening now -- it should be safe until the next day.

Telmarni: Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

Telmarni takes to the air and, hugging the treetops, makes a quick pass near the putative encampment. Sure enough, she spots the east watchtower platform not far from the clearing with the remains of a stone-circled firepit. A lone bandit mans the watchtower, but he's scanning the forest floor, not watching for large birds. Down below, a small group -- maybe half a dozen -- is in the clearing, with one bandit cutting wood into logs for the fire as another mixes some kind of mushroom gruel in a dirty iron pot.

Though you're a bit tired, you feel confident that if you launch an attack a few hours after nightfall you can have the element of surprise along with the energy for battle.

On the bandit camp map: K1 = Campfire Circle. K2 = Eastern Watch Platform. K3 = Western Watch Platform. K4 = Large fallen log (cover). K5 = Broken-down wagon.


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Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

I love how you give the NPC's character. Makes them more realistic.

Its a nitpicky thing but I meant for Telmarni to fly ahead since she can move a lot faster and scout. And that's we'd hang back like, a quarter mile, then we'd close in at night. But this works too.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Quarter-mile is not too much further -- that's fine. 100 yards or quarter-mile doesn't make much difference to me. You'll note after the debate between Larik and Hatch there's a bit where I describe Telmarni flying ahead to scout the camp, which is how you have the map. :)


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Cassandra has been anticipating this all day and her blood has been subtly pushing her to a more feral state. By the time the sun has set she is almost completely still, eyes and ears twitching at ever little sound. They were going to have to kill this time, without demand of surrender. They couldn't afford to give them a chance to prepare.

She looks over at the pair of bandits they rescued. Compassion overrides the predator for a moment. From the conversation last night, Laric figured they were dead men. If they won, they would be turned over to the authorities and hanged. If they lost, Kressle would make an example of them. Cassandra couldn't let them think that right before they walked into this. She moves over to them and speaks clearly enough for everyone to hear. "You two stay with the horses. If something goes wrong, head back and warn Oleg. You should be able to make it with no supplies, riding through the night. Not sure he'd believe you but at least he might be able to prepare," she says, shrugging that possibility away. "Your free to do as you please after that." She pauses to let that sink. "I know neither of you are fighters. We don't expect you to fight. Their fate," she says indicating the bandit camp, "doesn't have to be yours. Don't screw this opportunity up." She makes it a point to look both of them in the eye to let them know she heard what they said last night. Hopefully giving them some trust will make them trust us.

She looks at the others, hoping they agreed. Oh crap. Shouldn't have done that. If they disagree I am going to look the fool. Even in the dark her concern is very evident.


Inactive

As the group makes their way ever closer to the bandit's camp the next day, even Korinne seems affected by the rather tense mood and remains largely silent. She'd decided to take the risk of preparing Grease instead of her usual Mage Armor, figuring that in this case the best defense would likely be a strong offense.

Maybe I can drop some of them off those towers if push comes to shove. Larik said they were a pretty good distance off the ground, so anyone that falls probably won't get up again without some sort of divine intervention...or maybe I can start a fire to add to the confusion...

Her mind running through the possible methods of attack, she almost misses it when the others call a halt. "Oh! Whoa Aggie!" she says, pulling on the reins and calling the horse to a stop. "Sorry about that," she says as she climbs down, looking rather embarrassed. "I was just thinking."

As they work to settle in at their temporary resting spot, she looks up at Cassandra's words and then at Larik and Hatch before nodding her agreement. "That's right. You still have a chance to make things right and to make your own way, to have a better life! Hold on to that hope no matter what happens here."

Korinne will memorize Color Spray and Grease for today.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Now we wait...

Carinna gets down of Horse and gives its reigns to Larik.

"We are here to settle this lands, and any city could use a cobbler and a farmer..."

She sits down at the foot of a big tree, draws her sword and starts to make it sharper with a whetstone.

"Now it is up to you, Tel... Take the first lookout and we shall move on..."


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

When everyone is ready to go Cassandra speaks to the group once more. "I'll help Telmarni take out the look out. Once he is taken care of. Korinne and I can swing north and approach from there. Then Carinna, Veleska, and Korinne can approach while I and Telmarni cover them. Let's see how close we can get before attacking first though." She awaits conformation on her plan before moving on. Once everyone is ready she moves far enough ahead to be barely visible and throws up her hood. Under the cloth covering, her facial features shift yet again, turning into something more feline. She readies her bow and takes a slouched stance as she stealth's towards the first look out. Once she can distinctly see him, she draws back and waits for Telmarni to make the first move.

Effectively invisible and 60ft away puts the DC at +26 so I doubt stealth is needed. Also, I don't remember where I read this but is it possible to watch an enemy for a few rounds and get a bonus to your next attack?

