DaWay's Kingmaker pt 1 - Stolen Land (Inactive)

Game Master DaWay


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Male Human (Chelish) Alchemist (Vivisectionist/Internal Alchemist) 1 HP: 10/10 AC: 15 FF:14 T:11 F:+3 R: +4 W:+3 Init:+1 Perc: +4

"What do you say we shut the doors behind them? That way they can't turn and flee as I wouldn't be surprised if they come on horseback. No matter how good you make it sound, remember there also is a reason these people stayed with her. If it was just fear they could have fled in the night, but they didn't. So either it's greed or they are people who have nothing to lose by staying with her, those are dangerous."

He walked back and forth while talking, pondering the what else to do. "I say we keep that Hatchet b*$## in one piece as much as we can, maybe even capture her alive. That way we can string her up, or her corpse, and it could function as a deterrent." Head on a pike was an option when the body was too mangled, but he never liked that.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"Alright. We are the law. I won't kill those that surrender, and we can work out what to do with them later. 'Don't hang the door till the wall's been made'."

"Unless they're idiots they'll have some sort of scout or reserve. Torag grant they are idiots, but 'if your plan needs idiots, the idiot is you'. Do we have any archers, crossbowmen, cavalry or even fast runners?"


Male Human Fighter 1 / HP 12/12, AC 16/10/16, Fort +4, Ref +0, Will -1, Init +2, Perc -1

After a long moment of pondering, and weighing everything people have suggested, Matthias chimes in.

"I believe we should essentially combine all the plans, to have something like this: we can hide behind the gate doors, and close it behind the group after they enter. After that, we can give them the choice to surrender to our authority on penalty of death. We don't need to spill any more blood than they have already. Should none surrender, and they all die, then we can utilize Lady Medyved's tracking skills." With a quirky smile and sideways glance, he whispers to her "Guessing you were quite fond of your houndmaster, hm?"

"Ser dwarf, both myself and Starshine are combat trained and can fight together, but I still work better on foot. I also sadly neglected to bring a bow with me. As for what to do with the man leading the bandits in tomorrow, I say leave that up to Oleg and Svetlana. They have been terrorized in their home by him and his, and should have a say in how it is defended."

Lantern Lodge

Male

I will advance this to the morning so feel free to describe your actions to set up your trap. Unfortunately I cannot do much more with the in-laws over. I will try and post on Sunday night


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym waits till nightfall, then checks the keep (especially the doors and walls to be used in the trap) making sure everything is in shape. He suggests keeping a watch, and offers to take any shift. He sharpens his axe, stretches, removes his breastplate and shield and sleeps. He is coolly professional about the whole thing.
In the morning he positions himself behind a keep door and wait patiently for the signal.


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

Raven takes a watch shift, albeit while not reluctantly, she isn't enthusiastic about it either. Obviously, there are some things she is used to others doing for her. But she does stay up for her watch and is diiigent about it.

In the morning, Raven does her part to help set up the 'tribute' to look as realistic as possible to help lure the bandits into the camp. Then she will position herself somewhere within range so that she can contribute to the ambush. If there is cover within 30 feet or so of the pile of tribute, she will use it to conceal herself, preferentially to being further away.


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Xerell will spend the night, of course with his hosts permission, look through there grabs until he finds an old robe to put ober his armor and blade. He'll get a good night rest and take his place by standing by the tribute.


Male Human Fighter 1 / HP 12/12, AC 16/10/16, Fort +4, Ref +0, Will -1, Init +2, Perc -1

Matthias offers to take last shift on watch, so that he will be awake hours before sunrise. He spends as long as needed preparing first his horse, followed by one for each of the rest of the group; if the bandits planned on escaping then it would be quicker to catch them on horseback.

As soon as sunrise peeks over the horizon, he will quietly wake each of his new companions and tell them to get ready for the encounter to come. Matthias will take up position behind the opposite Morgrym.


Male Human (Chelish) Alchemist (Vivisectionist/Internal Alchemist) 1 HP: 10/10 AC: 15 FF:14 T:11 F:+3 R: +4 W:+3 Init:+1 Perc: +4

Urah spent most of his evening and the start of his night tinkering with vials and the various liquids that made up their contents, which he had brought with him. With the slightest change in color or fragrance he was make notes. In between experiments he mumbled complains about not having a fully stocked laboratory.

In the morning Urah moved into the stables, the door slightly ajar. In one hand he held his trusty morningstar while he held vial with a pinkish liquid in the other.

Lantern Lodge

Male

The bandits arrive as scheduled, you have all hidden as you have planned with the exception of Oleg, who insists on being there so nothing can go wrong. The bandits arrive on horseback from the south. They arrive an begin making crude innuendo towards svetlana and threats against Oleg while they begin loading there horses.

The bandits that have arrived are the archer previously mentioned who awaits outside the walls while his men do the work, along with 4 bandits. There are a total of 6 horses.

your move...


