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

Yep, that's why I'm not posting the results of Carinna's shot yet. I'm giving everyone else a chance to get into position and fire a volley together. So far the bandits can't roll for their lives on Perception, so you're getting lucky!


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)

May I add Lupine Common as a free language? I wanted to add it as a unique dialect that only the people of her village know so she can communicate with them secretly, should that ever happen in the future. I also plan to get a wolf animal companion at level 4 and up their int to 3 so I can communicate with them. That would also be Lupine Common.

As Cassandra moves forward through the darkness, she catches sight of Carinna trying to do the same. For a moment Cassandra wonders why the swordswoman was moving so slowly and stumbling a bit. She almost smacked herself in the head when she realized they couldn't see. She wasn't used to others being blind in the dark. Telmarni, their guide, was currently taking care of the stunned and wounded watchman. So why was Carinna trying to move ahead? She noticed the woman was also making a beeline for the next lookout and carrying a bow.

With a sigh, Cassandra speeds up towards the north part of the camp. Whether they took the man out in one shot or not, as soon as he got hit or fell, that would end the end of their surprise attack. Even if Telmarni made another save, she'd likely wake someone in the camp. Cassandra keeps an eye for a clean shot but is not hopeful with all this foliage.

I don't think I will ever have a clean shot given the stuff in the way on the map but if I do, here are some rolls. Cassandra will veer a little south to try and keep the look out and Carinna in sight so she can follow up on Carinna's shot.

Attack+FE: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage+FE: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Miss: 1d100 ⇒ 2 Nevermind. Tree ate that one.

She was right.


Inactive

Since Kor is trying to follow Cassandra, I moved her to a spot on the map that should roughly correspond with where Cass said she wanted to be, ie. slightly south, still on the northern side of the camp, with Carinna and Valeska in sight distance.

Unsure of what exactly is happening, Korinne attempts to keep up with Cassandra as the woman suddenly picks up her pace. As they move, Korinne realizes with a pang that she really should have prepared the Message spell to make it easier to coordinate with the others.

Well, live and learn right? I'll plan better next time.

Once Cassandra seems satisfied with their position, she readies her crossbow since they're currently much too far out of spell range for her to try the acid trick again. As the signal is given, she fires a bolt off into the darkness...

Hit vs. Total Concealmeant: 1d100 ⇒ 62
Attack (Light Crossbow): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 ⇒ 3


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 am not sure if we are still in combat so I only moved my character 60 forward. That is 2 rounds of stealth since it means half speed. Move me further if not. Little bit free form here it seems.


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

Thus far, you've managed to remain quiet, and the bandits are not responding to your approach -- their poor rolls mean that even when you step on a crunchy leaf or whatnot, a bandit snores, another one rolls over, and they just keep sleeping. Hooray for good luck so far!

Two missile attacks slam into the second sentry at the same time. He lets out a groan as he passes out and lands on the wooden pallet.

Bandits: Percpetion: 1d20 ⇒ 8

Even now, the sleeping bandits remain oblivious.

The dice are really favoring your stealth approach. Uncanny. You are free to move in on the camp and position yourselves where you like, as long as you are at least 20' away from any sleeping bandit -- closer than that and they will hear you and wake up!

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 hears as her arrow strikes true and almost celebrates loudly. She then moves around the camp.

She unsheathes her sword and takes her potion, prepared to dink it when everyone is positioned.

Before combat, Carinna will drink her potion of shield of faith, bringing her AC to 20.


Inactive

Although unsure of whether or not her bolt had any effect, it quickly becomes clear though the use of signaling (which she sadly can't see in the dark) that the second guard has been taken care of.

Wonderful! No pesky archers shooting at us from the high ground!

Carefully, she begins to maneuver herself into a favorable position close to the camp, taking care not to stray too close lest she wake one by accident.

If I can *just* get close enough...

With their luck still holding and with a little guidance from the others, she finally manages to make her way close to the camp and stops just on the other side of some trees - not daring to approach any closer.

It's not quite the north...more like the west...but I think Carinna is somewhere on the northern side of the camp so we've still got that direction covered...

