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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Character sheet

Awn, I think you can also attempt an Aid Another roll to add an additional +2...

In fact, everyone might as well roll one...

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

So, we're up to a 21 (and a 24 if the headress works!!!), so we're climbing! ANyone else want to try?


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

Nope! Sorry, it’s not something Iorskan would think about, or be of any help in.


Character sheet

While the group is in the area, Ozzy will send Mr. Winky to fly over and assess their combat readiness. Do they have siege weapons of their own? How many guards are on duty, and how attentive do they seem? What races are present, and how are they armed? Do they raise any type of alarm when the head comes flying in, or have any obvious means of doing so besides shouting at one another? Stuff like that. I'm especially looking for anything that Mr. Winky might be able to use his Disable Device skill on if he sneaks into the fort later.

Mr. Winky Stealth: 1d20 + 19 ⇒ (15) + 19 = 34
Mr. Winky Perception: 1d20 + 14 ⇒ (12) + 14 = 26


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Ozara "Ozzy" wrote:

Awn, I think you can also attempt an Aid Another roll to add an additional +2...

In fact, everyone might as well roll one...

In fact, every single member of your sixty-odd person band of merry men might as well roll Aid Another, which would give you an average bonus of +30 to the check. Obviously, they won't, but this is something that we've got to fix before the next time that diplomacy comes up . . . there needs to be a set limit to how many people can aid the attempt, or else you diplomacy-immune PCs will take your troops and browbeat the entire world into following you.

What number of people allowed to Aid sounds fair to you guys?

Abaos wrote:
So, we're up to a 21 (and a 24 if the headress works!!!)

While Mr. Winky conducts espionage, an arrow with a strip of paper rolled and tied around it find a home head-down in the dirt, fired in the general direction that the manticore's head came from.

It reads:

Greetings, Abaos.

Your missive was most informative, perhaps against your own intent.

It seems clear to me that you lack the force to take our walls. Your vulgar threat proved to me what already I suspected, Raltoukh the manticore was drawn into an ambush and slain not by superior manpower, but by ballistae, doubtless murdered to conceal from us the sorry state of your forces, such as they are, which hide in the trees as scared kobolds in their den.

You will answer for his cowardly murder, later if not sooner.

We know of your ragged band's condition; when Rutan that's Kressel's last name took her leave you lacked the supplies to wage a war of attrition. As we know your meager means, it's only fair that we divulge ours with you. We have both food and water within our walls, produced by magic. They will not run out. I reiterate; we can wait here until the last of you starves to death.

Your grand schemes of defying Restov, doomed to failure as they were from their very conception, will die here with you. That's no loss at all. I have no interest in putting myself above the law; justice will come for me eventually, as all of us. I will be here to meet it when it does.

Our arcanist, Sneeg, tells me that your lieutenant was at one point in her career a captain, she must have been recently demoted. It appears that Restov does not care enough to own these Stolen Lands to send more to take them than disgraced officers and traitors. I suspect that these lawless lands will remain so until the day I die.

You rolled high enough on your diplomacy check that Akiros makes you a counter-offer.

I have neither the authority nor the inclination to betray the Stag Lord, and I have never heard of "Nugrah". However, I can offer my life, as Captain of the Stag Lord's forces observant readers will note that he's been recently promoted, in exchange for a man you hold prisoner. A man named Norris, son of Kurt.

I shudder to think of what tortures such as you would inflict on those at your mercy. Norris was a good man, I know that he only break under threat of death. And yet break he must have, how else could you know my name and our defenses?

Ever since Auchs returned with word of Norry's capture, his senile father, Kurt the Greathearted, has spoken to no-one and refused food. He is feverish and cold in turns. We fear for his life.

I fear neither sword nor rope. I'm tired of fighting the inevitable. I do not fear death, though I know that to me it must mean damnation. Erastil sees justice done. All I ask is that you show mercy to Norris and his father. Their crimes are less than mine.

-Akiros Ismort

I'll write out what fruits Mr. Winky's scouting mission have borne at a later juncture.


Character sheet

Norry is dead, but Ozzy does have that Disguise Self SLA. I'm not sure what she could usefully do from within their camp in 30 minutes (minus the time for the exchange and the trip back inside) that Mr. Winky couldn't do better (and more safely) on his own, so probably not a good idea for her to go in. If she didn't get out before that ran out, and just a change of clothes was not enough to appear to be one of them once she was inside, she would probably need to burn her Scroll of Fly, Potion of Invisibility, or both to escape. That's enough time to fake Norry's presence to initiate the trade though, then run off with the captive (or just take the opportunity to kill him), if we want to do that. Just laying out the options.

Grand Lodge

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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

Sorry Ozzy, but Abaos feels personally responsible for this. He's not doing anything other than the rash, honorable thing to do- which, was probably why Akiros wrote it; but as a man who lives guided by his passions, Abaos is going to gall for it pretty easy. He's probably going to be pretty mad at ya'll the rest of the day, and he's definetly not listening to any of ya'll about anything until morning.

Abaos reads the letter when it is found, and his hopeful face quickly turns into a scowling darkness that worsens, blacker and more black, until he finishes. He furiously grabs another paper and begins scribbling.

