GM Cody's Kingmaker (Inactive)

Game Master Codanous

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"Nick, why don't you come over by the horses for a few minutes. I'd very much like to show you all the spoils we got from Oleg."

Hama takes Nick by the shoulder, peeling him further and further away from his comrades while her peers move further in for the coming confrontation.


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

Kas watches intently as Hama works her newfound 'friendship' with Nick to steer him away from the rest, nodding his head slightly as if considering something. He gives a rather fatalistic grin to both Beorn and Rosetta as if to say 'Well here goes nothing!' and then moves forward as quietly as he can towards Saniana and her little friend Dax.

Stealth: 1d20 - 1 ⇒ (12) - 1 = 11

As he approaches her, Kas moves carefully with his polearm parallel to the ground and still wrapped so as to not show metal reflecting off the fire; he carefully tucks his leather sling in his belt near his right hand for possible use, absently patting a small pouch of good hurling stones as well for reassurance. He then sneaks a look behind to the others to see where and how they move towards the camp and inevitable confrontation.

They're gonna get wise to this soon, so now or never I suppose...a bit of luck we've had so far Lady Rose...blessings to you for it and that it lasts just a wee bit longer...


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Rosetta sees Hama draw her new friend away from the rest of the group and waits for the queue from Kas, following his lead she tries to quietly move in closer drawing her bow out in preparation for the worse.

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7

Breathe Rose, breathe you got this and Erasdil will lend his help...


Spell Area Templates ☘️☘️ = Hero points

The rest of the bandit crew, "Seriously, where the hell did Nick go, anyone hear him say something?"

Perception to look around: 1d20 + 5 - 8 - 10 ⇒ (14) + 5 - 8 - 10 = 1

So the plan is to entangle them first once you guys get closer?


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Stealth: 1d20 - 2 ⇒ (10) - 2 = 8
Remember that Beorn is still mounted.


GM Cody wrote:
So the plan is to entangle them first once you guys get closer?

Right now, we're just trying to coordinate actions. Maybe we should go ahead and roll initiative just to make it easier?

Being a long range spell, we shouldn't have to move any closer before casting entangle. We can just do it, then move in while they flail helplessly.


Spell Area Templates ☘️☘️ = Hero points

Combat is imminent as our Heroes prepare to ambush the unaware bandit camp.

Initiative:

Beorn: 1d20 + 1 ⇒ (6) + 1 = 7
Hama: 1d20 + 1 ⇒ (20) + 1 = 21
Rosetta: 1d20 + 5 ⇒ (13) + 5 = 18
Saniana: 1d20 + 0 ⇒ (10) + 0 = 10
Kas: 1d20 + 0 ⇒ (16) + 0 = 16

Bandits: 1d20 + 5 ⇒ (9) + 5 = 14
Kressle: 1d20 + 1 ⇒ (11) + 1 = 12

As it stands right now, you guys have one bandit surrounded and is friendly toward you while the other 4 bandits are sitting around a fire, eating drinking and being generally unaware of the danger lurking less than a hundred feet away.

Surprise Round - You get on Standard or Move Action - Bold is up
Hama
Rosetta
Kas

Bandits
Kressle

Beorn
Saniana


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Surprise Round

Beorn will move up towards the enemy camp, making sure to not get too far ahead of his party. Horse has a move speed of 50'


SURPRISE ROUND

Hama reaches into one of the saddlebags, but before she can pull any of the "treasure" out to show Nick, she turns suddenly, appearing startled.

"Nick, did you hear that? I thought I heard something to the Northwest. Come, let us go check it out."

Bluff check: 1d20 + 16 ⇒ (11) + 16 = 27

Hama retracts her arm from the saddlebag and, with a telling smile directed at her comrades, continues to pull Nick further and further into the woods.


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana says softly, "Go get 'em. Tonight the forest fights with you."

Waiting for the party to move closer, Saniana lifts an acorn pendant from under her blouse, circles it with her forefinger while saying, "Aimhréidhe." She directs her eyes toward the bonfire glowing bright through the night and wills the plants around that point to animate and wrap themselves around anything in the area.

40' radius spread. That extends out 10 feet past the area of normal light. DC 14.

Spell effect description:
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.


Spell Area Templates ☘️☘️ = Hero points

The bandits exclaim as all of a sudden the grass and weeds and plants grow rapidly enveloping them in their grassy grasps.

Reflex Saves Bandit 1: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex Saves Bandit 2: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex Saves Bandit 3: 1d20 + 1 ⇒ (12) + 1 = 13

Reflex Saves Kressle: 1d20 + 4 ⇒ (13) + 4 = 17

Only Kressle is able to jump up and avoid the vines as they try to wrap around her legs. The other three bandits aren't so fortune. As the vines wrap around the bonfire, choking out the flames, none the less the grass can't fight the raging inferno and begins to spread the flames.