Okay, I think Kor is on the map more or less where I want her (and no closer than 20' to any of the bandits I think). Is their campfire doused, going, or is it at the glowing embers stage? I'm curious...for reasons >.>


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)

After guiding Korinne closer, Cassandra finds a spot unhampered by trees and brush just outside the range of any light spells. Nothing like an arrow from the darkness to put the fear of death in someone. But as she watched the movements of the others she realized they hadn't worked out a signal for when to attack. That was another thing they were going to have to work on she guessed. So she waited for someone to light them up of take the first shot. She would support from the darkness.

Moved close enough to hit things but far enough I should only by in the low-light portion of any light spells.


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 sighs. No one's going to see what's going on, anyway, without light, she realizes.

Humming lightly to herself, she reaches out to the land around her and gestures, as if asking something tenderly to rise. A glowing mist seeps from the soil and coalesces into a vaguely humanoid form. The glow then ambulates silently into the camp, coming to rest at the campfire.

Casting Dancing Lights. If anyone wakes up, I'll cast Message.


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 the next bandit lookout collapse, Telmarni moves over near where that bandit once stood to look over the campsite. She quietly watches and waits for combat to start below.

She is readying for combat to start. Once it does, she will cast Shield and head down to engage them.


Inactive

Having realized that moving too far from Cassandra in the dark would probably be a bad idea, Korinne moves back to stand closer to her companion. Readying her magic, she hopes to be able to move closer in the confusion of the attack and pull the rug out from under a few of them...in a figurative sense, of course.

Once things start happening, Korinne will move closer and attempt to cast Grease on the campsite, preferably trying to catch their campfire in it too to add both fire and further confusion to the equation.


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

Valeska mutters arcane phrases and a large, humanoid-shaped light appears near the campsite and takes up station at the campfire. This, it seems, is enough to cause the bandits to awaken. The campfire itself was just a few embers -- the bandits were cautious enough to bury it in hot ash so it could be stoked back to a full fire relatively easily, but it wouldn't create a lot of light through the night.

Bandits: Perception: 1d20 ⇒ 3 The bandits are taken completely by surprise by the sudden intrusion in their campsite.

Telmarni: Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Korinne: Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Valeska: Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Carinna: Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Cassandra: Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Bandits: Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Kressle: Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Chaos breaks loose as bandits awaken to the strange ghost-light, some bandits shouting, some grabbing for weapons.

All right, here comes the big throwdown! The bandits, at the start, are all prone. This buys you a tiny advantage -- don't lose it!

You have one last surprise round available, so Telmarni casts shield on herself, Valeska casts message, and Korinne considers casting grease (but see my notes, below). Carinna and Cassandra can move or perhaps even fire a missile weapon or make a partial charge (charge up to your normal speed instead of double).

Order for the first full round, once we've resolved everyone's surprise round actions, is:
Carinna & Cassandra
Bandits
Valeska
Kressle
Korinne & Telmarni

An additional note: the grease spell does not create a flammable area. It simply causes a surface to become slippery. (It's already a very strong spell, regardless, and casting it over a bunch of the bandits is still a good tactic. If you want to try something different though, you can certainly change your mind.


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 hope they don't notice me all that well. I want to get down to them before they start shooting! >.<


Inactive

That's fine DM; it really varies with Grease as I've had some DMs allow people to start fires with it and others who don't. Never hurts to ask :)

Surprise Round

Realizing that she's too far to effectively drop the grease into the middle of the startled bandits, Korinne opts for what seems to be the next best course of action - dropping it where they'll likely be moving once they scramble to their feet and realize where some of the attacks are coming from.

"Katso mihin astut!" she smiles as she casts her magic.

Hallit:

"Watch your step!"

Casting Grease with a range of 25 feet; DC 14 Reflex save. If she can, she'll try and get the area where the bandit standing by K1 is; if she can't quite get him then she'll get the area to left of that tree where she figures some of them will start moving.

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!"

Seeing the surge of light as the sign to attack, Carinna bolts forward, drawing her sword and piercing the bandit in a fluid movement.

Attack (Aldori sword), charge: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 @bandit south of her, surprised and prone.
Damage (Aldori sword), charge: 1d8 + 4 ⇒ (7) + 4 = 11

Carinna will make an attack of opportunity if the remaining bandit besides her gets up or, if another bandit comes to attack her, she will use Opportune Parry and Riposte, whichever occurs first (she can't do both).

