DM_Scholar's Kingmaker (Inactive)

Game Master Asmodeus' Advocate

May 17th, 4710 AR

Temperature: fair
Noon: 64-69 F
Midnight: 46-50 F

Wind: light-moderate
Precipitation: heavy clouds, light drizzles throughout the day


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Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

NP:

”Yes!” Iorskan thumped his tail happily. ”Remember though! Kobolds are smart. They do not fight dumb humans face to face. Kobolds ambush, they set traps, and they fight at night when humans can’t see. The stag lord and all of his army will be our feast!”

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Team Mixed Pants:
Abaos pauses for a moment, then speaks. "We're heading to Oleg's to assemble our forces. We may be met with some....reluctant, allies, and thus a show of force. Make sense?"


Team Mixed Pants:

"A show've force we have got," Bydon notes, looking around at your small army. He turns to the others gathered around, "Y'all heard the man! Pack up an' get the others, we're going for a stroll."

Viceroy Dragonfly doesn't speak common and has thus been somewhat quiet throughout the exchange. He'll ask Ozzy to explain what's going on.

I'm creating a doc that has all the NPCs you've recruited thus far on it so that you can look at them and talk strategy if so inclined.

Nothing's going to attack a group as large as yours, so there's not much point rolling for random encounters. Does everyone want to skip forward to when you reach Oleg's?


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Unless we pass by something that speaks boggard, giant, orc, or goblin, I'm cool with skipping ahead


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Yep, let's skirt around the arachnid hex, or say it was frightened of many tramping feet...

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Skip! Action scene, commence!


Character sheet

Don't have time for a real post, but I don't want to hold things up. Ozzy will let the mites know what's going on and see if they have any new inventions to show her (not that she really expects them to have anything new since her last visit, but she wants to make sure they know that she wants them to keep inventing new things).


Team Mixed Pants:
The stars are magnificent. Like some god smeared their paintbrush across the night sky, scattering colors and lights in great strokes, individual burning worlds blending together into something that just barely eludes comprehension.

Beds have been rolled under the dark tapestry, though many don't feel like sleep. Their murmurs and whispers to each other, individually quiet, keeps the rest awake as well.

Nothing disturbs you in the night.

Team No Pants + Kobolds:
Your scouts return to report to the leadership, who walk with the heavier armored and slower moving infantry. (Though less slow moving then they would be without Bright Awn's aura.)

In the night, even Bright Awn would be hard pressed to see the kobolds if they didn't want to be seen, and Team Mixed Pants stood no chance.

Team Mixed Pants:
When your designated guards who weren't supposed to go to sleep wake up in the morning, they find that Iorskan, Bright Awn, and thirty odd kobolds have pitched their tents in your campsight.

Chief Sootscale and Viceroy Dragonfly hold diplomatic meetings via a chain of interpreters. This has comedy potential, but play by post is too slow for that kind of thing, so we won't roleplay it out.

A day, and a night, and another day and another night and another day, and the fighting force has made it through the Kanelands, you can see the walls of the Trading Post in the distance.

They can also see you.

A guard on horseback posted sees your massive motley band coming from far enough away that faces can't be distinguished, and so you are met with a line of ten cavalry putting themselves between you and the civilians in the trading post. They surge forward in coordinated cacophony, braced lances promising an cleanly executed messy execution. But realizing who you are when they've closed the distance, the captain barks an monosyllabic order and they pull back on their reigns, horses coming to sudden stops.

Garess nudges her noble steed, which walks out in front of the others. She sits upright in her saddle, making first impressions, and tries to slow her breathing after the sudden sounded alarm and hectic gallop. She hasn't cut her hair in too long, so she balances her lance on her leg and brushes it out of her eyes.

"Bright Awn, Dharak. Townsomething. And . . . everyone else. What's the occasion?" Despite her best efforts, she's flustered and comes off as less unflappably authoritative then she'd prefer.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4
DM Scholar wrote:
Chief Sootscale and Viceroy Dragonfly hold diplomatic meetings via a chain of interpreters. This has comedy potential, but play by post is too slow for that kind of thing, so we won't roleplay it out.