Letter:
Kurt the Greathearted,

I regret to inform you of the untimely death of your son, Norry. He was slain shortly after his capture, against my orders. He was buried along with his belongings in the camp, and I personally stood vigil over his grave. I deeply regret his passing, and am sorry for your loss, though I do not expect your forgiveness.

Abaos

After finishing, he quickly grabs a bow from one of the men "Your bow."

He then walks straight to the edge of the woods, ignoring all attempts to stop him. He steps out, yells "Parley," and then quickly fires off an arrow with the note attached, aiming for the door of the complex so as not to hit anyone. He then stands there for a quick moment, eyes burning intensely on the wall, before turning back into the woods.

"I'm going to check the progress of the tunnel," he informs the group bitterly, as he stalks off to where the digging should be occurring.


Meanwhile, Mr. Winky has been flying about the Stag Lord's fortress unopposed. There are few within the castle who have even a chance at seeing Mr. Winky as he silently flies along.

Outside the castle, there are none.

Ozzy wrote:
Do they have siege weapons of their own?

None that Mr. Winky can see.

Ozzy wrote:
What races are present, and how are they armed?

Mostly humans, though other ancestries ¯\_(ツ)_/¯ are also present. For convenience's sake, they'll all be using the same stats, and we'll say that any difference between them is outweighed by the dice.

They're armed with longbows and with a motley assortment of melee weaponry that all use the stats of shortswords. (But will be more fun to narrate!)

Ozzy wrote:
Do they have siege weapons of their own? How many guards are on duty, and how attentive do they seem?

After the manticore's head was catapulted over the wall, the guards are on high alert. There are ten people on the watchtowers or on the walls, bows ready, talking to each other and making a show of not being nervous but paying very good attention to the treeline.

Despite the daylight, they stand near stands with torches in them.

Auchs stands guard just inside the only gate through the pallisade, though Ozzy doesn't need her imaginary friend to tell her that; she can see his head poking over the top whenever he stands on his toes to get a better view.

Strewn about at the ogre's feet is what appears to be an enormous straw mattress, though it's a little heavy on the straw and a little light on the mattress. Half buried in it is a taxidermied black bear, it's fur thin in places from constant handling.

perception DC 30:
It's really hard to ID the cause of death on a long since stuffed taxidermy turned ogre's plaything, but Mr. Winky's professional opinion is that it was killed with an enchanted rapier.

Ozzy wrote:
Do they raise any type of alarm when the head comes flying in, or have any obvious means of doing so besides shouting at one another?

No one sees Mr. Winky, so no one raises an alarm, but Mr. Winky can't see any other way to alert the others than shouting. Shouting would likely do the trick, though.

Ozzy wrote:
I'm especially looking for anything that Mr. Winky might be able to use his Disable Device skill on if he sneaks into the fort later.

Is Mr. Winky sneaking into the fort right now? If not, he can't see anything on the interior.

Mr. Winky is surprised by a commotion at the door, and Auchs screams out, suddenly incensed, "Go way Abose! You're a liar! A LIAR!" A few people run along the walls to see what's going on, though most have the good sense to man their positions. Someone runs into the monastery, and comes out with a tall bearded man in rusted armor, a dented roundshield that at one time had an intricate symbol painted on it, though that's been subsumed by rust and sword-marks.

Kn. Religon DC 10:
His shield bears the holy symbol of Erastil, god of community and the hunt.

The bearded man has the door opened, and retrieves the arrow embedded in it. Reading the affixed short missive, the bearded man's expression hardens. Wordlessly, he crumples the letter in his fist and stalks his way back into the monastery, ignoring the questions asked of him.

Abaos wrote:
"I'm going to check the progress of the tunnel," he informs the group bitterly, as he stalks off to where the digging should be occurring.

Now that there's no fear of the manticore spying their operations, the kobolds are ready to dig. Later. They're tired, and are naturally nocturnal, so they're sleeping right now to get an early start tonight, they plan to begin construction before the stars come out.


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

"Well, that all went as as well as one might expect when you mix raw emotion coupled with half baked plans and add a generous dollop of "who gives a f&@k, let's kill everything". [*sigh*] "It's true. We killed Norry. To be perfectly honest, he was, at the time, just finished with his job, that of trying to kill us, and the only reason he was finished was because we stopped him."

Awn looks around.

"War is an incredibly untidy and chaotic business. Perfect for us."


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

"I don't understand why you all seem to care so much about this one. We are here to eat-murder them all. One of them tried to eat us, and we ate him. No crying. My kobolds will dig under their wall, and when it collapses we burn everything."

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

So, I know Paizo's been spotty, but we should probably get back on the horse if at all possible. Anyways, here we go!

Towards nightfall, Abaos emerges from his tent that he's been brooding in, and walks towards the group. He looks like a wreck, with red cheeks, bloodshot eyes, and hair flung in an uneven position. His normally smiling face has a hard frown line, and he speaks in a short, clipped tone.

"We need to attack tonight, or else he will suspect something. Every night, until we are ready. A quick skirmish, and we are away- I won't risk lives needlessly- but we cannot wait here, either. He knows about Garess, so I'm taking her and some of the bandits to attack; maybe try to burn that maze out. Have the kobolds stay here and dig; and tell Lord Dragonfly to scout along the undead perimeter- But he MUST sat out of sight!- while we are away. We shall return shortly. Any questions?"