AoO:

Attack (Aldori sword): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage (Aldori sword): 1d8 + 4 ⇒ (1) + 4 = 5

Opportune Parry and Riposte:

Parry:Attack (Aldori sword): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Riposte:Attack (Aldori sword): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage (Aldori sword): 1d8 + 4 ⇒ (3) + 4 = 7

Current AC 18 (18+2 shield of faith-2 charge)


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

Seeing her subtle approach quickly blossom into full-out attack, Valeska cautiously approaches, keeping behind cover (see map, double move).

She whispers to Korinne, "Let me know when we need extra cover."


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)

From the darkness, Cassandra's eyes glow, cat-like, from the light in the middle of the camp. With so many prone targets, she wasn't likely to hit, so she waits for the first bandit fool enough to stand and takes a shot. Once the arrow is away she orders them to stand down, "Stay down and surrender. Or stand and die."

Delay until the first one not adjacent to an ally stands. Then fire. Should still keep my initiative that way.

Attack+FE: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage+FE: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


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

Carinna's charge sends her blade whipping up and through the bandit just as he's awakening, and he makes a sort of grunting "Hnnngggh" sound as he collapses back on to his bedroll in a shower of blood.

Bandit #5 is unconscious and dying.

The bandits, still waking up and groggy, start reaching for weapons or staggering to their feet, either not comprehending Cassandra's ultimatum or disregarding it due to their numbers, and Cassandra's bow quietly lodges an arrow in the first one up (bandit #1).

Bandit #1 takes 7 points with an arrow to the knee. His adventuring days are over. (This doesn't quite finish him, though.)

Bandit #2 stands up as well and, startled, lashes out with his shortsword at the faintly-glowing roughly-humanoid figure standing in the fire pit. His blade penetrates it without effect.

Bandit #3 also stands up and looks about, then picks up his bow and fires out in the direction of the darkness from whence Cassandra's arrow came -- but without a light source he can't tell where to target and his arrow is wasted.

Bandit #4 stands up and she gets a quick slash from Carinna for her troubles. She screams as Carinna's ancestral blade cuts her but doesn't finish her off.

Bandit #6 stays down and crawls over the log to his right, then works to stoke up the campfire, which starts to come back into a blaze (and will provide light next round).

Bandit #7 stands up and prepares his bow, waiting for the light from the campfire to come up. Ready action: When light is available, fire at visible enemy target.

Bandit #8 draws his short sword as he rises and steps up to take a stab at Carinna.

Bandit #8: Shortsword attack: 1d20 + 2 ⇒ (17) + 2 = 19
Bandit #8: Shortsword damage: 1d6 + 1 ⇒ (1) + 1 = 2

Since Carinna already used an attack of opportunity on bandit #4 as she stood up, she doesn't have the speed to parry and counter, and the bandit's sword presses against her defense hard.

Valeska gets behind cover.

Kressle stands up with a snarl and shouts, "You idiots! We have them outnumbered! Cut them to ribbons!" As described, the woman is a black-haired terror, lean and scarred, well-worn by the trail and hard living. She hefts a pair of axes and moves dangerously close to Carinna's opposite side, ignoring the light-form in the firepit. Move action to stand, then move again for standard action, draws axes while moving.

Korinne & Telmarni, your turns, then we move to Round 2 -- if you don't put them all down with spells!


Inactive

Just to make sure, did Korinne's Grease spell go off or did she miss the chance to do anything on the surprise round? Rereading the last few posts makes me see that I might have misunderstood who needed to make surprise round actions.

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.

Tomorrow will be a busy day, so I'll post my action now, if my action is not possible (due to Korinne and Telmarni actions), feel free to change it.

Also DM, you said that was a Surprise Round, right? If so, Carinna and Cassandra have each a full-round before the bandits, right?

If Carinna gets the missed action, she would attack the closest bandit (the one that stood up.)
Attack (Aldori Sword): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (Aldori Sword): 1d8 + 4 ⇒ (3) + 4 = 7

Round number 2

"Come on girls! We can take them!"

Surrounded by enemies, Carinna knows that she will not last if she stood there still. Seeing Kressle in front of her, Carinna tried to pierce her heart.