Abaos does his best to act as an impartial intermediary during the meetings, and when a compromise is reached, he celebrates by throwing a massive hurrah, followed by arm wrestling and kite-flying (and, quite possibly, to discover if Nakpik or another kobold can ride a kite!).

Garess wrote:
"Bright Awn, Dharak. Townsomething. And . . . everyone else. What's the occasion?" Despite her best efforts, she's flustered and comes off as less unflappably authoritative then she'd prefer.

Abaos walks to the front of the line as the cavalry line up, and motions for the rest of the party to do the same. When she finishes speaking, he speaks. "Hello, Captain Garess," he says, holding out his hand in greeting, "I heard you were looking to help end the banditry problem in these woods. Well," and suddenly his arms stretch upwards, motioning out to all the assembled host, as if gathering them "here we are. Everyone who's set on destroying the Stag Lord. Let's talk."

Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21


Character sheet

Ozzy translates for the mites, then leads them in a cheer to underscore the point, during which Mr. Blinky roars, and Mr. Winky lets out an equally triumphant-sounding screech.

Diplomacy Aid another: 1d20 + 7 ⇒ (17) + 7 = 24


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Bright Awn smiles a huge smile, and bows long and low.

"Captain Garess. As promised - the... Horde."

Immediate Action: Second sight to add +1 to Abaos' roll.

Standard Action: Aid Another: Diplomacy

Aid Another: Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Guthruc slams his club on the ground. "Guthuc crush deer king!"
diplomacy aid another: 1d20 ⇒ 17


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Diplomacy Aid: 1d20 + 7 ⇒ (5) + 7 = 12

Iorskan wasn’t paying attention, but at that moment he did spew fire for the purpose of wowing his Kobold army.

It was quite impressive, or so he would say if anyone asked him.

Makes it a 30!


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Abaos wrote:
(and, quite possibly, to discover if Nakpik or another kobold can ride a kite!).

That sounds like the sort of opportunity that both Zornesk and Nakpik would jump at, so they play rock paper scissors over who gets the first turn.

It isn't all fun and games, though, some of the kobolds are rather put out at having to work with the mites. The language barrier keeps arguments from getting heated, but you get the distinct impression there weren't so many humans about uninvested in the conflict things could easily come to blows.

For his part, Dragonfly patiently repeats his argument as many times as it needs to be said. Grabbles was the warmonger, and Grabbles is dead. The mites have no interest in pointless fighting that never ends, and would rather join their new allies in making something bigger than themselves.

Sense Motive DC 11:

The Viceroy has no real ambitions beyond ruling the group of mites he thinks are his rightful subjects, is following the PCs mostly out of fear, and hates kobolds passionately but knows he can't beat them so he's playing nice.

He is, however, sincere in wanting to be at the forefront of a massive force killing humans from the back of his dragonfly. It makes his twisted dark fey heart happy to see beautiful humans mutilated and maimed until they look no better than him and his fellow mites.

Chief Sootscale is also happy to see an end to the endless war, so he tries to keep the peace and discourage his warriors from losing their cool.

Abaos walks to the front of the line as the cavalry line up, and motions for the rest of the party to do the same. When she finishes speaking, he speaks. "Hello, Captain Garess," he says, holding out his hand in greeting, "I heard you were looking to help end the banditry problem in these woods. Well," and suddenly his arms stretch upwards, motioning out to all the assembled host, as if gathering them "here we are. Everyone who's set on destroying the Stag Lord. Let's talk."

Iorskan wrote:
Makes it a 30!

33 if Abaos wants to wear the funky feathered hat!

The captain is impressed. That's a lot of insurgents.

"The Stag Lord sure knows how to pick his enemies." She nudges her horse a little forward and stares at Abaos's face. "Purple eyes. You're Abaos, then? The Levet-" she's interupted by Iorskan, who spits a gout of flame into the air.

She was told by Swordlord Eleder that Iorskan was a 'a midgity little dragon, but smaller. That can't fly or breath fire.' But the only gold dragon she can see can clearly breathe fire, and also isn't particularly midgity. She's on her horse, but she suspects that if she was on the ground he'd come nearly to her waist, and they'd weigh close to the same. But that's sort of midgity when it comes to dragons . . .