Happs Bydon has misgivings. "I dunno if we're in any kinda position to skirmish. If we leave the treeline they'll light us on fire an'if we try shooting arrows from cover they'll light us on fire."

Garess disagrees. "Without their airborne scout, we can dig our firebreak with impunity and start a fire pre-emptively. Means we'll likely be doing that all night instead of fighting, but we were going to have to dig the thing eventually anyway. The important thing is, as Abaos says, that we keep them on their toes and off our tracks."

If no one protests, they'll get right on digging that firebreak. It'll take the kobolds four days to finish their tunnel, but since it seems attacks will be launched before the tunnel is complete I will advance the calendar by one day only at the end of this post.

The kobolds and humans work through the night, the kobolds on their tunnel (well, on their pit, but they'll start tunneling presently) and the humans to clear a firebreak, hacking off the limbs of trees and clearing brush. They try to work along natural breaks in the forest, cleaving to streams and existing gulleys, but they also make an attempt to stay as near to the fort as possible without risking notice.

Everything between the line of cleared brush and the Tuskgutter Lake will burn.

At last, early enough in the morning that the sun has yet to show it's face, but late enough that the grey sky herald's it's approach, the work is complete. Like a scar the ugly dirt path, with splintered wood and uprooted brush strewn like kindling on either side of it, winds it's way through the Narlmarches. It's an ugly thing, but few realize that. They're exhausted, but it's the kind of happy exhaustion that comes from working hard to do something you want done with people that you like.

Besides, it's an ugly thing that exists to prevent greater ugliness, even if it was created to facilitate ugliness in the first place.

Does anyone want to do anything before we light the place up?


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

Iorskan gladly volunteers to be the one to light everything up. He insists on doing it in full view of the enemy.


Character sheet

Ozzy doesn't want to argue with Abaos in his current mood, but thinks dumb to send Dragonfly for stealthy scouting instead of Mr. Winky, so she takes her eidolons to scout that side instead.

Stealth: 1d20 + 19 ⇒ (11) + 19 = 30
Perception: 1d20 + 14 ⇒ (13) + 14 = 27


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, but cannot bring himself to participate in the ravaging of the green. He understands the need of futures to come, but is content to let others bring them toward the 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

Iorskan, you read my mind!

Abaos looks on with pride as the men finish the firebreak. It's ugly, sure, but it'll do a lot of good, and for that, Abaos smiles. The first smile he's had in a day. And, after a few moments of rest, he walks up to the Dragon king.

"Iorskan, come with me. i'd like you to do the honors; but wait for my signal. I intend this to be a pretty fascinating thing, after all."

Soo, he goes up to Happs, and with a few whispered words, he slowly works the group of tired bandits and Garess' horselords into a chant. "Iorskan" it starts, but slowly grows into a tremendous roar "Iorskan Iorskan Iorskan"

And, when the world is at it's zenith, he gives the signal to fire.


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

Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

Iorskan paced back and forth, roaring as he did so. He stayed just outside of arrow range. He wanted everyone in the fortress to see him. He wanted to be heard. He wanted them to know fear. For he was Lord Iorskan! Master of the seventh flame! The seneschal of the secret fire. The master of all that fell under his shadow. That, and every other title that he could think of. He would make them fear his name.

Once the chanting had reached a high enough pitch, he reared up on his hind legs and spread his wings out as far as they would go. He was still small, but he was growing in size. That, and he could feel the heat in his chest rising up.

Flame Breath: 3d6 ⇒ (5, 6, 6) = 17

A mighty wall of flame shot out, the largest that he had yet produced. Right into the flammable ground. Iorskan barred his teeth in feral hunger. The world would burn and he would light the fire.


The flames spread quickly, and just as quickly do the forces of protagoning beat a hasty retreat. From a distance you watch the forest burn, great plumes of smoke choke the air. The blue sky turns grey. Animals fast enough to escape do so, splashing across streams or sprinting for the safety beyond the firebreak. You hear the dying screams of those less capable, even over the sound of trees burning.

Hours later, when it’s safe to return, you find a barren, ashy waste, pockets of fire still burning, defoliated trees protruding from the earth.


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

What is the state of the enemy fortress? Regardless...

Iorskan surveyed the destruction with joy in his heart. Something primal in him stirred at the sight of the devastation. So many years of insecurity over his size and position, all momentarily blotted out by the power of his flames (and that of the environmental factors...but those didn’t count).


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

Guthruc, supporting his friend, walks up next to Iorskan surveying the wreckage
"Small dragon become big dragon, strong dragon"
Guthruc says this as he munches on a bird that had barely escaped the flames. He offers another, still alive and struggling in his grasp, to iorskan


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

Iorskan happily snatched the bird. Soon his maw was a mess of blood and feathers. He growled happily. Best. Day. Ever.


Ornithocidal antics never fail to bring a smile to my face. The fort still stands, the bandits made sure to leave plenty of room and a fairly wide ditch between themselves and the fire they planned to start. What’s the plan?

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

It's alive!!!!!!!!