Kressle yelling, "What's going on? Are we under attack?! Damn it Nick where are you?"

Surprise Round - You get on Standard or Move Action - Bold is up
Hama
Rosetta
Kas

Bandits
Kressle
Beorn
Saniana


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

"Woah, that got 'em under 'wraps' there San!" The older man almost hoots and jumps up in place at the shouting and consternation of the bandits, even as Beorn deftly maneuvers his way through the creek towards their encampment.

With a wink to Saniana, Kasimyr draws forth his polished birch symbol from under his tunic, kissing it reverently before letting it hang openly on its leather cord. "Great Lady, Eternal Rose, I beseech your blessings for our brave warriors who seek to stop the misery done by these woe-bringers, so that family and fellowship may thrive here unmolested!"

With that a power goes forth from Kasimyr then, not in the form of light but in a feeling of warmth and happiness, with the distinct aroma in the air of night-blooming jasmine that only exists closer to the Inner Sea. The aroma and warmth is known to Saniana, Beorn, Rosetta and Hama, even as it is utterly absent to Kressle and the bandits struggling in the weeds.

Woot - bless to all allies (+1 to hit and fear saves)
__________________________________________
Surprise Round, Initiative 16, “Fight at the Ford”
hp 9/9; AC 13/10T/13FF; CMD 10; +4F/+1R/+6W (+2 vs charm/compulsion)
Effects/Conditions: Bless (10 rounds), Adoration domain power (immediate action)
(Adoration 6/6; Channel: 5/5, Def Aura 1/1)

FA: speak
SA: Cast bless for all allies

Adoration domain power – for any first attack upon Kas with a ranged or melee attack, they must make a Will DC 13 save or negate the attack (akin to a Sanctuary spell).


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Rosetta will use the Surprise round to move forward 30 feet

Rosetta, seeing her party start to move in and the signal from Hama, moves in towards closer to the bandit camp and stops just northwest of the creek.

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14


Spell Area Templates ☘️☘️ = Hero points

As the party jumps into action, Kas lets out a bold prayer to his Goddess, emboldening and blessing his allies.

Knuckles Nick, walking off with Hama is little confused, "Hey what's going on back there, Mags?"

Rosetta dashes forward, the muddy clay around the creek threatening to suck one of her boots into the ground. Using the cover of darkness as a cloak to hide in she prepares for the combat.

Round 1 - - Bold is up - Fire spreads at Initiative 10
Hama
Rosetta
Kas

Bandits
Kressle
Fire
Beorn
Saniana


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Moving forward, Rosetta nock's an arrow takes a deep breath and aims for the bandit closest to her. Breathe, aim, fire...

Attack + Bless: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage: 1d8 ⇒ 3

Rosetta moved foward 30 feet and then shot at Bandit 1


ROUND ONE

Hama discreetly casts silent image, creating several shadowy fey beings around herself and Knuckles Nick. Standing shoulder to shoulder with each other and with the trees, they appear well out of reach, leaving no open paths for escape save one.

Looking terrified and shrinking up against Nick's side, Hama screams out, "What have your friends done, Nick!? The angry spirits of the forest have been roused against us! Stay here. Don't move. Take no hostile action against them. I've placed a ward over the area. If we move from here, they'll surely kill us! Like the predators of the wild, they instinctively hunt their prey."

"Maybe, just maybe, I can lure some of them away from you and get help."

After a few moments of panicked gasps, Hama bolts for the opening, pushing Nick back into the center of the ring of shadows as she does so.

"I'll get help, Nick! Just don't move from that spot! For your life don't move!"

As Hama passes through the sole opening, disappearing into shadow, several of the shades peal off in pursuit, but still more shades rise up to fill the gaps, trapping Nick in a leering circle of malevolence with no escape.

Bluff check to lie: 1d20 + 16 ⇒ (5) + 16 = 21
Bluff check to cast discreetly: 1d20 ⇒ 6

No save without interaction, and I'm wagering Nick will be too scared to attempt it. If that does change, somehow, the Will save DC to disbelieve is 15.

Sadly, I'm facing some stiff penalties on this one. If I fail to hide the magic, Hama will attempt to pass the spellcasting off as being the creation of the aforementioned protective ward. Hopefully, Nick doesn't have the Spellcraft skill in order to know otherwise. (GM Cody, do I need to roll another Bluff, or will the one above suffice?)

Hama continues to move until she reaches a horse, which she attempts to quick-mount.

Ride check to quick mount: 1d20 + 1 ⇒ (5) + 1 = 6


Spell Area Templates ☘️☘️ = Hero points

Yeah that bluff check is good an Knuckles Nick doesn't have spellcraft

Perception Check: 1d20 - 1 ⇒ (8) - 1 = 7

Nick's eyes grow wide with fear as we sees the Fey spring up around the forest, he tries to mimic Hama's hand sign of warding, hoping to protect himself as well.