"Is that Iorskan?" she asks Abaos, "I was told he couldn't breathe fire."

There are others whose descriptions she recognizes. A girl with no shadow, pale skin and grey hair. That's Ozzara, the caster. A quadrapedal beast made of darkness with immense, bulging eyes. That'd be her shadow. There's . . . another similar creature flying overhead, maybe it's . . . another shadow? Or a part of the cursed child's shadow? She doesn't know. There's Guthruc. Seeing him, it's hard to believe she mistook Dharak for him at first. Green, muscled, wrapped in dead animals and carrying a log, he looks like a feral monster. But then, when it comes to dangerous monsters, the wyvern takes the cake. She hopes these people know what they're doing, can control the creatures.

"Right. Let's talk."

I probably seem too adversarial, sitting on a warhorse and carrying a lance. We're all friends here.

She swings her legs over her saddle and jumps off her mount. On the ground, she looks a lot shorter (which is why she prefers to converse from the back of a destrier, she belatedly remembers). "Walk and talk?" she asks.

All good fantasies eventually have a moment when two leaders pace between their armies with their hands clasped behind their backs and capes flowing where applicable. This is that moment in this one.

"Before anything else, answer, are you withdrawing to this last line of defense and if so how much time do I have to prepare."

Since you aren't carrying your injured and dying with you, and have time enough to talk, she suspects it's the latter, but just in case she should be frantically throwing together last minute defenses she'd like to know right now.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4
DM Scholar wrote:
It isn't all fun and games, though, some of the kobolds are rather put out at having to work with the mites. The language barrier keeps arguments from getting heated, but you get the distinct impression there weren't so many humans about uninvested in the conflict things could easily come to blows.

Abaos' default assumption is that everyone speaks their mind, so he instead continues the celebration of the end of hostilities between kobolds and mites.

Garess wrote:
"Is that Iorskan?" she asks Abaos, "I was told he couldn't breathe fire."

Abaos laughs a little as Garess starts when the fire spews out. "Oh yeah, that's Iorskan all right!" He does a quick shrug, and continues. "He's getting bigger every day, and quite frankly, the way he eats, it's a surprise he's not the size of that (definetly not a) taztlywyrm over there. And yes, he breathes fire, but only in spurts. Glad he's on our side."

He quickly looks embarrassed, realizing he's been caught up in his bragging over his friend. "Anyways," he says, putting on a more serious face, "as far as we can tell, we're under no imminent threat from the Stag Lord. No, but he knows we're here, and I'm expecting retaliation of some sort over the next couple of days. We want to be at the forefront of it, hence why we've come." He stops and runs a hand through his hair, using the gesture to hide his appraisal of her.

Bluff: 1d20 + 13 ⇒ (13) + 13 = 26

"Besides, Awn told me you want to help, and we could use you, certainly."

He continues walking with her.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Awn watches as the two warleaders' cloaks flap in the wind.

If in range, use second sight to add +1 to Abaos' Bluff.


Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26

Bright Awn wrote:
If in range, use second sight to add +1 to Abaos' Bluff.

What's the range, thirty feet? If you aren't in range, I'm sure you can walk within range easily enough.

It was fated and comes to be that Captain Garess does not realize Abaos's appraisal while the ifrit runs a hand through his hair.

The captain, typically quite observant, is eying the small army the party brought with them instead of paying one hundred percent attention to the man she's talking with. "If this is the size of the resistance, and you still need out help, I've newfound respect for the self-styled Stag Lord . . . what needs to be done?"

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos nods. "You'll have more respect for him once you hear what I have to say," he says.

"We know this of the stag Lord. He's a big guy, wielding an enormous bow with a chain draw. He drinks most of the time, and lays around yelling and beating others, but he's such a force most of his men stick around to see him. They think h's a god, almost, and his status is legendary."

"He has a force of forty men, and five lieutenants. A manticore, and an ogre, of which are used for muscle. An evil druid/necromancer. Kressel, a long- time bandit queen who's pledged her loyalty and skills to him. And Akiros Ismort, who manages the day-to-day operations of the camp."