"And you'll be next..."

Attack (Aldori Sword): 1d20 + 7 ⇒ (19) + 7 = 26
Damage (Aldori Sword): 1d8 + 4 ⇒ (5) + 4 = 9
Critical Attack (Aldori Sword): 1d20 + 7 ⇒ (12) + 7 = 19
Critical Damage (Aldori Sword): 1d8 + 4 ⇒ (5) + 4 = 9

After the attack, she quickly retreated a few steps, trying to avoid any attack with her sheer speed.

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

She then prepares herself to parry any attack from her enemies.

Opportune Parry and Riposte:

Parry: Attack (Aldori Sword): 1d20 + 7 ⇒ (3) + 7 = 10
Riposte: Attack (Aldori Sword): 1d20 + 7 ⇒ (2) + 7 = 9
Damage (Aldori Sword): 1d8 + 4 ⇒ (6) + 4 = 10


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

Korinne: Wanted to give you the opportunity to change your mind, since grease spells don't cause fire. Since grease hits a 10' square, you have to pick a grid intersection for it, and it hits each square around that intersection. So, say you hit the campfire square -- you would hit an intersection next to it, and depending on which intersection you hit, it would hit 3 other squares. So you'll need to specify a little more exactly where you would want the spell to land, such as "the grid intersection between the campfire and the two bandits attacking Carinna." That would hit the campfire, the square below it, and the two squares to the right of those (bandits #4 and 8). Or, you could hit "the intersection at the bottom left of the campfire," which would hit those two and the ones to the left instead (bandits #2 and 6). If I need to revisit the bandits and see if some of them fall prone I will do so. :)


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

Carinna: Surprise rounds are not full rounds; in a surprise round you can perform a move action or a standard action, but not both. There's a special rule for charging that allows you to charge up to your speed (instead of double your speed) when you are constrained to doing only a move or standard action. So, presumably Carinna charges during surprise, then on the full round she makes the attack and hopefully critical hit against Kressle (which would involve her moving over to Kressle first, as she goes before Kressle stands), then she will get another action on round #2. Cassandra, by contrast, took her surprise round to Ready an action with her bow, and then when the bandits finally acted in round #1 she took her readied shot.

Sorry for the confusion; the combination of surprise, sleeping enemies, and determining initiative is making everything a bit chaotic. So far, it looks like this:

SURPRISE ROUND
* Carinna charges and strikes bandit #5
* Cassandra shouts out a demand for surrender while holding her bow
* Korinne casts a spell (possibly grease)
* Valeska casts dancing lights
* Telmarni moves to a better position and stays hidden in the dark

ROUND #1
* Carinna makes a possible critical hit against someone (probably Kressle)
* Cassandra waits (readied)
* Bandits wake up and start standing
* Cassandra fires her bow (readied action goes off)
* Carinna makes an attack of opportunity against bandit #4, who is standing up
* Valeska moves to cover
* Korinne and Telmarni yet to decide


Inactive

I did see the note about not causing fire so I posted an alternative placement for the spell in an earlier post but I now realize it still might not have been specific enough! If she can, during the surprise round, Korinne will take a 5 foot step to the southeast (adjacent to Cassandra) and cast Grease, targeting the grid intersection between the square labeled 'K1' and squares with the two northern-most bandits. Sorry for the confusion; this is what happens when I play characters that are supposed to be smarter than I am ;)


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

Korinne: No problem. So, the grease effect would hit bandits 1 & 2, is that what you're looking for? I've marked it with a silver square on the map.

Bandit: Reflex save: 1d20 + 1 ⇒ (18) + 1 = 19
Bandit: Reflex save: 1d20 + 1 ⇒ (7) + 1 = 8

Assuming that's what you're going for, looks like bandit #1 would stay up at first, and bandit #2 would fall down.


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

Oh, and Cassandra: Sure, you can take Lupine Common, if you wanna detail a bit of story about how it migrated down from the far north to your home.

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... it can also work, but my intention was for the single attack to happen on round 1 and then the Crit (possible) and Acrobatics on round 2, but whatever works it is fine! I just posted round 2 in advance because tomorrow will be a busy day and I'm not sure I'll be able to post.