"No wait, don't leave me Mags, those fey will get me! We've ran into them before! Bastard tricksters!"

Round 1 - - Bold is up - Fire spreads at Initiative 10
Hama
Rosetta
Kas
Bandits
Kressle
Fire
Beorn
Saniana


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

Kas gives another nod to Saniana and then heads out towards the northern rim of the camp, toting his polearm in one hand while keeping his belt pouches steady with the other as he moves. He splashes across the creek and moves by Beorn and his big horse, no longer trying to be quiet about it. As he gets to where he's going where the illumination of the bonfire begins to fade into shadow, Kas looks in on the bandits and how San's mischief has affected them.

__________________________________________
Round 1, Initiative 16, “Fight at the Ford”
hp 9/9; AC 13/10T/13FF; CMD 10; +4F/+1R/+6W (+2 vs charm/compulsion)
Effects/Conditions: Bless (9 Rounds), Adoration domain power (immediate action)
(Adoration 6/6; Channel: 5/5, Def Aura 1/1)

FRA: move 45’ closer to encampment

Adoration domain power – for any first attack upon Kas with a ranged or melee attack, they must make a Will DC 13 save or negate the attack (akin to a Sanctuary spell).


Spell Area Templates ☘️☘️ = Hero points

The three bandits try to break out of the vines that hold them, especially as the bonfire is raging out of control.

Strength Check 1: 1d20 + 1 ⇒ (11) + 1 = 12
Strength Check 2: 1d20 + 1 ⇒ (20) + 1 = 21
Strength Check 3: 1d20 + 1 ⇒ (2) + 1 = 3

Only one of them is able to break free, he tries to move out of the Entangled area but not able to escape the area moving only at half speed.

Reflex Save to not get stuck again: 1d20 + 1 ⇒ (15) + 1 = 16 He is able to avoid the grasping grass.

The other two bandits, 1 and 3 will try to break out of their bonds again.

Strength Check 1: 1d20 + 1 ⇒ (15) + 1 = 16

Strength Check 3: 1d20 + 1 ⇒ (14) + 1 = 15

And in a moment of triumph do so,only to end their turns once more in the entangled area, the vines an unescaping horde of grass, threatening to keep them there forever.

One of the bandits is engulfed in flames.

Reflex Save 1: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex Save 3: 1d20 + 1 ⇒ (3) + 1 = 4

Their moment of triumph was short lived as the vines once again wrap around them, holding them tight.

Kressle, a moment of fear before her as she watches her men struggle in agony against the out-of-control plant life. "Don't give up ya sacks of s@#%, its just grass,"

She double moves, climbing onto of some crates to get above the entangling grass level. Scanning the area for hostiles.

The fire continues to spread as mayhem ensues.

Fire Spread Bonfire: 1d8 ⇒ 6
Fire Spread 1: 1d8 ⇒ 6
Fire Spread 2: 1d8 ⇒ 1

Fire damage: 1d6 ⇒ 4

Round 1 for Beorn/Saniana Round 2 for Hama, Rosetta, Kas - Bold is up - Fire spreads at Initiative 10
Hama
Rosetta
Kas

Bandit 1 4 damage | Bandit 2 | Bandit 3
Kressle
Fire
Beorn
Saniana


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Beorn rides up the the border of the wriggling grasping grass and vines. Luckily for him it falls within the light of the growing fire and he knew to look for it or he might have ridden into it. As he rides he pulls the composite long bow that belonged to Happs and knocks an arrow. Surveying the chaos in the camp he states to those he can see. By the authority of the Sword Lords of Restov and Lord Roleski Surtova, regent of the Dragonscale Throne I order you to throw down your weapons or forfeit your lives. Choose now. Any man that takes an action other than throwing down their weapons will be considered hostiles and fired upon.

To emphasize his point Beorn looses a shaft into the fire.

Composite Longbow +2 Strength: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 71d8 + 2 ⇒ (1) + 2 = 3 More like lobs it over there but it still should make the point. :)


ROUND 2
(Don't forget, Hama actually goes before Beorn.)

Hama attempts to quickly mount atop the nearest horse. Fumbling momentarily, she succeeds, albeit not quickly. Kicking the horse in the sides she moves closer to the conflict just on the edge of the light behind the cover of a large fallen tree.

Ride check to quick mount: 1d20 + 1 ⇒ (12) + 1 = 13; I'll understand if you want to hold me to the previous roll, GM Cody

Suddenly realizing that there are multiple mounted warriors moving quickly about in the flickering shadows at the edge of the out of control fire, Hama takes a moment to further sow confusion and discord.

"The centaurs will not permit such defilers to live in our wood! Surrender or die!" she yells above the din of hoof beats and crackling fire.