"He utilizes a stone fortress as his base, which consists of two levels- above and below ground. Above is where the stag Lord and his men stay- below is where the necromancer lies. Around one side of the fortress are zombies, which serve as a natural barrier to invasion from that direction."

"We've bandied about a lot of ideas. What we need most right now is to get a cohesive plan together, and a map of the place, so we can see what we're up against. Tactics, etc."

"Captain, you have 10 well- trained cavalry units at your command. Can you, and will you, journey with us to the fortress? From there, I'd like to see several things, all of which I'd be willing to discuss."

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
Diplomacy, MoC: 1d20 + 11 ⇒ (14) + 11 = 25

This would've been longer, and I would've shared all the tactics we discussed, but I ran out of time. Sorry!


"Captain, you have 10 well- trained cavalry units at your command. Can you, and will you, journey with us to the fortress? From there, I'd like to see several things, all of which I'd be willing to discuss."

"I'd rather it to sitting here twiddling my thumbs. And it is what we're being paid to do." She looks off into the middle distance, then turns back to Abaos. "Do you know if they employ a wizard? There's an old friend of mine, Falgrim Sneeg, who I'd dearly like to murder. I heard that he'd teamed with the bandits in the area . . ."

Garess is confident in her, her soldiers', and her newfound and impressively numerous allies' prowess. Confidently, she asserts,"Without knowing anything but what I've been told, I'm not terribly worried. They're outnumbered, I doubt they'd win a pitched battle. And if their position is too strong to take, I've all the time in the world to lay siege. We'll starve them out, if nothing else."


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Hearing that there might be a siege, Iorskan looked up and stared at the captain. He wanted to eat the stag lord! It wouldn’t do if there had to be a siege. But all he knew about sieges was that he heard they were boring. So he waddled up and said

”I am Lord Iorskan! King of the Eternal Flame!” It *sounded* really important, and that made him happy. ”Let us draw them out. They don’t know about my kobolds, or the mites. So they see a smaller army, come out to fight it, and the larger one jumps out!”

He slapped his tail happily, proud of his tactical genius.


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

All of this talk of war, pitched battles, sieges and lords, companies and wizards is like so much chaff in the wind to Awn. The woodborn continues to shadow the warleaders, content to shift and weave the pattern. For whatever outcome seemed...useful.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Guthruc enjoys the talk of war, and sees himself as the combat expert here. He walks up to Abaos and the captain, nearly pushing them aside. "Guthruc War King." He says this as though Abaos and the captain are out of their league, and should let Guthruc handle battles and war. "Guthruc and ally charge castle, kill all no join warband. If ally no keep up with Guthruc, cause retreat: Guthruc and dragons burn castle. Ally kill as deer king and men try escape fire."


Iorskan wrote:
It wouldn’t do if there had to be a siege. But all he knew about sieges was that he heard they were boring.

A seige would last a very long time, on account of them having ways to feed themselves through magic. This isn't something that Captain Garess knows, though.

Typically, I won't use NPCs as GM mouthpieces. I have my own mouth, and it works just fine if unbiased information must be conveyed. NPCs don't know anything but what they know, and if they come across as slightly less tactical then they should be on account of my consciously trying to avoid metagaming, that's alright in my book. It's the party that should be making the plans anyway.

Captain Garess looks at Guthruc distastefully (he's big and smelly and loud and doesn't use pronouns) but, to her credit, realizes that he has a point. "Burn them out? How much of the structure is flammable?"


Character sheet

We should sneak in at night! Ozzy adds, excitedly. Me 'n' the mites 'n' the kobolds! We can put out their torches so they can't see us, then set the whole place on fire! As she says this, she illustrates the point by casting light on the palm of her hand to make it glow, then closing her fist to block out the light. Wish I had Spark to follow that up with a fire display...

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos is surprised when everyone pushes past him and starts chiming in; but, then again, he isn't, really. That's his friends, that's his party.

"As you can see, Captain Garess, we've each had several ideas for this," he chuckles, slightly embarrassed.