If necessary: Stealth: 1d20 + 8 ⇒ (6) + 8 = 14

Attack+FE: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage+FE: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

If Telmarni attacks from range I will be fine but if not then I will strike first because I don't have precise shot yet.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Ok, here's how this will set up!

You basically have a great ambush position. You know their layout and their numbers, you just have to decide where you want to approach from. You could approach from any side -- come from the east behind their lines, from the north opposite the usual direction of travel, whatever. Telmarni can go anywhere on the map, as she can fly. The rest of the group will arrive on the edge of the map, wherever you like, and work their way in. If you wanna follow Cassandra's plan, no problem! Since the bandits are also blinded in the dark, they are basically reliant on making Perception checks to hear you in order to react and bring up light sources.

Remember that with darkvision you can only see 12 squares around you. The bandits douse their campfire before they go to bed, so there's no light there. Telmarni's scouting shows that the bandits in the watchposts have shuttered lanterns, so once fighting starts they will probably start having light. Once a bandit has light, you can see that bandit and everything around them to the usual radius (I'll put colored circles on the map to show lit areas. This does mean, however, that party members without darkvision are essentially moving blind, which means moving at half speed, until lighting becomes available in their area.

I don't recall any special rules in Pathfinder regarding gaining bonuses for studying your target over several rounds, other than the assassin's death attack class feature. You are, however, making your first attack against a flat-footed opponent, so there is that. The trees give partial concealment to the bandits who are on the watchtowers, which means 20% miss chance there, even if you can see in the dark, just because of all the branches and foliage.

I will control Valeska unless the player gets back in time to take over again. As a half-elf she has low-light vision, so she is still stumbling around in the dark until a light source comes on, at which point she can use it to great effectiveness.


Inactive

I'm fine with Cassandra's plan! The only thing I know of about studying a target would be the Slayer's Studied Target/Strike abilities.

"Seems solid to me," Korinne nods. "Let's hope with the element of surprise that they'll just scatter once they realize what's going on!"

Relying on Cassandra and Telmarni to guide her in the dark, she tries to be as quiet as possible as they maneuver into position and wait for the two scouts to take care of the watchpost.

Stealth (If Needed): 1d20 + 2 ⇒ (18) + 2 = 20 Subtract from that as needed for not being able to see.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Carinna nods.

"Just one thing... they now their camp, a thing we do not... so once the actual fight starts, if any of you could provide a light source it would be great, and it eliminates the risk of we hurt each other by accident."

Stealth (If needed): 1d20 + 4 - 3 ⇒ (20) + 4 - 3 = 21

EDIT: What a wasted crit if the Stealth is not needed...


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Player suggestion. Anyone with cantrips, if dancing lights is one of them, I suggest using that as it has range and Light does not. The spell allows for 4 torch lights up to 20 ft away from each other (10ft radius). This means you can spread the lights out to cover a 60 ft diameter circle in normal light. Light spell would also give away your position. It may only last a minute but I think its better suited for this encounter.


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Maybe I could have prepared it for this encounter. I don't really have a use for my arcane mark right now. And if I do prepare it, I can use it to make the lights float to the other side of the camp as well. What do you think?

Once everyone is ready, Telmarni takes flight, but tries her best not to make much noise while she gets off the ground and into the sky.
Stealth: 1d20 + 3 ⇒ (2) + 3 = 5...Well, crap. >.<


Inactive

Checking my posts, I actually didn't state what cantrips Korinne was memorizing for today, just her first level spells. If the DM is okay with it, I'll load Dancing Lights as one of them, along with Acid Splash, Detect Magic, and Mage Hand.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Fine with me!


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

I'm back, just getting caught up. Is there time to whip up a Mage Armor potion the night before?

In any case, I'll prepare the following:

Cantrips: Daze, Dancing Lights, Message
Level 1: Hypnotism, Obscuring Mist


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Yes, there is time.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

I've placed your tokens on the map edge. As noted previously, you can place yourselves along any edge you want, and Telmarni can go basically anywhere (though I wouldn't recommend landing in the middle of the sleeping bandits). Bandits 9 & 10 are in the guard towers and awake. The other bandits, as you can see from the icons, are asleep.

Let me know when you are in the positions you want!


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

The rolls earlier where an attack on K3, assuming we go through with a stealthy approach while taking out lookouts. Carinna mentioned taking him out. Went with that. Afterwards I thought splitting and attacking from north and south the best approach. Or we can skip him and just pincer the camp.


Inactive

I'm still game to try and take out the guy at K3 and then do the north-south pincer attack depending on how it goes. To that end, I'll place Korinne somewhere in the northwest section of the map; let me know if she needs to be adjusted further.