Surely we must look nothing less like shadowy centaurs to the bandits whose night vision is ruined by the raging fire at their backs.

Concentration check due to vigorous motion (DC 11): 1d20 + 5 ⇒ (14) + 5 = 19
Bluff check to sow confusion: 1d20 + 16 ⇒ (16) + 16 = 32

Standard action: maintain concentration
Move action: mount horse
Free action: yelling
Move actions (horse): double move


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana finishes her spell and begins to run toward the camp, picking a spot somewhere between Roseeta and Kes. She attempts to jump the creek, mostly because its fun.

Acrobatics: 1d20 ⇒ 2
Saniana: stealth, normal movement: 1d20 - 5 ⇒ (5) - 5 = 0
Dax: Stealth, normal movement: 1d20 + 3 - 5 ⇒ (9) + 3 - 5 = 7

But she ends up splashing noisily through the cold water and continues toward the camp. Dax keeps up and stays by her side.

Double move. If the stream is difficult terrain, she moves five feet less.

Saniana: Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Dax: Perception: 1d20 + 5 ⇒ (6) + 5 = 11


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Clambering up and over a fallen tree to get a better view of the area, Rosetta spies what looks to be the leader directly ahead, also elevated, avoiding the worst of the entanglement.

Breath in, breath out as I let the arrow loose. . .

Longbow + PBS + Bless: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Yessss. . .

Looking around, "Beorn, the leader just ahead, don't let her escape, I put an arrow in her,"


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

Kas huffs and moves forward to get sight around Beorn and the infernal beast he's riding, seeing the movement of the bandits firsthand. He drops his polearm down to the ground by his right foot, vigorously working his leather sling free from his belt and rustling around for a good rock.

"Don't think they're listening lad! Not unless you bloody them up a bit to make 'em think about..." Kas pauses mid-sentence as he sees the woman, Kressle, surveying the area for them. He responds back to hearing Rosetta with an urgency to his voice. "Watch yer own self now Rosetta! She's close she is!"

The sling whirls around a few times before whooshing with a rock hurled at the bandit he can see closest to him, trying to clump out of the writhing grasses.

sling attack vs. northernmost bandit: 1d20 + 0 + 1 ⇒ (9) + 0 + 1 = 10
damage: 1d4 ⇒ 1

__________________________________________
Round 2, Initiative 16, “Fight at the Ford”
hp 9/9; AC 13/10T/13FF; CMD 10; +4F/+1R/+6W (+2 vs charm/compulsion)
Effects/Conditions: Bless (8 Rounds), Adoration domain power (immediate action)
(Adoration 6/6; Channel: 5/5, Def Aura 1/1)

FA: drop glaive, 5’ step
MA: draw forth sling
SA: sling attack on northernmost bandit

Adoration domain power – for any first attack upon Kas with a ranged or melee attack, they must make a Will DC 13 save or negate the attack (akin to a Sanctuary spell).


Spell Area Templates ☘️☘️ = Hero points

Beorn gallops around issuing terms of surrender, even lobbing arrows in the bandits directions, Hama continues concentrating on her illusion, keeping Knuckles Nick terrified in the woods. Saniana and Dax are creeping up to the fight while Rosetta goes all in and fires off an arrow, striking the bandit leader squarely in the shoulder. Kas tries to fire off a sling but the bullet goes wide, pinging off a tree.

The only bandit that wasn't trapped moves out of the entangling area, breathing a sigh of relief, his focus so intent on the entangled area he hasn't even quite realized they are under attack.

Bandit 1, still engulfed in flames attempts to break free, as does Bandit 3.

fire Damage: 1d6 ⇒ 4

Strength Check 1: 1d20 + 1 ⇒ (20) + 1 = 21
Strength Check 3: 1d20 + 1 ⇒ (5) + 1 = 6

The first bandit, aided by the flames heroically struggles free and runs toward Kressle, the other bandit still trapped tries to break free again.

Strength Check 3: 1d20 + 1 ⇒ (10) + 1 = 11

But he remains stuck. Kressle pushes the other bandit back as he tries to clamber up with her and that puts him at risk of being entangled once more.

Reflex Save: 1d20 + 1 ⇒ (9) + 1 = 10

And he does, the plants and vines wrapping around his legs, once again entangling him.

"What d'we'do boss? Something out there is calling for our surrender!"

Kressle, an arrow sticking out of her shoulder, "Damn it men, don't even think about surrendering! Get it together, we are under attack from the river!"

She double moves, drawing her hand axes as she does, running up to Rosetta, "You'll pay for that, b%@##,"

The initial bonfire winks out, its fuel spend, the remaining fires continue to hungrily edge their way out even as they burn through what grass remains.