"It's a stone monastery, with watchtowers and a wall constructed out of an unknown material, though I'm guessing wood. Burning it would help, but likely wouldn't drive them out anywhere. But, ti would lower their defenses somewhat, and smoke can be deadly."

You should know- the wizard/necromancer/druid teamed with the Stag Lord is Falgrim Sneeg, though you'll have to get in line to stop him. You're not the first to approach me about him."

Sorry for not getting this out until today; work caught me and I just passed out when I got home!


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Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Awn frowns, his usually sunny countenance darkening at the import of "plans".

"Fire? Fire is not a weapon. Fire is no-one's friend. Fire is vengeance without sorrow and hunger without satiation. As an ifrit Abaos, you are uniquely placed to tell these that fire will not win wars, though it may end them. These Broken Lands can be reduced to cinders and you will be Lords of Ash and nothing more."


1 person marked this as a favorite.
Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

”Fire is...Fire is vengeance without sorrow! Hunger without satiation! Rawr!” Iorskan was really getting pumped up. Awn’s words spoke to the primal hunger within his heart. He would have to remember that line. It would make him look so powerful, he was sure. Maybe even the Stag Lord would tremble when hearing it.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Hey Awn, I'm going to ignore the ifrit comment. Abaos has the Mostly Human background trait, and part of his backstory is that he's amnesiac with no memory of who or what he was. He'd likely tell you he was a human, if probed, just with purple eyes. But, if you think Awn might notice before Abaos, and point something out, let me know and we'll RP a really surprised Abaos[/i]

Abaos holds up his hands. "Guys, guys, I really don't think fire would even matter here. We're not debating the merits of using fire, we're just discussing options of destruction. It's a stone monastery, according to Norry. Fire won't burn it down anyways, so unless we receive some differing information when we arrive, we won't be using fire, regardless. It's just not a good plan."

Diplomacy: 1d20 + 11 + 3 ⇒ (7) + 11 + 3 = 21

[ooc]Can I roll diplomacy for Awn and Iorskan! Just keeping the peace guys, we'll cross the fiery bridge when we get there haha


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Oh, I wasn't aware. Purple eyed human it is then. I'm not sure Awn would know what an ifrit was unless he met one. Let's retcon that!

Totes fine with you using skills on Awn, I have no problem with inter-party social skill stuff....


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

”I’ll burn bandits then. Not the fortress.” Iorskan said in a tone which he considered sage like. ”We should have Guthruc and his forces challenge the Stag Lord. Then we ambush the enemy when they come out. Cut them off from retreating back to their fortress.”

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos considers Iorskan's words. "Burn the people if you'd like." He shrugs. "Just be careful. I'm not so certain the Stag Lord would be willing to come out and play; as long as he's in the fortress, he has the advantage. Still, we'll have to think of something. For now, let's just focus on getting there, and bandy ideas about."


Male Woodborn Seer 4; HP 31/31; AC 19/T15/FF 17; Fort +5, Ref +6, Will +7; Init +6; Per +11; Spd 30 ft. CMB +5, CMD 17

Where did everybody go?


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Im here! Just at annual training for national guard until 23rd, so bad internet

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

I think we were waiting for Iorskan, but if Iorskan has internet, then we can proceed. Or we can wait.


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

Proceed. It is in and out. And I’ll be back in a few days anyways


I’ll advance the calendar later when I have a keyboard. It’s nice to be posting in this thread again!

The assorted forces are glad to be on the move, after a week’s waiting around, they are ready to move. And ready to fight! The kobolds can’t wait to try out their metal weapons, the humans with their glaives and axes are confident they’ll be the side best armed.

Svetlana is happy for your business, but she must admit she’s happy to see the backs of you. (A week is a long time to host sixty-odd ruffians and demihumans.) Oleg, returning from Restov, is dismayed at the mess your fighting force made in his absence.

Happs is grim now that it’s time to fight. He’s not sure how many of the bandits under his teneous command will still be here in a month. They’re a motley and friendless lot, but he feels responsible for them. There’s no one waiting for them at home, no home to wait at, a desperate band with little to lose. Bydon memorizes their names, determined to remember them if no one else does.