I think the plan is to have several small raids on the place, two or three a day, using flaming arrows to keep the fire rescue squads on the opposing team busy (since I sincerely doubt that we'll manage to burn down the actual wooden gates, but hey, worth a shot, right?). We never, ever use the mites or the kobolds, since I'm pretty certain Kressel and Akiros don't know about them, yet, and why let such a wonderful surprise be wasted in a skirmish? I'd also keep Tazty away, as well- I just don't think she'll be as effective for what we're trying to do- ranged combat to keep them on their toes, that is.

On Ozzy's idea- I think during one of our raids, we could probably attack the one side, then have Ozzy+ a team of horses roll up and try from the other side. I think that might be our best bet, though whether or not Auchs will be visible/we'll be stealthy enough to get through without him noticing is debatable.

Man, I've had that saved for at least a week, now. Feels good to be able to post something, finally.


If it's alright with everyone, I'm going to time skip forward five days.

I actually rolled two thunderstorms while generating weather in interim. Realistically, that might have flooded your tunnels . . . but I'm assuming that the high Survival members of the group saw the the storms coming, and they blocked the entrance of the tunnel well enough that it was more or less watertight.

This early in the morning, it's cold enough that you can see your breath.

Frost frosted vegetation vegetation frosted as if by frost, by frost crunches under the feet of the small army you have assembled. On lower ground, rainwater froze before it could drain properly, a good enough reason to have your camp pitched up here, rather than down there.

Though, the camp isn't pitched, so much as it's been constructed. Industrious kobolds and humans created shelters strong enough to weather the weather, cabins consisting of those trees that grew in the path of the firebreak.

Three out of the past five days, you've gone out to harass the people in their fort. It wasn't a terribly risky thing to do while waiting for the kobolds to finish digging their tunnel; Garess's soldiers are better trained and better equipped than the rank and file bandits holding the castle.

And yet, five brave folk are buried not far from where you stand right now, with the bones of a horse. (The rest of it was eaten, but Garess's soldiers insisted on giving the horse a proper burial.) Others were wounded, but as Bokken arrived in your camp shortly after the first storm, much of the horror and slow death by festering injury that haunts healer-scarce battles was avoided. (You'd think that there'd be more equines biting the dust, but they're tough enough to eat a few arrows and druidic healing meant that those who got away wounded were right as Thor's rain shortly thereafter.)

Almost all of your casualties were inflicted on the same day; the second day of skirmishing when the Stag Lord finally visited the battlements in person.

Closer to seven feet tall than to six, with the antlers of his helmet making him seem even taller, he was impossible to miss as he staggered his way to the top of the battlement. His bow must have been seven feet long, thick around as Townsend's wrist, the chain rattling against his metal arm guard clearly audible even hundreds of feet away over the sound of horses and humans. His arrows punctured armor, pinned shields to arms, shattered bones, and bodily threw armored men off horseback.

Retaliatory fire subsequently knocked him off the wall, twenty or so arrows hitting him more or less simultaneously. He didn't show up for the third day of skirmishing.

It's impossible to tell how much damage your own people did; impossible to tell the difference between death and grave injury that isn't actually all that grave because they have a healer, too. But, by your best estimations, you hurt them roughly as bad as they hurt you. Worse, if the Stag Lord died.

At any rate, the tunnel is inches away from completion, and will be finished on command. How do you guys want to go about doing this?


Character sheet

Before making a hole big enough to attack through, we should probably make one just large enough for Mr. Winky to squeeze through, so he can scout 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

I actually disagree. Making any sort of hole before the attack risks us being discovered, and if they have it blocked off, or trapped- well, let's just say that any scouting isn't going to matter, much. We're already diverting enough resources that if it doesn't work, we're going to be hurting, regardless. Besides, when we launch the attack, we're going to want Ozzy (and therefore, Mr Winky), up at the top, to blind anyone at the walls.

I'm pretty certain this was discussed, but I honestly cannot remember the outcome, so I'll reiterate it here.....

Have the mites (especially Lord Dragonfly, for Coordinated Charge) go through the tunnels, and hopefully ambush Falgrim Sneeg. Kill him, and have some sort of scout (I think we said the kobold scouts aka Poro, but I'm having second thoughts about putting the mites and the kobolds together), up the elevator/through another exit up top, and try and open the doors for our "main force". Basically, we're going to launch another attack up top, if only to keep anyone upstairs from noticing that we're attacking downstairs. Now, assuming that our underground invasion works, the Stag Lord is now facing a two- pronged attack from the outside and from beneath (which is good for us). With luck, before they notice that we're attacking from below, Poro or one of the other scouts can open the doors, allowing us through.

From what I remember, we had said something about using Ozzy to make magical darkness to blind the men on the walls for our outside attack, which I still think is a fantastic idea. We'll want to be right outside the walls for when the doors are (hopefully) opened, so having her darkness to help us sneak closer will be invaluable.

One Small edit: I'm thinking that if we do want to have the mites and the kobolds go through the tunnel, we should probably send one of us (likely Iorskan) through as well, so they don't try and murder each other during the battle. Maybe Abaos as well, because I'm sneaky and charming. I don't know. Just a thought.

Abaos is tired from tired from the fighting. It's been five days, and they've launched three attacks, causing five brave men to die. It's unfair, and Abaos wishes even harder that this could have been avoided. Alas, it was not to be, so he does what he can best- he talks to them.