Fire Spread:

Fire spread: 1d100 + 1d8 ⇒ (22) + (8) = 30
Fire spread: 1d100 + 1d8 ⇒ (59) + (4) = 63
Fire spread: 1d100 + 1d8 ⇒ (63) + (5) = 68
Fire spread: 1d100 + 1d8 ⇒ (16) + (5) = 21
Fire spread: 1d100 + 1d8 ⇒ (26) + (7) = 33

Round 2 for Beorn/Saniana Round 3 for Hama, Rosetta, Kas - Bold is up - Fire spreads at Initiative 10
Hama
Rosetta
Kas

Bandit 1 8 damage | Bandit 2 | Bandit 3
Kressle
Fire
Beorn
Saniana

Should note, the green tree looking things are trees on the map, they aren't big bushes, the only area of difficult terrain is the entangled area. Everything else has been mostly stamped down


ROUND 3

Unloaded crossbow in hand, Hama directs her horse to move around behind Kressle and to run her down while she is focused on Rosetta.

Hama may not be able to attack due to maintaining the spell that's holding Nick, but her horse sure can.

Handle Animal to attack: 1d20 + 4 ⇒ (18) + 4 = 22

Hoof attack: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (1) + 3 = 4
Includes bonuses from bless and flanking.

I guess now would be a good time to ask if the bandits were wearing armor, seeing as they were in such a relaxed state.

EDIT: Can't flank after all due to the entangle area being too close. Perhaps Rosetta and others will benefit next round after a 5-foot step.


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Looking to Kas Beorn recommends You take that one there. The runner. I'll go after the leader. He then rides towards Kressle dropping his bow and pulling his great sword as he rides.

Ride check to attack, DC 10: 1d20 + 3 ⇒ (1) + 3 = 4

He tries urging his horse to attack but fails to communicate this wishes to his mount. But he still manages to ride into a flank and uses his smite evil ability before attacking.

Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Greatsword: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 272d6 + 4 + 3 + 1 ⇒ (2, 3) + 4 + 3 + 1 = 13

Confirm: 1d20 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 82d6 + 4 + 3 + 1 ⇒ (1, 4) + 4 + 3 + 1 = 13

If the woman is still standing he says Happs is dead. Lay down your weapons Kressle or join him!


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

Kas watches Beorn throw his bow down and thunder off towards where Rosetta and Kressle are engaged, then turns towards the one bandit who has now made it out of San's writhing weeds. "Shades..." he exclaims in consternation. He then leans down to heft up his polearm with his left hand and moves off through the brush to confront the man.

"Stop there lad and surrender, or you'll regret it!" The wrappings fall off a well-polished curved glaive blade. Kas then sheepishly realizes to let his sling drop in order to get a firm second hand on the haft of his weapon.

__________________________________________
Round 3, Initiative 16, “Fight at the Ford”
hp 9/9; AC 13/10T/13FF; CMD 10; +4F/+1R/+6W (+2 vs charm/compulsion)
Effects/Conditions: Bless (7 Rounds), Adoration domain power (immediate action)
(Adoration 6/6; Channel: 5/5, Def Aura 1/1)

MA: pickup glaive
SA: move 30’ to reach distance of northern bandit
FA: speak, drop sling

Adoration domain power – for any first attack upon Kas with a ranged or melee attack, they must make a Will DC 13 save or negate the attack (akin to a Sanctuary spell).


Spell Area Templates ☘️☘️ = Hero points

Beorn bears down on the leader Kressle just as Hama swings around to cut her, urging her horse to attack it swings its hooves mightily but falls short of hitting. Dodging Hama's Horse opened her up for a mighty blow from Beorn cutting her fiercely with his monstrous great sword.

She falls to the ground, unconscious and bleeding out.

Unaware that his boss has fallen, the man threatened by Kas sneers at him, "Burn in hell, holy man,"

Round 2 for Beorn/Saniana Round 3 for Hama, Rosetta, Kas - Bold is up - Fire spreads at Initiative 10
Hama
Rosetta
Kas
Bandit 1 8 damage | Bandit 2 | Bandit 3
Kressle -3 Bleeding out
Fire
Beorn
Saniana


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Panting and out of breathe Rosetta looks towards Beorn "Thanks!! Now let's see if they'll surrender!"

Yelling towards the Bandits " Surrender now and no more lives will be lost, your leader has fallen!"

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

She grabs another arrow and has it at the ready in case the bandits don't lay down their weapons


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana reaches the edge of the magic entangling effect and sees that the bandits who made it to the edge of the effect are being met with her allies while two remain struggling against the vines, with the fires spreading. Not wanting the forest to burn, she dismisses the entangle effect and watches to see whether she will need to try to quench the fires or if it will die out.

She can cast create water, which she will do next turn if it looks like the fire might get out of control. The following knowledge roll is to see if she can gauge how dry the underbrush is to better assess the risk.