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym tenses, ready to slam his door shut when Xerell says "Now", fighting the urge to wipe the sweat off his axe-hand palm.


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Xerell moves forward, "Excuse me sirs, would you please tell your leader there to come and talk to me. I believe I have a proper offer for him. Trust me it will benefit you all to listen to me unless he is too scared to come and talk with me." He stands there with his hands crossed and the robe covering most of him.

Lantern Lodge

Male

at the appearance of the half-elf, the bandits draw their swords and the leader his bow ready to release an arrow at any time.

Initiatives.

everyone please make sure your stats that I asked are published in your alias, if they are not, I will consider your turn forfeit


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

init: 1d20 + 1 ⇒ (14) + 1 = 15


Male Human Fighter 1 / HP 12/12, AC 16/10/16, Fort +4, Ref +0, Will -1, Init +2, Perc -1

DaWay it's probably fastest if you roll initiative for the whole group, so that we can take our first turn instead of rolling initiative, then take an action.

Init 1d20 + 2 ⇒ (5) + 2 = 7


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Init 1d20 + 1 ⇒ (12) + 1 = 13


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Init:1d20 + 4 ⇒ (18) + 4 = 22

Xerell Sighs, Ah, mother would kill me for making such a mistake. I was too forceful and not weak enough, the strong are watched while the weak are ignored. Foolish Xerell very foolish.

Lantern Lodge

Male

bandits init 1d20 ⇒ 18 modifier withheld

Initiative: Xerell, Bandits, Raven, Morgrym, Matthias
feel free to post out of order and I will do a recap at the end of the round. Right now you stand a mere 10' from the major group and about 75 from the archer.

Ignore the man behind the screen:

Bandit 1 9/9 shortsword attack 1d20 + 2 ⇒ (11) + 2 = 13 1d6 + 1 ⇒ (5) + 1 = 6
Bandit 2 9/9 shortsword attack 1d20 + 2 ⇒ (7) + 2 = 9 1d6 + 1 ⇒ (4) + 1 = 5
Bandit 3 9/9 shortsword attack 1d20 + 2 ⇒ (16) + 2 = 18 1d6 + 1 ⇒ (6) + 1 = 7
Bandit 4 9/9 shortsword attack 1d20 + 2 ⇒ (1) + 2 = 3 1d6 + 1 ⇒ (5) + 1 = 6
Happs 11/11 Longbow attack on Xerell 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

Raven takes a step back and reaches out her hand sending a stormburst at the closest bandit to her.

to hit, ranged touch: 1d20 + 1 ⇒ (20) + 1 = 21

to confirm ranged touch: 1d20 + 1 ⇒ (19) + 1 = 20

damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7 and he's -2 to attack next round


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Assuming Xerell hasn't defused the situation, Morgrymm takes the bandit attack as a signal.

Grunting in effort Grymm heaves on the door, slamming it shut.
Full-round action?

Lantern Lodge

Male

Grymm we will call that a move action


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

non-surrendered bandit in range:

Screaming at the scum in front of him, Morgrym hoists his axe and hews at the thug 1d20 + 3 ⇒ (19) + 3 = 22 (1d10 + 2 ⇒ (5) + 2 = 7)

no bandit in range:

Move towards nearest concentration of bandits. Not afraid to engage multiple and risk flanking.
Morgrym hefts his mass into a lumbering run directly towards the nearest bandit.


Male Human Fighter 1 / HP 12/12, AC 16/10/16, Fort +4, Ref +0, Will -1, Init +2, Perc -1

What a poorly planned trap, alas. Success through grace and all that, here we go.

Matthias closes the other door, shutting the bandits in. He then speaks out, attempting to stop any further conflict. "Alright you lot, you've been cut off from your leader. Surrender to our mercy and you may be allowed to live. Alternatively you can continue fighting and you will die here today.

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

"I see a simple man asking a request of talking with your commander frightens him, intresting. Do the rest of you fear me as well or does your boss there always get so scared of a single foe asking to talk with him? I mean I thought I could strike a deal with the true authority in these lands and help increase your power and profits but if your not intrested in gold then I guess I will take it some place else. Maybe tell that force that the local kingdoms are sending to route you out, yes since I know all about them but wait your not intrested in that are you? I forgot your leader fears anything that wants to talk with him." He holds his arms open showing he has no weapon in his hands.

Bluff:1d20 + 7 ⇒ (16) + 7 = 23
Or
Diplomacy:1d20 + 7 ⇒ (11) + 7 = 18

Lantern Lodge

Male

One of the bandits speaks out, you don't understand knife ears, either you kill us or the Stag Lord does, something tells us that you will be quicker than he.

Morgrym and Raven I am imagining that since Xerell his talking you are going to hold actions, since you come later in the initiative. If this is not true let me know.
Xerell are you lying or trying to make friends?


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Yep - triggered on an attack or Xerell saying "Now"


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

Yes, will come in later if the talk go south...


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Trying to make friends, just made two rolls incase you thought different.