He's written down the names of the five men who lost their lives, along with a short snippet about them from anyone who knew them, and had a story to share. Everyone's been willing to talk; sharing the stories seems to ease some of the tension of their passing, especially around the fire- though Abaos does recognize a few looks from men who ponder their own story. One of the men, an outsider who mostly lived alone until he heard Happs' call, didn't have many stories- so Abaos penned one, about the man who stole a kiss from a princess before being banished out here for the rest of his days, that he's quite proud of. Certainly, it's a grand tale that the men will remember. He's calling it: The Book of the Fallen, while simultaneously reminding everyone that death is just a journey; theyll start anew later. He heard that somewhere, he just can't remember where. Still he likes it, so he repeats it.

He's really happy that Bokken showed up- last he heard, the odd druid wasn't interested in helping against the Stag Lord. So, he's set up with everything he needs to function as the camp healer, even if Abaos (and quite a few of the others) are suddenly missing spots of hair on their heads.

The Stag Lord is an impressive sight- Abaos remembers the fear that occurred when he showed up to the walls. Everyone seemed to hold their breath- and when the arrows off of his strongbow came flying, it was all Abaos could do not to sound a retreat right there. Instead, he called for a retialitory focus on just him, and was pleased when the order was obeyed- and the Stag Lord did not show up to fight the next day. If the bandits were right about anything, it was that the Stag Lord was certainly a sight to behold.

It was morning on the sixth day, and Abaos had just been met by Chief Sootscale and his senior digger. Apparently, the tunnel was all but completed, and they wished Abaos' word for the finale. He doesn't give it, yet- but there's a sense of something, a tension tingling the spine like pillars of sweat dropping down the back of your neck, but all around; it is apprehension- no, chance- no, destiny- yes, he likes that- destiny, hanging in the air. Strong, and Abaos likes it. With a kick in his step, he summons the leaders of the movement; Lord Dragonfly, Chief Sootscale, Leuitenant Garess, Happs Bydon, Bokken, and his fellows; Bright Awn, Ozzara, Guthruc and Anura does Guthruc go anywhere now without his battle chief following behind?, and Iorksan, to the planning tent. He's going to lay out the final piece of the puzzle, and he's truly excited. Destiny- whether his, or someone else's; was balanced on the edge, and Abaos was anxious to see how it fell.


Character sheet

When are we attacking? Dancing Darkness won't be of much use in daylight, but each sphere should be able to negate a torch if we attack at night, effectively blinding those without darkvision, but leaving those of us with it unaffected. Our human forces won't be as effective at night, though. Maybe we want to aim for evening, just before they light whatever torches they put out? When will the light level be dimmest?

Just throwing this out there, what if we have the humans attack through the tunnel, bringing light with them, and have our darkvision companions take advantage of the dancing darkness up top? The spell is really only useful for helping those with darkvision attack those who don't (for combat purposes, anyway).

Also, note that Dancing Darkness doesn't have the "only one active at a time" language that Dancing LIghts does (probably because it's not a cantrip), so if Mr. Winky isn't doing anything else, he can keep up to 10 of the spells active at once (after 10 rounds, he'll need to re-cast, because the first ones will start ending).

Coordinated Charge requires Dragonfly's Tactician ability in order to be effective (so that he can grant the teamwork feat to allies). He can do this for 3 rounds, once per day. I think we should save it for the stag lord himself. There's probably not enough open space in the basement to use it effectively anyway.


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

”Cold! It is cold, and I don’t like being cold.” Frosted vegetation frosted by frost was fun to crunch on, but it didn’t excuse the weather. Being wet wasn’t good. Being cold wasn’t good. Being wet and cold was...bad!

”My faithful vassals will break through soon. Let us have the mites pull their weight now by unleashing them. Let us charge now and take this 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

I'm pretty certain we had said nighttime or dusk! I had thought we would have the darkvision guys go through the tunnel to have a better chance of opening the doors to let us inside, but we can do the other way, as well. I think Abaos is probably the sneakiest of the thinks-he's-a-human's, though he does also have darkvision, so if we do decide to send the bandits through the tunnel I'm declaring myself part of that task force, for certain.

I think if we do the reverse- send Abaos, Happs, and the rest of the bandit force through. Ozzy needs to stay up top to Dancing Darkness spell cast, Garess probably won't be useful down in the tunnel, plus the two of you can act as intermediaries between the mites and kobolds to not kill each other. Tazty's up top, because she's not fitting in the tunnel. Leaves Guthruc, Anura, Bright Awn, and Iorskan to pick where to go.

Second concern with the kobolds/mites up top- if they are spotted, Akiros Ismort is going to wonder where the rest of the humans are. So, either the kobolds/mites have to hide really well (which shouldn't be entirely difficult, with Dancing Darkness on), or we should disguise them to look like people. Whichever is easier.


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Alright, guys, it’s been forever and a day, but this thing is finally happening. Except not yet. I’m going to wait for Bright Awn and Guthruc to chime in, make sure everyone’s on the same page before we start the boss battle.