Captain Garess had an easier time waiting. Sometimes soldiering is exciting, and sometimes it’s a waiting game, and when it is there’s nothing for it but to play cards and try not to think too hard.

A week without doing anything is enough to drive mites to madness, the Viceroy shows his leadership by organizing bare knuckled bouts to help the mites blow off steam.

And now it’s time to march. Spirits are mixed as the rag tag band sets off across the Kanelands. Days later, excited and nervous, they come to a stop at the ford where the Thorn meets the Shrike. I’ll update the map when I’ve a keyboard.

You’re still a good ten miles away from the fortress, but I’ll let you describe your (method of) approach.


Male Orc Barbarian (flesheater, true primitive) HP 47/47 : Rage (14/14) : Magic Excel doc of Stat Stuff

Should I make the survival checks to gather bee/wasp nests and various snakes in my sacks? Or are we going to assume Guthruc manages to gather 20 bags of mixed wasp nests and vipers?


Character sheet

As the group marches, Ozzy scouts ahead of them. Which is to say, she stays ahead of the group so that Mr. Winky can stay ahead of her, soaring overhead to watch for threats in their path, while the blue of his new garb makes him almost invisible against that of the sky. Mr. Blinky stalks through the underbrush at her side.

Mr. Winky Stealth: 1d20 + 19 ⇒ (4) + 19 = 23
Mr. Winky Perception: 1d20 + 14 ⇒ (18) + 14 = 32

Ozzy Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Ozzy Perception: 1d20 + 0 ⇒ (15) + 0 = 15

Mr. Blinky Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Mr. Blinky Perception: 1d20 + 5 ⇒ (5) + 5 = 10

To be clear, Mr. Winky is way out in front, so the other stealth/perception rolls should only come into play if there's something he fails to spot and warn them about.


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

At the head of his kobold horde, Iorskan ambled forward happily. He had loyal minions! He could breathe fire! He could almost-sorta fly! Well, he was getting there. The point was, he was happy. And he was hungry. He was growing by the day, in a ‘frog boiling’ sort of way. The kind of growth that wasn’t readily apparent when one saw him every day, and thus sort of crept up on you.

Iorskan grinned, showing all of his very sharp teeth. Humans liked that. And if he was going to be a lord, he was going to have to learn how to make his neighbors feel at ease. The last thing he wanted was a murderous group of adventuring hobos to come slaughter his kobolds and steal his gold because he didn’t learn how to smile.

Thus, with dreams of gold, conquest, and glory, Iorskan marched.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos doesn't so much march as he does move, skipping along, playfully making fun of Dharak, Townsend, and the tightly- wound Happs. He does this with a slight nervous- energy, of course, and his jokes seem just a tad forced- but he'd never let anyone know. Though, after drawing into an argument with Happs, about something petty, nevertheless, he decides to involve several of the members in moving games of chance- ostensibly, to clear the air, of course.

Rarely does he look over to the kobolds, mites, or Garress; though he does make an effort to see Nakpik, Zornesk, Poro, and Eadoo on the march, chatting in preschool- level kobold (Which, for him, is vast improvement).

Once the scouts report the ten- mile mark, he calls a quick halt to the assortment. "Bright Awn, Ozzy, Guthruc, Iorskan and Sootscale, Happs, Dragonfly, and Garess, with me, please."

He then shuffles everyone into a sort of makeshift strategy room, basically a dirt circle with some logs around it.

He begins drawing in energetic, precise strokes. "Alright ladies and lords, this is it. What we've been planning. Is everyone ready?" He pauses a minute, not really looking up at anyone in particular. "Good."

He begins drawing. "So, the camp is here. Ozzy, I want those siege engines in place here, along with Guthruc, Anura, and Tazty, and whichever people you trust to use those turrets without blowing us all up."