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

Works fine because I forgot that in the surprise round Carinna actually drank her potion as her action, so Round 1 is the charge and Round 2 is stabbing Kressle and then flipping backward. So the actual combat order is:

SURPRISE ROUND
* Carinna drinks potion
* Cassandra shouts out a demand for surrender while holding her bow
* Korinne casts a spell (possibly grease)
* Valeska casts dancing lights
* Telmarni moves to a better position and stays hidden in the dark

ROUND #1
* Carinna charges and slashes bandit #5
* Cassandra waits (readied)
* Bandits wake up and start standing
* Cassandra fires her bow (readied action goes off)
* Carinna makes an attack of opportunity against bandit #4, who is standing up
* Valeska moves to cover
* Korinne and Telmarni yet to decide

ROUND #2 (still waiting on round 1 action from Korinne and Telmarni)
* Carinna potentially crits Kressle, then flips backward out of melee
* Other people do stuff


Inactive

That's perfect, thank you! Okay, on with the rest of the show!

ROUND 1 ACTIONS

"Will do!" Korinne whispers to Valeska, making sure that the half-elf knows her message was received. Although visibility was still iffy, at least she could see somewhat better thanks to Valeska's Dancing Lights. Hoping that the Grease will buy some time for the others to put more of the bandits down with weapon and spell, she raises her crossbow and fires at the bandit that didn't succumb to her magic.

Attack (Light Crossbow vs. Bandit #1): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 ⇒ 6

Without waiting to see whether her shot hits or not, she darts across the clearing, around the large stump, and into the treeline on the other side.

If we keep moving that should keep them off-balance since it'll seem like they're being assaulted from all sides!


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

Korinne's bolt lands perfectly in the side of the already-punctured bandit, and he folds over sideways and falls to the ground.

Telmarni, whatcha wanna do for round 1?


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)

This started well but Kressle was right. They were outnumbered. Eventually they would succumb to those numbers if they didn't do something. So she did something. Cassandra takes aim at the one that called her bluff and let's fly an arrow right over Carinna's shoulder.

Attack+FE: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage+FE: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11 Always the high damage ones that miss. Am I technically invisible? If yes, then add 2 to attack and no dex to AC for Kressle.

She then moves over to Korinne to keep the bandits guessing her location. She was also ready to lead the others further into the darkness if things did get hairy.


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 keeps crouched under cover and blows a pinch of sand over to the nearest bandit.

Oh, please worry about the other targets! she thinks. Stay in the shadows, stay behind cover...

Slumber Hex on the bandit southeast of the Dancing Lights. Will DC 14.


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

I'm going to wait 'til Telmarni drops in before I advance to round 2, but Cassandra, you may wanna change your action, because Carinna's critical hit is enough to knock Kressle out in one hit!


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)

Nice hit then. Aim for number 4 then. The one Carinna wounded with an attack of opportunity.

DM Jesse Heinig wrote:
Kressle stands up with a snarl and shouts, "You idiots! We have them outnumbered! Cut them to ribbons!" As described, the woman is a black-haired terror, lean and scarred, well-worn by the trail and hard living. She hefts a pair of axes and moves dangerously close to Carinna's opposite side, ignoring the light-form in the firepit.

"Not anymore," Cassandra says cryptically from the shadows.


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

Wow, so many today! Well, lets get it started!

Seeing combat begin and Carinna move into range, Telmarni moves down to the bandits in a line with her wings spread. She stays above them and slashes at the closest one with two hands holding her scimitar.

She will be off the ground by 5ft. So for this turn, no flanking! :)

So this is what she does.
Move Action: Move towards Bandits.
Standard Action: Two Handed Scimitar Strike.

Scimitar Attack + Hatred + Higher Ground: 1d20 + 2 + 1 + 1 ⇒ (18) + 2 + 1 + 1 = 22
Possible Crit: 1d20 + 2 + 1 + 1 ⇒ (9) + 2 + 1 + 1 = 13
Looks like not likely a crit.

Scimitar Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Scimitar Crit: 1d6 + 3 ⇒ (5) + 3 = 8 Add this if it confirms.


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

Bandit #7, who was waiting for a visible target (ready action), fires at Telmarni as soon as he sees her swooping in (at about 20').