Character sheet

There's still a trench around the wall, except on the zombie side, right? Or was it just an area that had been cleared of vegetation? Which side is the gate on (looks like north?), and which side is the zombie side? I'm thinking if it's dark enough, our guys can just walk up to the wall. If we cover them with dancing darkness, they should be able to get pretty much right up to the walls without anyone noticing that anything's amiss. All those sticks pointing out might make a direct assault more difficult, but they should make stealthy climbing a lot easier, especially for small creatures that are lighter and fit more easily between them. The mites and their centipedes even have climb speeds. Might want to put kobold commandos on the centipedes long enough to ride over the wall, to get everyone in faster. Mr. Winky has a decent climb as well, and Guthruc shouldn't have much trouble getting in. They can murderhobo all of the blinded lookouts, then open the gates and let Garess's people and the rest of the kobols charge in.

Is there a mechanism to open the gates, or is it more like a big door that you have to push open? Mr. Winky should know this from his scouting, and if it's a mechanism, he might be able to open it himself once the guards are otherwise occupied. If it's just a swinging door, it shouldn't be too hard to open from the outside if you can get there without being seen. If it's barred (and the bar is too heavy for Mr. Winky to lift), Ozzy can tie her crowbar to the end of her rope, and Mr. Winky can carry that over the wall and hook it on the bar. Then when they yank on the rope, it will pull the bar off and allow them to open it.


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

If auchs is nearest the frontal assault, Guthruc will be busting in to kill him. Guthruc must restore his honor he lost in that battle and consume the flesh of a giant to grow even stronger. Guthruc will probably be one of the least sneaky forces once the fighting gets going, so we probably don't want him on the stealthier underground attack.
Guthruc will also have a backpack of bees and snakes to throw around and will be able to scale the wall the fastest with his fly speed.


Character sheet

Good point about Guthruc's stealth. He shouldn't be with the guys sneaking in, but being effectively invisible will give him a big bonus to stealth if he's not TOO close. He should be ready to fly in as soon as he can hear a commotion, at which point his lack of stealth won't matter, and make sure the gate gets opened before joining the fight (assuming we don't manage to get the gate open before that).


Character sheet

Ooo, just had another thought. Can we say that during the nights while the tunnel was being dug, Ozzy has been using her message cantrip over and over to make all of the guards hear indistinct whispers? The idea is to either make them think they're going insane, or to get them into the habit of ignoring such noises. In either case, it should make them less likely to notice any noise we might make as we approach.

Also, depending on how you interpret the spell (and whether the response it allows requires intention), it may also allow Ozzy to eavesdrop on them.


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 is happy to accompany undergrounders, as the roots of trees can be great destroyers...

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

Awesome! Barring something different, I'm assuming Iorskan will want to remain with the kobold clan. So, Guthruc, Ozzy, and Iorskan leading the main charge, while Awn and I will tackle the underground/open the doors maybe.

@Ozzy: Just remember, when you are sneaking, we do want enough of a ruckus so that when the undergrounders start fighting, Akiros won't hear us fighting down below. Otherwise, stealth and tactics as much as you'd like! And if Mr. Winky can open the doors, by all means- it never hurts to have to options, in case one fails.


Abaos wrote:
He's really happy that Bokken showed up- last he heard, the odd druid wasn't interested in helping against the Stag Lord. So, he's set up with everything he needs to function as the camp healer, even if Abaos (and quite a few of the others) are suddenly missing spots of hair on their heads.

Bokken is a very old man; in game terms, he's taken a -6 age penalty to his constitution score, which wasn't super high to begin with. He has just about as many hit points as he does hit dice. He ain't goin' anywhere near the fight. But he's happy to help how he can.

Iorskan sees Bokken chewing on something shiny and gold-colored. Nearby, Zornesk is piling copper pieces into stacks of ten, and counting them.

Abaos wrote:
and hopefully ambush Falgrim Sneeg.

Now that both Bokken and Captain Garess are in one place, a misunderstanding is brought to light. Bokken describes Nugrah as an old man with a vicious temper and a dearth of self-control, where the captain describes Falgrim Sneeg as a young, arrogant, cool and collected individual. They don't seem to be the same person.

Ozzy wrote:
There's still a trench around the wall, except on the zombie side, right? Or was it just an area that had been cleared of vegetation? Which side is the gate on (looks like north?), and which side is the zombie side?

Gate faces North, zombies face West.

Ozzy wrote:
Is there a mechanism to open the gates, or is it more like a big door that you have to push open?

Big door, strength check DC 11 to open. You can take ten if no one's harrying you. It isn't barred, funnily enough. However, it opens inward and through Auchs's sleeping area. He'll likely have to be moved.

Ozzy wrote:
Ooo, just had another thought. Can we say that during the nights while the tunnel was being dug, Ozzy has been using her message cantrip over and over to make all of the guards hear indistinct whispers? The idea is to either make them think they're going insane, or to get them into the habit of ignoring such noises. In either case, it should make them less likely to notice any noise we might make as we approach.[ooc]

[ooc]I bet Ozzy would have thought about that at some point during the five day timeskip, so sure, we can say she's been doing that. I'll give everyone a +2 circumstance bonus on stealth checks until battle is joined.

Ozzy wrote:
Also, depending on how you interpret the spell (and whether the response it allows requires intention), it may also allow Ozzy to eavesdrop on them.