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Northwest sounds good.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

Your location is fine, Korinne. Anywhere along that first line of full squares is OK for the party members to pick as their entry point.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

When it is time to shot down the second bandit guarding the camp, here is Carinna's attack.

Miss chance (1-20): 1d100 ⇒ 33
Attack (Longbow): 1d20 + 5 ⇒ (12) + 5 = 17
Damage (Longbow): 1d8 ⇒ 1

"Damn it! This thing is useless..."


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Miss: 1d100 ⇒ 44


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

I should clarify -- once you have placed your characters at the edge of the map (or anywhere, in Telmarni's case), you will have a surprise round. That means a standard action or move action, but not both. So, Carinna can fire her longbow, Cassandra can fire her composite bow, etc. Once the surprise round ends, any surviving bandits will make a Perception check. (Sleeping bandits have a +10 to DC!) This means, if you eliminate a sentry and the other sentry doesn't see or hear it, you will continue to be able to surprise successive rounds of bandits. If you wound a sentry, then we'll go into normal combat rounds.

Since Carinna and Cassandra have both posted their ranged attacks, I just need to have actions posted from the rest of the group -- I presume Valeska will be using slumber hex on one of the sentries and Telmarni will be landing somewhere that she can make some kind of attack. Korinne, you can cast a spell or make an attack but remember that you don't have time to cast anything that takes more than 1 standard action (such as sleep or enlarge person) without going into the next round!

Note, humans, that you are in total darkness (the lookouts are actually relying on hearing, and presuming that other people attacking them would bring light sources), so you are attacking a specific square instead of a targeted individual, and you have a 50% miss chance due to total concealment. (High rolls are better, so 51%+ is a hit.)


Inactive

Okay, adjusted Korinne's positioning a little bit so she can try to help take out the K3 Bandit.

Though unable to see a thing, Korinne tries to keep her eyes focused on the general area and direction that Cassandra indicated the lookout was in. As she hears the twang of her companion's bow in the darkness, she begins to utter arcane words and sends a small orb of green acid whizzing off into the inky blackness.

Hit vs. Total Concealment: 1d100 ⇒ 96
Acid Splash (Ranged Touch): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d3 ⇒ 2

Hum...if he falls off the tower, I hope his friends won't hear it, she thinks as she hears the familiar sizzle as the orb impacts against something.

If a bandit falls in the forest...


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Seeing that the attack begins, and with most of the attacks except the splash of acid was able to hit, she flies quickly to be within distance to cast Color Spray on the man in the lookout.

Surprise Round
Telmarni moves within range of Color Spray.
She tries to fly quietly to see about knocking him out quickly.
Stealth: 1d20 + 2 ⇒ (13) + 2 = 15

First Round
She casts Color Spray on the Bandit and tries move in to catch him so he doesn't fall.


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

I've organized your tokens on the map according to the tactics you've mentioned.

I think that's everyone, so here we go.

The team spreads out around the bandit encampment, starting by trying to finish off one of the lookouts as quickly and quietly as possible.

Carinna's shot flies off into the darkness, as she can't actually see the lookout.

Cassandra's arrow actually strikes its target, but just barely, landing in the folds of the bandit's armor. (I think is is accurate as Cassandra has darkvision, doesn't she? That would mean no total concealment for the bandit.) At almost the same moment, Korinne's spell, fired blindly into the darkness, lands against the same target. The man is about to holler out when a short beam of clashing colors strikes him.

Bandit: Will save: 1d20 - 1 ⇒ (14) - 1 = 13

The bandit in the western lookout post (K3) falls over with a soft grunt, and Telmarni just manages to catch him and place him softly on the ground.

Bandit: Perception: 1d20 ⇒ 2

The lookout in the eastern watchtower (K2, bandit 09) doesn't even make a sound. To those who can see in the dark, he doesn't even seem to have noticed that anything is amiss.

You're still hidden! Lemme know your next approach. If you get both lookouts you might just swoop in and pull a Washington-crossing-the-Delaware-on-Christmas. Usually stealth attacks go poorly for PCs, but this might be surprisingly easy, if the dice continue to favor you!

Telmarni, if you want to bind and gag the bandit, that's your action for one round.


Female Half-Elf Witch 2 - HP: 16/16 - Init: +1 - Fort/Ref/Will: +2/+1/+4 - Perception: +7 - AC: 11, T: 11, FF: 10 - CMD: 12

Valeska creeps toward the camp.

Double move (or as much as I can), trying to reach K4.


Ranger 4/Stalker 1 | HP 23/38 | AC 17, Touch 13, FF 14 | CMB +6 | CMD 19 | Fort +5, Ref +7, Will +5 | Init +3 | Senses: Low-Light Vision, Scent | Perception +12 (+13 at night) | Ki Pool 2/2
Beast Form:
HP 24/24 | AC 19, Touch 14, FF 15 | CMB +5 | CMD 18 | Fort +4, Ref +7, Will +2 | Init +4 | Senses: Low-Light Vision, darkvision, Scent | Perception +10 (+11 at night)

Cassandra does have dark vision. That dude has a surprising amount of health.