Bandit #7: Longbow attack: 1d20 + 2 ⇒ (5) + 2 = 7

"'strewth! 'tis a devil!" shouts the bandit as his arrow goes wide.

Telmarni swoops across the battlefield and her scimitar gashes bandit #3 across the head, nearly scalping him. He goes down in a spray of gore.

The bandits are actually AC 13, so Telmarni does score a critical hit.

ROUND 2

Carinna brings her dueling blade down in a perfect cut and Kressle looks very surprised as it slashes through her armor and across her sternum, and she collapses in a heap from the incredible strike.

Cassandra launches another arrow from out of the darkness, and with Kressle down, the arrow slams into bandit #2 and ends him before he can turn away from his futile attempt to stab at the dancing lights.

The four remaining bandits, looking panicked and disorganized, take a variety of actions.

Bandit #4 looks panicked, throws down her short sword, and says "I don't want to die!"

Bandit #6 managed to stoke the fire pit, and now a feeble flame rises from it. I've added a pair of light rings to the campfire, showing bright and dim illumination respectively. If you have low-light vision, you can see twice as far, of course. The bandit remains prone, covering his head in his hands.

Bandit #7 steps back slightly and fires again at Telmarni, shouting, "They killed Tomtom! They killed Rance!"

Bandit #7: Longbow attack: 1d20 + 2 ⇒ (16) + 2 = 18
Bandit #7: Longbow damage: 1d8 ⇒ 8

This time his arrow twangs into Telmarni and strikes her armor, hitting hard and knocking the wind out of her. The impact is hard enough to leave her head ringing. If I'm reading this right, Telmarni is at 0 hit points and staggered!

Bandit #8 says "They'll kill us if we don't kill them first!" He pushes past #4 (the panicked young woman) and tries to take a stab at Carinna.

Bandit #8: Shortsword attack: 1d20 + 2 ⇒ (4) + 2 = 6

His form is terrible, though, and he is reluctant to get within range of her sword.

Valeska hums tunelessly and waves her hand at this bandit...

Bandit #8: Will save: 1d20 - 1 ⇒ (3) - 1 = 2

... and he collapses suddenly into unconsciousness.

Korinne and Telmarni, round 2 for you ladies, but it certainly seems the die roller has blessed you all for this battle.


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

Her AC is at 20 at the moment due to Armor, Dex, and the Shield Spell. So that did not connect. I'll update her stat line so it might be a bit more clear.


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 continues humming her lullaby from where she stays, looking at the bandit with the bow. "Shhhh..." she adds.

Slumber Hex (Will Dc 14) on Bandit #7.


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)

Now we need Korinne and Telmarni round 2 right? Also, I believe you need roll fly checks Telmarni. To move less than half movement is DC 10 and to hover is 15. Getting hit too requires a DC 10 check to not loose 10ft. I am not sure how far you went this last round but just thought I's remind you and the DM. Flight is incredibly handy but also dangerous.


Inactive

ROUND 2 ACTIONS

Although the tide of battle has drastically been in their favor, Korinne decides that it's better to be safe than sorry and she emerges from the treeline and moves toward the campfire melee. Stopping just short of Carinna and the blades of two of the remaining bandits, she utters an incantation and points, a spray of bright colors fanning outward from her hand.

"Rauhoitu ja katsoa kauniita värejä..."

Hallit:

"Just calm down and look at the pretty colors..."

Casting Color Spray, DC 14 Will save. The area is a 15' cone, so from Korinne's origin square towards the two nearest bandits should look something like the first graphic. Perhaps a bit of overkill since I think those are the two that have essentially surrendered, but that's Korinne for you...


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

Since my AC was higher than the die roll, I am going to go on as I did not get hit.

And yes, Telmarni will need to make a hover check to see if she can stay flying this round. Which is the DC15 one.
And looks like you are right Cassandra, Telmarni moved less than half last turn! DM, do you want me to roll it?

Round 2

Hovering: 1d20 + 6 ⇒ (6) + 6 = 12 And she comes down to the ground. Though she basically came down 5ft. No more higher ground. >.>

With the struggles of combat, Telmarni lands next to the bandits to continue the fight. She moves towards the bandit with the bow and her weapon takes on a glow. She uses a arcane point to enhance her weapon. And attacks the bandit with her sword...