Huh! Ozzy doesn't overhear anything important, but that's a neat trick to remember for later.

Abaos wrote:
Awesome! Barring something different, I'm assuming Iorskan will want to remain with the kobold clan. So, Guthruc, Ozzy, and Iorskan leading the main charge, while Awn and I will tackle the underground/open the doors maybe.

Since no one's obligated to post on weekends, I'll wait until Monday to see if everyone's cool with their role in the plan. This'll be fun!


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

if auchs has to be moved, guthruc can lure him away (possibly even having him bust open the gates for us) with the bee hives.

During these five days, Guthruc asks ozzy where the entrance and exits are to the "weapon house", the "warriors' sleep room" and the "king room". He plans to block these doorways with snakes.


Character sheet
DM_Scholar wrote:
Now that both Bokken and Captain Garess are in one place, a misunderstanding is brought to light. Bokken describes Nugrah as an old man with a vicious temper and a dearth of self-control, where the captain describes Falgrim Sneeg as a young, arrogant, cool and collected individual. They don't seem to be the same person.

Remind us what we actually DO know about Falgrim Sneeg? Maybe he is someone worth trying to keep alive and turn to our side?

DM_Scholar wrote:
Ozzy wrote:
There's still a trench around the wall, except on the zombie side, right? Or was it just an area that had been cleared of vegetation? Which side is the gate on (looks like north?), and which side is the zombie side?
Gate faces North, zombies face West.

And the trench/cleared area? (Which is it?) Also, what kind of climb DC can we expect on those walls?

DM_Scholar wrote:
Big door, strength check DC 11 to open. You can take ten if no one's harrying you. It isn't barred, funnily enough. However, it opens inward and through Auchs's sleeping area. He'll likely have to be moved.

"Opens through his sleeping area" implies that we can't swing it all the way open without moving him, but (since you didn't say "he sleeps against the inside of the door"...) maybe, once the other guards are blinded by darkness, we could open it far enough for some of us to sneak through... maybe some draconic rogues, for example? If they can surround him and simultaneously coup de grace, our biggest problem opening the door might become what kind of strength check is required to move his corpse. (A problem that shouldn't be hard to solve with Guthruc flying in, especially if Ozzy embiggens him first... Would that make all of the snakes/bees he's carrying go up a size category as well?)

DM_Scholar wrote:
Ozzy wrote:
Also, depending on how you interpret the spell (and whether the response it allows requires intention), it may also allow Ozzy to eavesdrop on them.
Huh! Ozzy doesn't overhear anything important, but that's a neat trick to remember for later.

Sounds like a good trick for a future spymaster to have up her sleeve :)


Character sheet
Guthruc Shic'la wrote:

if auchs has to be moved, guthruc can lure him away (possibly even having him bust open the gates for us) with the bee hives.

During these five days, Guthruc asks ozzy where the entrance and exits are to the "weapon house", the "warriors' sleep room" and the "king room". He plans to block these doorways with snakes.

I'm interested to know this as well, and do any of these have locks that Mr. Winky could attempt to jam (with his Disable Device skill)? Or, failing that, maybe he could just tie bits of rope around the door handles to prevent them from being opened?


I’ll get a map of the place up tomorrow, since it’s all been scouted out.

To answer the question about the ditch, it’s ~a meter deep. Difficult terrain to move in or out of it if you’re smaller than Large. The walls have a climb DC of 15.


Character sheet

Oh, and how many guards are on patrol at the time we will be sneaking in?


Character sheet
DM_Scholar wrote:
The walls have a climb DC of 15.

The mites and centipedes can auto-succeed on this, since having a climb speed means they can always take 10, and they both have bonuses higher than +5 (Btw, Viceroy Dragonfly's stats seem to be missing the +8 racial bonus to climb, though it probably doesn't matter since he has a flying mount). There's also that giant whiptail centipede... size Huge with a 25 STR score, useful for clearing doors we want to open (or blocking ones we want kept closed)... It also occurs to me that we should be able to get a whole line of small creatures (and maybe even a couple of medium ones) onto its back, to ride in Shai-Hulud-style under cover of darkness. It is big enough to just step across the trench, and they should be able to jump from it's back over the wall, without needing to climb anything. It can also, auto-succeed the climb check, so they could just ride it over the wall before dismounting. Might be a good way to get some of our non-climbing forces across the wall. Stealth +0 (even after a racial bonus) means that it should wait out of range until the stag lord's people are aware of the attack, though. The mites should be spending some of their time during the 5 days building saddles to help people to ride it.


Character sheet

The mites should also use their Doom SLA on the first guard they see. Unlike the intimidate skill (which specifically says it can't do it), multiple Doom spells should stack to frightened and then panicked. Or maybe they should save them and all cast on Auchs (who, I imagine, has a low Will save)? If we can get Auchs to panicked, he might do a lot of damage to his allies and their defenses in his attempt to flee...

I'm realizing, looking over the stats, that the mites won't be very effective in direct combat against the bandits, even if the bandits can't see. They just can't do any damage to speak of. We should probably have them make nets and mancatchers to attack instead of using regular weapons. Though it doesn't say so in the description, I would think that someone hit with a mancatcher (which wraps around the neck) would be unable to shout a warning to their allies, which is the real goal of attacking them. Hitting them with the net first will make using the mancatcher a lot easier, and hitting a guard with multiple mancatchers should allow the grapple checks to be made cooperatively. Both weapons are touch attacks.