"Lieutenant Garress, you know the plan. From what we've gathered from Tazty, Norry, and some of the others, as soon as we get close enough, that manticore is going to come out. If it thinks you're vulnerable, it'll attack, and that's the plan. You take about half your men and ride out, as if you were going to scout the walls. Make as much noise as you need, but as soon as that manticore comes, you book it. I don't care what happens, you keep coming, to this spot, ok? We'll have the rest of your group, plus everyone I've mentioned previously standing by. Iorskan, Awn, Dragonfly and the mites, plus myself will be nearby."

He furiously taps the respective circles as he talks. "Now, whatever happens, the rest of us need to stay hidden. That manticore isn't going to come if it sees a force large enough to hurt it, and that's the most important part of this plan. We're going to take the Stag Lord's eyes out of the sky, and once we have that, everything else is ours."

He turns to Chief Sootscale. "Have your miners get ready, but don't start digging until we get closer. Once the manticore's down, then we can dig with impunity, but if it sees us digging, then we might be in for some nasty surprises."

He turns to Happs. "We're keeping you with the Chief, in case something unexpected happens. Keep one of Garess' soldiers with you, in case you get attacked, so we know to reinforce you. Otherwise, do not engage, and keep out of sight as best you can."

He turns to the group. "Any questions?"

Well, that's the basis of the plan, anyways. We've two confirmed reports that the manticore will attack something near the fortress if it thinks it can win, so that's what we're banking on, here. Anything I'm missing, let me know! Please!


Character sheet

Among our allies, Sootscale and Happs would be the best candidates, followed by the kobold rogues. The kobolds have better dex, but they also take additional penalties to target. In either case, the penalty can be reduced by 2 by adding another member to the crew of each balista. One of them paired with a bandit to help reload will result in a lower penalty than any of our human other allies would have.

OTOH, since reloading takes two full rounds, Ozzy (who takes no penalties, since she's trained in Kn: engineering) could rotate among the machines and fire one every round, leaving the other crew members to reload in between. If a balista can be fired in the same round that the loader finishes loading it, this would allow two of them to be fired each round, in which case Sootscale or Happs would be the best candidate to rotate between the other two balistas.

So, basically, each light balista needs one permanent crew member to handle reloading, while Ozzy and possibly one other high-dex individual switch off between them to do the firing.


Guthruc wrote:
Or are we going to assume Guthruc manages to gather 20 bags of mixed wasp nests and vipers?

Sure, ten of each.

Iorskan wrote:
He was growing by the day, in a ‘frog boiling’ sort of way. The kind of growth that wasn’t readily apparent when one saw him every day, and thus sort of crept up on you.

He's grown a lot in the past month of adventuring. He'll be medium sized soon!

Ozara wrote:
So, basically, each light balista needs one permanent crew member to handle reloading, while Ozzy and possibly one other high-dex individual switch off between them to do the firing.

Works for me! Happs has point blank shot (for what it's worth) and no size penalty, Sootscale has sneak attack. Who do you want manning the thing?

You realize with a start that you've been in the Stolen Lands for more than a month now.

The fifth of May dawns rolls bright and clear, as is statistically most likely. I was hoping for dramatic rain or something . . .

The Stolen Lands change seasons quickly. The moment that the GM begins rolling on the summer table instead of the spring table, the temperature skyrockets. So it is that with little time to acclimate, you find yourself shedding layers and enjoying the sudden warmth. When you wake up in the morning, there's no frost on the ground.

Against the clear blue sky, Mr. Winky is nearly invisible. He flies far ahead of the marching army, returning with dire portents and ill bodings.

With almost twenty days to prepare for your coming since Auchs alerted them to your presence, the Stag Lord's fortress has been fortified most impressively. They thought they faced only Kressel's wayward crew; the gathered kobolds, fey, and career soldiers will strike them like a bolt from the blue. But Akiros Ismort takes no chances when it comes to the lives of those under his command.

The forest around the bandits' fortress has been clear cut; there'll be no scaling of their fifteen foot palisade by woody means. A ditch, five feet deep and ten feet long, has been dug around the outside of the palisade, except in front of the front gate. Of the trees cut down for this purpose, some were converted into sharp stakes protruding from the pallisade. Others were piled, along with the uprooted undergrowth, long dry grass, and brambles, creating a in most places waist height maze outside the palisade, which is now more of an inner wall. (This'll make approaching the fortress tricky, they've endeavored to create choke points and leave no straight paths) (I'll draw a map shortly, by which I mean tomorrow, and I'll have it posted by some time) (Of course, you guys mean to dig a tunnel, but they don't know that)

These waist height walls do not cover one approach to the keep. This, you infer, is the approach guarded by the mindless undead, threat enough themselves.