Cassandra holds her breath as she watches Telmarni swoop in and soften the landing. She continues to hold, waiting to hear if they had disturbed anyone. But everything was quiet except for the usual woodland noise. She exhaled slowly. Cassandra continues forward, being conscious of Korinne, and leads them east to the north side of camp.

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Rather noisily.


Inactive

Trusting in Cassandra's ability to lead her through the darkness (and that the first lookout was sufficiently incapacitated), Korinne attempts to follow along as quietly as she can.

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5

Unfortunately, her musings on just what spell to utilize first - the razzle dazzle to put them out or the grease first and then the colors - prove distracting enough that she ends up making a fair bit more racket moving through the underbrush than she'd like.

Not sure if we've still taking our actions round by round or if Cass and I are going to skirt the edge of the map around to the north or cut it a little closer and cross where the river/stream forks, so I've moved Korinne 30 feet along the edge of the map for now. If I need to change her position to reflect something different, I'll do it asap!


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil
Cassandra Lupin wrote:
Cassandra does have dark vision. That dude has a surprising amount of health.

All will become clear with time. :)


Telmarni, CN Female Strix Black Blade Magus Lvl 3 | HP: 18/18 (NL 0) | AC: 16 (+4 with spells 20 AC)(13 Tch, 13 Fl) | CMB: +4, CMD: 17 | F: +4, R: +4, W: +3 | Init: +5 | Perc: +6, SM: 0 | Speed 30ft | Arcane Pool 4/4 | Spells 1st 4/4 Cantrips N/A | Active conditions: NA

Ohhh.... He just missed it. Got lucky there. Well, lets see what happens next.

Seeing how quickly that bandit went down, Telmarni looks ahead towards the next outpost. She looks down at the unconcious bandit that lays on the platform. We can't leave him here. The spell only last for so long. She looks ahead towards the camp and pulls out her scimitar. ... Can't let him... I am sorry. She looks down at the bandit and straightens out his neck before taking a deep breath and two-hands the black scimitar down onto his neck.

Coup De Grace: 2d6 + 6 ⇒ (4, 3) + 6 = 13
He now needs to make a DC 23 Fort save to not die.

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

Well... one down, one to go.

Carinna moves as silently as she can, with an arrow notched in her bow, prepared to shot at any sign of their discovery.

Stealth: 1d20 + 4 - 3 ⇒ (12) + 4 - 3 = 13

There are a lot of branches on the soil... but, since we are coming from the direction of the first look out and the first guard had not shout a warning, the is a good chance we are taken by some stupid wild animal...

If they are not noticed, Carinna will get close to K4 and wait for her companions to be also in position before shooting, if not, she'll shoot early.

Attack (Longbow): 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Longbow): 1d8 ⇒ 8

Total Concealment (miss 1-50): 1d100 ⇒ 53
Branches (miss 1-20): 1d100 ⇒ 90


Campaign maps: Jade Regent | Kingmaker | The Temple of Elemental Evil

The process of decapitating a person is a bit bloodier than Telmarni expected. Her scimitar comes down hard on the unconscious man's throat and he doesn't let out a sound as the blade cuts through several inches of his neck. Gouts of blood shoot out, and after a few seconds the spray turns into a trickle and his body goes completely limp. Did enough damage to kill him there, no save needed.

Carinna moves up behind the log -- as quiet as she can, given that she's making her way through the dark woods at night. It takes her a little time to reach the large fallen tree, but she uses it as a barometer of her location and squints to try to take in whatever hints she can about the location of the other watchman before she looses an arrow into the darkness.

Note, Carinna, concealment doesn't stack; you only need to worry about the darkness miss chance. Once you have light you can switch to the lower rate for the foliage. In either case, the arrow hits.

The rest of the group is swiftly closing the pincher at the same time.

I've moved Carinna's token over behind the fallen log at K4. Go ahead and move your other character tokens to your desired locations, or tell me where you want them. If anyone else fires at the same time as Carinna, make your rolls now!

Bandit Perception: 1d20 ⇒ 6

Sovereign Court

Female NG human (taldoran) swashbuckler (noble fencer) 3 | HP: 12/28| AC: 20 (15 Tch, 15 Fl) | CMB: +3, CMD: 18 | F: +2, R: +7, W: +2* | Init: +6 | Perc: +7, SM +7 | Speed 30ft | Panache: 2/4| Active conditions: None.

DM, actually Carinna will wait until everyone is in position, as I posted it above (not sure if you missed it), so that the bandit gets a volley of shots.

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