Scimitar Attack + Hatred + Enhancement @ #7: 1d20 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

And Telmarni swing is wide of target, missing him.

If Valeska's hex works, Telmarni will most likely just stand there... Yeah, she might just stand there if they surrendered and asleep.


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

Quite right about the magical defense bonus, my bad. So, the arrow bounces off Telmarni's magic harmlessly!

As for fly, yes, if you choose to hover on your turn, that's a check. If you keep going at least half speed, no check. Rounds kinda artifically stagger your movement, but you move at least half speed on one turn and then again on the next, no check. Hovering to swing a weapon at someone, yeah. So it looks like Telmarni struggles to stay aloft, then winds up on the ground because it's just simpler to fight that way. :)

Korinne blasts out a spray of clashing colors, and:

Bandit #4: Will save: 1d20 - 1 ⇒ (18) - 1 = 17
Bandit #8: Will save: 1d20 - 1 ⇒ (20) - 1 = 19

Somehow, both of the bandits resist the brunt of her spell, possibly due to all the wild flailing and activity and the renewed smoke from the fire.

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.

Seeing the fight ahead of her, Carinna moves around the campfire, positioning herself in a way she could fight the bandits and threat them to surrender.

Acrobatics, derring-do: 1d20 + 7 - 3 + 1d6 + 1d6 ⇒ (4) + 7 - 3 + (6) + (2) = 16 1 panache point spent, additional 1d6 after a 6 roll.

In position, Carinna strikes her enemy Bandit #7.

Attack (dueling sword): 1d20 + 7 ⇒ (10) + 7 = 17
Damage (dueling sword): 1d8 + 4 ⇒ (4) + 4 = 8

To the prone bandit at her side, she said.

"Do not make a move and you all could be spared... Your attack at the outpost failed, Happs and Kressle are dead, but it is not the end for you... Laric and Hatch are with us, they were spared and so could you..."

AoO if #6 gets up to attack or #4 attacks (since it is unarmed):

Attack (dueling sword): 1d20 + 7 ⇒ (8) + 7 = 15
Damage (dueling sword): 1d8 + 4 ⇒ (8) + 4 = 12

Opportune Parry and Riposte:

Parry: Attack (dueling sword): 1d20 + 7 ⇒ (18) + 7 = 25
Riposte: Attack (dueling sword): 1d20 + 7 ⇒ (11) + 7 = 18
Damage (dueling sword): 1d8 + 4 ⇒ (7) + 4 = 11


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)

Top of Round 3 right?

The fight was quickly turning from pitched melee to easy rout. A few very good strikes from Carinna and Telmarni were making quick work of those that resisted. Which made each shot from Cassandra's bow feel heavier than the last. But as long as they fought she would keep firing.

Attack+FE: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 There's the karma.
Damage+FE: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

In the light of the growing campfire she could see the fear and desperation in the remaining bandits' eyes. She pulls the shot wide and lowers her bow. This had to stop.


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

Yeah, top of round 3. Your lucky crits have really made a huge difference.

Also, Paizo did a blog about intelligent animal companions here. Basically Buhlman tries to make a sort-of unclear mealy-mouthed case that intelligent animal companions are not 'sentient' so you must still Handle them. I think this is kinda a crappy half-response (mostly directed at trying to tell people that they shouldn't play PFS with druids that have gorilla companions with armor and weapons, but not coming out and banning it) so my inclination is to say that you can Handle an intelligent companion to get it to do a trick that it knows, but if a companion is intelligent and understands a language then it will also take spoken direction. The problem is, with a low intelligence it will interpret those directions as best it can, and a really dumb companion may make mistakes, may have a poor vocabulary, or may get a "bright idea" that is actually a really bad idea. So if you just want your companion to attack an unnatural creature you Handle it, but if you need your wolf buddy to go "pull the lever then fetch the key from the statue" you may be in for some comedic results. Also, intelligence doesn't override the natural physical limits of companions, so you could never really get a wolf to "fetch the green bag" because wolves are partially colorblind and don't have green receptors.