Winky decides to investigate the path breaking barriers more closely, and his sensitive olfactory passages are assaulted by the scent of lantern oil. This, combined with the cleared undergrowth most certainly meant as kindling, combined with a trench in retrospect likely meant to stop the fire from reaching their own wooden walls, suggests the idea to Mr. Blinky that the defenders may intend to play with fire.

Going about their business are the bandits of the keep, some of them on their guard, most not. The front door is kept closed by default, opened only when people need to come in or go out.

In light of recent intelligence, Captain Garess is reluctant to bring her horses within bowshot of the keep. She worries that one flaming arrow might be enough to set the forest on fire.


Character sheet

After relaying what Mr. Winky saw (and smelled), Ozzy says to the others, We should make sure those defenses are wasted before we are actually ready to attack. Either we could set fire to them ourselves, or we could drop some illusory forces right outside their walls, or even inside them, to trick them into doing so. Not only can we force them to expend their carefully-laid traps, but we can see what their response to threats looks like from a safe distance, so that we will be prepared for any other surprises they may have planned.

PBS and sneak attack will only come into play within 30ft anyway. Since we're trying to harpoon, PBS is probably more useful, because it helps attacks instead of just damage. Also, it makes more sense to have haps manning a balista than the king of the kobolds.


Character sheet

We may even want to send a few illusory forces to "attack" them at random times each day until we're ready. They'll catch on that they're illusions after the first few, but in addition to letting us see their responses, it will make them complacent, so that when we actually attack, they'll think that we're illusions, too.

I'd also like to find a way to get some of those undead inside their walls, so they can soften each other up.

Grand Lodge

M Ifrit HP: 19/19 AC: 17: FF: 14 Touch: 13 Fort: 3 Reflex: 7 Will: -1 Attack: 8 Init: 9 Perception: -2 Sense Motive -2 Moments of Chance: 6/7 Luckbringer 4

Abaos ponders this for a minute, before stopping. "It's a good idea, Ozzy," he says. "But we lose our ability to draw out the manticore, then. What do we think about this?"

He points again to the map. "Option A: we send in your friend to water the grounds. If we can drown enough of the brambles by himself without being seen, then we can continue the plan, as normal.

Option B: failing that, we send in the kobolds. We know Poro can hide without being seen; a few of her other scouts can drown the place in enough water to stop any flaming arrows. Afterwards, they'll run, and be the new bait: we'll have to quickly move those ballistae into a position. Garess's horses, plus whomever can move the quickest will run to reinforce their positions. We still see the response to our attacking the walls, and we can hopefully draw out the manticore to attack. Does that sound reasonable?"


I've got nothing until you guys give me a plan of action.


Character sheet

Mr. Winky can't carry much water. Ozzy says, hesitantly. What if we send Garess's people as planned, to avoid revealing any of our other forces, but instead of getting dangerously close to the fortifications, they fire a flaming arrow to ignite them from a safe distance? When they turn around to leave, only the manticore will be able to pursue, because the flames will block everyone else's path.


Character sheet
DM_Scholar wrote:
I've got nothing until you guys give me a plan of action.

What about that map?


Wounds (0) HP (17) AC (16/14/12) Saves (7/5/4, +4 vs mind effecting) Fire Resist (5) Draconic Weaponry (5/5)

”Can’t we just build a catapult? We should throw stuff at them to make them come out. Like...I don’t know. Rocks. Or trees. Or whatever we have around here to throw. Maybe mites. But if they think that they can’t stay inside then they’ll need to face us. We can dig under them while we throw things at them.”


I'mma hold off on drawing up a map of the waist-height flammable walls until I know whether or not you guys'll be destroying them before they see use.

A map of the fortress proper can be found here.

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