"Those aren't the rules now, I could abolish your crimes and have you be apart of a new realm. One that you would not need to be in a constant fear, where you could help bring an honest living with a little fun on the side. All you need to do is prove your loyalty with me and capture your boss over there who I assume is not the stag lord, though I must say is not a very good leader. Nor is that witch with hatchets to you I bet. Give it a chance and turn your life around, I truly wish not to hurt any of you. But if you force me to defend myself I will." He moves the cloak exposing the aldorian dueling blade to show his station in life to them.

Diplomacy:1d20 + 7 ⇒ (14) + 7 = 21

Lantern Lodge

Male

We will lay our arms down and tell you where the stag lords fort is, but other than that we cannot do. You take care of Happs and we leave and you never see us again. Fair?


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Sense Motive:1d20 + 9 ⇒ (9) + 9 = 18

Lantern Lodge

Male

1d20 ⇒ 14 modifier withheld

You sense they are telling the truth


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

"As long as you can lure Happs in here, we have a deal. It will go south if he gets away from me, Understand?"

Lantern Lodge

Male

When you open the doors, the bandits have their hands raised, Happs sits ready on his horse. Seeing this he shoots one last arrow before striding off on his horse at full gallop.

Happs attempts to shoot Xerell, a favored enemy
1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

As they open the doors and raise there hands, Xerell yells as an arrow flies by his head. "Lord Lebeda and Lynk get him now!"

The half-elf looks back to the bandits, "Now what will Lady Hatchets move if we don't retrieve Happs?"


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

It takes time to get to a full gallop - as soon as Happs lets fly with an arrow, Raven casts an entangle spell, putting Happs and his horse right in the middle of the field. dc14 reflex save for the horse to move at 1/2 rate, otherwise, it's unable to move at all


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Nice move Raven!


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym accelerates out and around the door, before tuning and bolting directly towards Happs.
Full move,or run (x3) if possible

Lantern Lodge

Male

Reflex 1d20 ⇒ 14 modifier withheld

Lantern Lodge

Male

Happs continues the move and he flings another arrow at the knife ears.

1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Xerell are you sure you worship calistrian and not Desna because you are the luckiest mud blood ever

Lantern Lodge

Male

Happs continues to get away.

R 1d20 ⇒ 13 modifier withheld

That should take him away from the entangled area


HP 9; AC 14, (T 11, FF 13); saves fort 3, refl 1, will 5 (); melee 0, ranged 1; CMB 0, CMD 11; init +1, perc +7 human druid/1

Seeing MOrgrym run right into her entangle field and Happs get himself and his horse out of the field, Raven takes a moment to concentrate and dismiss the spell. She curses softly under her breath at it's inefficacy in this instance, since all it did was slow him down a little and not enough to make a difference in the long run.

By the gods, this one is a lucky bastard. He should have been stopped dead by the entangling plants.

"Someone get him!"


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Hearing Raven's call, and hoping Happs has been slowed enough by the difficult vegetation and his preoccupation with Xerell, Morgrym accelerates again - ignoring defence in favour of speed.
Run x 3=60ft. How far away is he?

Lantern Lodge

Male

120 ft


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

Xerell draws his sword as the other arrow moves in his general direction, and yells, "YES! RUN AWAY, FROM THE LITTLE FEY ELF! I MEAN HE WANTED TO TALK WITH YOU SOO SCARY! GO HIDE UNDER LADY HATCHET DRESS FROM THE MEAN OLD KNIFE EARS!" The half-elf goads Happs as he side steps keeping an eye on the other bandits.

Full defense: AC-20 for 1 round.

Lantern Lodge

Male

Happs once again draws an arrow and shoots towards the elf blood calling threats

1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

He then continues to move away. Another 40' away. That means he is within 60' of morgrym.


Male Human Fighter 1 / HP 12/12, AC 16/10/16, Fort +4, Ref +0, Will -1, Init +2, Perc -1

Move to the stables! Fast mount the horse.
1d20 + 4 ⇒ (12) + 4 = 16 -> Move action to mount.

Next round will be running to catch up to Happs.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym grunts as he runs so... close...
Can you tell me when it is Morgrym's turn again?

Lantern Lodge

Male

Just post your actions, however I think that he might be getting away if not for some good ride checks by Matthias.

Happs begins to push his horse this time gaining even further ground than he has before.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Arrws zip past Morgrym as he runs and an idea occurs to him as he settles into a mile-eating jog.
"Keep running, you half-elf bastard! A Dwarf can jog for days!"


HP-8 : AC-16 (T-12 FF-14) Init-+4, Saves Fort:+2 Ref:+2 Will:+4 CMB:+2 CMD:14

"HAHA, A HUMAN WITH POOR ARCHEY SKILLS THATS A NEW ONE! MAYBE I CAN GIVE YOU A FEW TIPS!! YOU REALLY NEED MY HELP!!!HAHA!" Keeping his stance he further mocks the poor shots of the human known as Happs.

Keeping Full defense.

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