Knowledge (Nature): 1d20 + 4 ⇒ (12) + 4 = 16


Spell Area Templates ☘️☘️ = Hero points

With the magical fire gone which was feeding the burning fires the fire also disappears.

Saniana with a word and a gesture dismisses the entanglement, as the fire's source of fuel winks out of existence so too does the fire. And the light it was providing.

Kressle continues to bleed out, as she lays on the ground groaning.

Con check - damage: 1d20 - 2 ⇒ (11) - 2 = 9

The bandit facing Kas will five foot step forward to the last place he saw Kas, not realizing he is horribly outmaned or that his boss is dying,

Blind: 1d100 ⇒ 49
Short Sword: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 1 ⇒ (4) + 1 = 5

Will save: 1d20 - 1 ⇒ (1) - 1 = 0

but he finds that the divine grace that protect this man means he just can't possibly attack him. Tears well in his eyes as he realizes just how holy Kas is.

the other two shift about in the dark, not sure what's going on, the one near Rosetta and Beorn could hear their words calling for surrender, "Wait wait, I surrender! Don't kill me!"

The other guy will try and hide, avoiding attention.

Stealth: 1d20 + 1 ⇒ (2) + 1 = 3

However in his attempt to hide he got tangled up in a bedroll and kicked a frying pan full of rocks that clattered.

"Uhh I surrender as well!"

The last guy that had fought Kas, hearing his allies surrendering will also surrender, his voice cracking, "I-I-I am sorry, I just-I-you're so holy, I surrender too"


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

Kas keeps his glaive pointed at the bandit who tried to strike him but couldn't, taking a step backwards himself to allow him the room to strike a killing blow if need be. Still, Kas feels the cracking of the man's voice and intones with a mixture of authority and sympathy as best as he can to keep him pliant.

Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15

"Lad, I've done killin' and I've seen men dyin' horribly. There's a better way outta all this, I promise. Submit to me now, and I promise I'll see you through this."

__________________________________________
Round 4, Initiative 16, “Fight at the Ford”
hp 9/9; AC 13/10T/13FF; CMD 10; +4F/+1R/+6W (+2 vs charm/compulsion)
Effects/Conditions: Bless (6 Rounds), Adoration domain power (immediate action)
(Adoration 5/6; Channel: 5/5, Def Aura 1/1)

FA: speak, 5’ step back (to reach range)
SA: Ready glaive to strike if the bandit attacks him again

Adoration domain power – for any first attack upon Kas with a ranged or melee attack, they must make a Will DC 13 save or negate the attack (akin to a Sanctuary spell).


"Clean your blade, Beorn."

Ghosts don't get blood on their weapons.

Seeing the conflict largely concluded, Hama brings her horse about and bolts off into the forest towards Knuckles Nick's last known location. Upon returning, she makes a show of running the phantoms off as she releases the spell, causing them to fade back into the night.

"Your camp was overwhelmed by more of the fiends. Kressle lays dying, cut down by a spectral blade; another was chased into the fire and is badly burned. What's more, your friends' minds have been addled by fell powers; causing them to believe us to be the enemy. Help me round up those of your friends who survived, and we will leave this place. Get everyone the help they need."

Bluff check: 1d20 + 16 ⇒ (9) + 16 = 25

Turning her horse to return to the campsite, she lingers long enough to add, "Please don't speak of what I did here to my companions, or to yours. I know not if the fiends got to any of them, or if any of their mind tricks yet linger. It will take me some time before I know they can all be trusted again."

Diplomacy check: 1d20 + 11 ⇒ (1) + 11 = 12

By the time the charm wears off, the thoroughly confused Nick is bound and gagged along with the other bandits. ("You were alone with those things for a long time. We must tie you up until we know for certain you're really you.")

"You needn't worry about preferential treatment with this one, Beorn. Old friend or not, he's still a bandit; he will share the fate of the others."


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Bjorn drops off his horse and knees beside the dying bandit, He does his best to stop her bleeding.Erastil, if it is your will let this woman recover from these wounds and come to you ini time to redeem her life. he prays aloud as he press his hands into the stream of her lift blood leaking out.

Heal Check: 1d20 ⇒ 16

His hands get quite bloody but he manages to stop the bleeding.


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana strolls into the campsite area, checking first to make sure the fire is not going to spread. Dax sniffs at the burnt plants, then gobbles up some of the food that spilled from the frying pan.

She checks on each comrade, holding out her hand in which lie four gooseberries. "Goodberry? They're good for you. Completely natural with extra druid ingredients."

"If this is not enough, I can heal you further," she adds.

Each goodberry cures one point of damage.

Eventually, she drifts back into the dark and retrieves her armor and shield and puts it on before returning. Just for fun, she tries to jump the stream each time she crosses it.