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:
Bokken is a very old man; in game terms, he's taken a -6 age penalty to his constitution score, which wasn't super high to begin with. He has just about as many hit points as he does hit dice. He ain't goin' anywhere near the fight. But he's happy to help how he can.

Actually, Abaos never wanted Bokken anywhere near the fight, the first time. He wanted his food- growing capabilities, foodamancer for foodamancer. So, this is perfect! Now we're on the same page!

Dm Scholar wrote:
Now that both Bokken and Captain Garess are in one place, a misunderstanding is brought to light. Bokken describes Nugrah as an old man with a vicious temper and a dearth of self-control, where the captain describes Falgrim Sneeg as a young, arrogant, cool and collected individual. They don't seem to be the same person.

I'm getting a very bad vibe right now.

Ozzy, are you sure you're not trying out for General here haha?

In all seriousness, that all sounds good, though I'd personally wait and use the Doom SLA's on Auchs. If we don't have to fight him, I'd rather not, at least not right away.

If I may ask, how feasible would it be to say, take half of the Kobold Scouts down into the tunnels with us? I'd like them to help with the getting door open/getting us out of the basement agenda.

Prior to the battle, Abaos will personally invite his friends, (which is the party, Happs, Townsend, Dharak, and the four kobolds- Nakpik, Eadoo, Poro, and Zornesk) to a friendly game of cards. Because, cards.


Character sheet
Abaos wrote:
If I may ask, how feasible would it be to say, take half of the Kobold Scouts down into the tunnels with us? I'd like them to help with the getting door open/getting us out of the basement agenda.

You mean the commandos? We need as much stealth as we can get upstairs for the initial infiltration... If you want some of the shieldbearers/spearfolk, that would be fine. Being able to set up a little phalanx inside the tunnels might come in handy (though I doubt there will be an opportunity to make one more than 2 or 3 squares wide).

We've been talking a lot about our tactics upstairs, but we should figure out what you're doing downstairs and come up with a list of who's going where. You probably won't have a lot of space to make use of big forces down there, and it doesn't sound like you'll have a lot of different targets to hit. That means that reach weapons (to get a second row of attackers) will be important, and everyone should have ranged weapons as an option, in case the crowd is too thick for them to get into melee range. The commandos have ranged weapons, and can do more damage with them with sneak attack, but they'd probably get one shot each with sneak, max. Shieldbearer/spearfolk pairs will probably be more effective (though bandits will give you more damage per round per square, and squares with a clear shot will probably be your limiting resource).

You also currently have 26 bandits on your list to go that way, plus Happs and Dharak, in addition to Abaos and Awn. Clearly, that's more than you can make use of in whatever space you'll have down there, even if it turns out to be one big room and you can find some way to get Nugrah to stand right in the center of it. Some of them should probably come upstairs to charge in with Garess's people, since there will be more space and lots of spread-out targets up there, and while the mites are good for infiltration, if their damage was any worse they'd be healing the enemy (thus the idea to equip them with nets and mancatchers).


Character sheet

Or am I misunderstanding something about what you want them for?


Character sheet

Actually, I guess a mancatcher isn't exactly what I was thinking it was. I was imagining a man-sized "catch pole" (which is also a lot easier for us to build!). It's a long stick with a loop of stiff rope at the end (stiff enough for the loop to stay open on its own). You get it over an animal's head (or in this case, a human's) and pull on a rope that pulls the loop tight. This makes it constrict around their neck (thus the part about keeping them from yelling). They're not meant to choke like a garrote (though with enough strength, you could do it). They're meant to restrain the subject without letting it get close enough to attack the user (which is why they're useful for catching animals).


Character sheet

Another question: in addition to telling us how many are on guard duty when we go in, with all of the scouting Mr. Winky has been doing, he should have had plenty of time to get a headcount, so how many of them has he seen? Obviously, anyone who spends all of their time in the basement won't get counted, but he should have had plenty of time to count the others.

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 was planning on using them to open the door, scout ahead, but don't worry about it. And yes, we do have a few bandits here, but since we're both trying to stealth, I'm worried about them hearing us and then trying to overwhelm us with numbers. You've 65 members in the main force, against 40 odd bandits- I'm pretty certain the 26 number is including the 5 bandits who have died, so it's really 21. How about we give you 5 bandits (we have 5 horse, 5 bandits), so that's 16, plus Dharak, Happs, Abaos, and Bright Awn =20 for the underground. I do just worry that if they hear us, they'll turn and flee out the tunnel.

Also- pending clarification, I'm 90% certain Underground Strike Force is going to be facing 2 spellcasters, not 1. We know that they are both there- Falgrim Sneeg apparently told Akiros about Garess, while Nugrah is the foodmancer/trapped in a cage, and I'm pretty certain they are both down in the basement. 8 squares surrounding each spellcaster, that's 16. Assuming some level of attrition, the 20 number sounds about right to me.

The standard bandits all carry glaives, as well as longbows, so we're ok there. Both Happs and Abaos are ranged + melee capable, so we'll be good.

Can't wait to get this show on the road!

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