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

Sensing the shift in the combat, Valeska stands and approaches out of the darkness, Tzerny on her shoulder. "Kressle's reign is over, boys. The choice is simple. Serve the new queen, or perish. On your knees if you want mercy."

Diplomacy+Brigand trait: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Clearly she appears too soft and fresh-faced.


Inactive

Upon hearing both Carinna and Valeska's words and seeing that her magic had no effect on either bandit, Korinne takes a step back and readies readies her crossbow but it now seems a defensive stance rather than offensive.

"Er, I don't know about new queen, but they're right. Surrender and we'll spare you. If you'd rather die fighting, well..." she looks at Telmarni and Carinna. "Even though we'd rather not, we'll oblige you."

Diplomacy?: 1d20 + 7 ⇒ (15) + 7 = 22


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

Carinna gives bandit #7 a very bad cut across his forearm, and he drops his bow and grabs his arm, holding it.

Carinna's arrow takes a "shot across the bow," not wounding anyone but getting across the point that there's more than enough hurt for everyone.

Bandit #4 drops her sword and collapses to her knees, clutching at her wound. With both her and #7 disarmed and the fight taken out of them, the remaining pair look demoralized, and they also drop their swords.

This leaves you with four captives: #4 (female, wounded), #6 (male), #7 (male, wounded), and #8 (male).

For breaking up the bandit encampment and defeating Kressle's band, each party member earns 350 experience points.


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 like that interpretation of my fumble. Thanks.

Cassandra lowers the bow further and looks to the canopy above, saying a prayer of thanks to Erastil for her gifts and asking forgiveness of Tulis for her not being strong enough to end this without bloodshed. Cassandra takes a moment to revert back to human form. She stumbles slightly as she moves over to Korinne, her world now as dark as the young caster's. She lowers her hood and puts away her bow as she asks, "Can you see what you can do to save a few more? I'll keep watch over the ones that can move."

Other PC's Perception DC 20:
Throughout the night and battle Cassandra's hood was up, concealing her face. Now it is down but she seems less sure of herself in the darkness. you find this an odd coincidence.

Cassandra then draws her axe and moves over to the ones that surrendered. Her voice is harsh and authoritative. "Disarm and stand against that tree. Now." When the comply, seeing as they have little choice, she frisks them for other weapons Taking 20 for 27 and ties them together should be a DC23 escape artist. If Korinne manages to stabilize any, she adds them to the chain.

In character, hoping some might still be stabilized.


Inactive

Perception: 1d20 - 1 ⇒ (11) - 1 = 10

"Well...I'll do my best, but my research was really only for utilizing curative magic," Korinne frowns. "Practical application of first aid isn't something I've had much experience with, but maybe I can wing it!"

Moving quickly, Korinne proceeds to check all of the remaining bandits around the campfire and attempts to staunch the bleeding of any that are still alive.

There were what, 8 bandits plus Kressle around the campfire? And we've taken 4 alive, so that leaves the other 4 and Kressle.

Heal (Kressle): 1d20 - 1 ⇒ (19) - 1 = 18
Heal (Bandit #1): 1d20 - 1 ⇒ (4) - 1 = 3
Heal (Bandit #2): 1d20 - 1 ⇒ (12) - 1 = 11
Heal (Bandit #3): 1d20 - 1 ⇒ (16) - 1 = 15
Heal (Bandit #5): 1d20 - 1 ⇒ (19) - 1 = 18

"What about the other two? I couldn't see earlier, but I'm assuming that they've already went to the Boneyard?" she asks as she works.

Kor means the two lookouts, heh.


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

With combat over, Telmarni surveys their surroundings.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

She will sheath her scimitar and begins to gather the equipment of the bandits except the armor on the still living bandits. "Carinna, I will see about retrieving the two in the trees." She flies off trying to gather the bodies of the two bandits in the trees and bring them into camp along with their gear.
A flight check just in case to carry them back?
Flight: 1d20 + 6 ⇒ (1) + 6 = 7
.... I guess I drop one. Oops. >.< Lets try that again.
Flight: 1d20 + 6 ⇒ (11) + 6 = 17
Yay, I brought one back that I dropped to the ground.
The first body Telmarni brings back is clearly decapitated. "I do not believe the lookouts are within this world any longer, at least not this one."

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