Acrobatics: 1d20 + 0 ⇒ (1) + 0 = 1
Acrobatics, ACP: 1d20 + 0 - 5 ⇒ (7) + 0 - 5 = 2

She returns, soaking wet from the knees down. "Should we restart the fire? Or are we leaving soon?"


Though covered in dirt and grime from the day's harrowing adventure, Hama appears to be unhurt, and graciously turns down Saniana's goodberries.

"I don't appear hurt, nor am I yet hungry; thank you, no. I suppose we should wait it out until sunrise, then return to the outpost. Let's keep on our guard though--in case they had scouts or hunters we haven't accounted for."


Unable to find sleep, Hama soon grows bored and decides to go looking for wild herbs nearby. She invites Saniana to join her.

Per the Herbalism rules in Heroes of the Wild, page 10.

Profession: Herbalist: 1d20 + 10 ⇒ (7) + 10 = 17 (I'm assuming this area counts as forest terrain for the purposes of this check.)

Assuming nothing happens to her Hama returns roughly two hours later with pockets full of orange petals from a flower known as "Desna's star." "Tea anyone?"

Herbalism Rules:
Golarion abounds in useful herbs, most of which can be found in the wild with an hour of foraging and a successful Profession (herbalist) check (with a DC determined by the herb and terrain), though some must be processed with Craft (alchemy) before their qualities awaken. Each check in the same area for the same herb increases the DC by 5.

The costs below are for buying dried and preserved herbs. A character making money by finding and selling herbs uses the normal rules for the Profession skill.

Desna's Star:

PROFESSION (HERBALIST) DC 13 to find
TERRAIN forests or plains

When the orange petals are cured and left to steep in hot water, the leaves of Desna’s star make a mild, aromatic tea that facilitates restful sleep. When taken before sleeping, this tea grants the drinker the benefits of a full 8 hours of uninterrupted sleep in only 6 hours. One dose of Desna’s star makes enough tea to serve six.

Hama's check was high enough to find a single dose, enough to make tea for 6 people. Each dose is worth about 5gp. With help from Saniana's aid another, we could potentially get 2 doses, enough for 12 people.


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

Rosetta, accepting the bandits surrender puts her arrow back in her quiver and slings her bow across her back.

"Thank you Saniana, I also did not take any damage, however I appreciate your offer."

Getting settled in for the night Rosetta offers to take the first watch.

Stealth: 1d20 + 5 ⇒ (14) + 5 = 19

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Spell Area Templates ☘️☘️ = Hero points

You guys tie up the bandits, offering them the chance to explain their stories, Beorn pulls strips of cloth off some of his clothing and bandages Kressle's wound, saving her from bleeding out. Hama runs off collecting herbs, coming back with some lovely tea leaves.

Three of them all scold Nick for letting this happen, Fat Jim speaking up first, "Knuckles, man, come on, how hard is it to sit and watch for other bandits?"

Knuckles Nick shaking his head, "Man these fiends cornered me and if it wasn't for my new friends help we'd've all been dead,"

One of the others sighs, Tiny Tim saying, "Nick, you're an idiot,"

The last one looks at you guys, Tate Two Face, "What're ya gonna do with us? Looks like ya saved Kressle's life and have so far spared us," looking toward the platform that Kressle had been standing on, "That's where are our loot is, have it and just leave us alone,"

Fat Jim adding "Besides, if you don't get kills us, the Stag Lord will, we're finished in this area anyways,"

If you guys ransack them and take their loot:

What the bandits carry:
4 short swords
4 suits of leather armor
5 long bows
100 arrows
10 days of trails rations
1 suit of Studded leather armor
2 Masterwork Handaxes
4 Daggers
Potion of Cure Light Wounds
125 Gold pieces

Their treasure pile
30 days of preserved foots -- salted beed, dried roots
8 Tents
Firewood
321 silver pieces
90 gold pieces
a pair of silver earrings worth 150 gp
a wooden music box worth 90 gp
three crates of furs and hides worth 50 gp per crate
a polished wooden case of potent greenish herbal liquor.
There are still eight bottles with liquor left in them, each worth 20 gp.


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana asks the bandits if they've seen any fey in these forests, other than the ones that almost did in Nick. "I'm something of an expert on Fey, particularly in forests," she says.

When Hama invites Saniana to go herb hunting, the gnome eagerly accepts. She observes Hama intently but also keeps an eye out for any evidence of fey.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (Nature): 1d20 + 4 ⇒ (17) + 4 = 21


Human (Taldan) Cleric 2nd AC 14/11/14 / HP 15 / F +5 R +1 W +7 / Init. +0 / Perc. +6* / Sense Motive +7

For his part, Kas takes on a more reserved role with his other newfound "compatriots of the charter" asserting themselves in their various ways. In particular, Kas will stand guard and silently observe Beorn as he tends to the direly wounded Kressle and the other injured bandits. He knows he could use the Lady's grace through him to heal Kressle and restore her back to consciousness, not to mention heal the burns of the others. Yet doing so seemed hasty somehow...and given Kressle's exuberance for leading violence, it was best the others had no notions of her rallying in the middle of the gloom of night. So Kas keeps watch with his glaive, keeping note of Beorn's skill at herbs and bandages and poultices.

As the night goes on, the older man takes some stock of those around him. He finds Rosetta to be reasonable and helpful, and is grateful that she is so willing to take the first watch of the night so that other matters can be tended to. Saniana too seems an affable sort, and when given a more serene and relaxed setting, Kas wants to eagerly speak of her ways and peoples and things that bring him fonder memories back in the Embeth Forest where he learned to speak her wonderful people's tongue. He's glad she is accompanying Hama with her foraging, putting the hope of trust that San will alert him should anything be amiss with the strange woman's foraging. When Saniana offers Kas the gooseberries imbued with the power of the land, he graciously accepts and eats one as a hearty snack, wrapping and saving the others for later.

As for Beorn, well Kas knows they are going to have their differences, true enough. His initial bold eagerness to enforce his right over the bandits with what Kas mostly sees as an empty piece of paper to condone privateering is troublesome, though perhaps expected. Yet Kas observes Beorn tending to Kressle and the other bandits - though stern and intolerant of any shenanigans by them, he shows qualities of fairness and mercy that other hardened "crusaders" taking the Mendev road would never show. Qualities that can be encouraged and blossomed over time. Beorn is young, but he has shown great courage and forthrightness in his devotions to Erastil...something Kasimyr is well acquainted with from his own past. So he makes up his mind for now to try and guide the young man to his better traits where he can, perhaps hoping he can act as a trusted mentor as opposed to an older man trying to wrest command from the younger. A delicate thing, but it seems right to the priest to take the softer path.

As for Hama...there is still far too much hurt, anger and upheaval for him to make any sound determinations at this point. Yet he is greatly concerned by her presence and her boldness to take actions that cannot help but suck the others to her course, like some vortex or whirlpool in a violent ocean. The truth of her past and her reasons for coming here must be reconciled, that is for certain. Already her role for coming here, to serve her term of sentence and assist the others has been shown to be an utter fallacy. With that in mind, Kas benignly accepts her "foraged tea" when she offers it, making a point to show thanks and appreciation for her works. Yet later on on a "turn about the perimeter of camp" he dumps the contents of his cup in the grass discreetly, unwilling to take no chance on falling for a deception he still is not able to guess at. So for now, he watches, and waits, and bides his time to when the truth of Hama's secrets may be revealed.

There is one matter Kas does attend to that night with the bandits, taking a moment to check on their rope bindings and see to their relative comfort. He starts with the bandit who surrendered to him earlier, who witnessed his power as a divine agent of The Eternal Rose when he could not bear to strike him. "Now lad," he says with a concerned and serious expression, "there's a matter I've come to correct that cannot be borne by the Lady I serve, and I'm hoping you can help me with it. A wedding ring from good Madame Svetlana, that Master Oleg gave her under the holy bonds of marriage, seen by the gods themselves. You can understand how Happs and Kressle taking that is an affront to the gods, can't you now? So I'd like for you to tell me who has it, so that I can return it to the rightful couple and honor their bond. You'll show me much grace about ya if you can manage to find it in yer heart to do this for me."


Spell Area Templates ☘️☘️ = Hero points

The four bandits begin speaking at once, but one voice finally emerges, " a couple of bags of loot were stolen just yesterday by a group of filthy mites—the annoying little bastards escaped with both bags, and the bandits believe that they’ve fled to their lair under the old sycamore tree, but none's us been eager ta go try ta get the stolen loot back since the majority of those bag’s contents were just copper coins and some cheap-looking trinkets--probably the ring you're lookin' fer,"

Looking around as if expecting terrors to jump out at any moment, Tiny Tim says "Look, Our boss is a monster of a man. Calls himself the Stag Lord. He’s a deadeye with the bow, and I saw him crush a prisoner’s hand to mush in one fist. Come to think of it, I’ve never seen him without his creepy stag helmet on— some of my friends think he ain’t got no face under it, but not me—I think that creepy helm is his face!”

Another one speaks up, Fat Jim, “The Stag Lord is a bloody drunk. All that booze under the platform’s for him. He's half of what he used to be, and ain’t never been right in the head. A few weeks ago he punched my horse for spittin' in the yard. Personally, I wouldn't care if he dropped dead tomorrow, but even drunk out of his mind he's still got a fair amount of fight to him.”

Tate Two Face edging in a word, "Ya gotta just let us go, we're gonna just leave the Stolen Lands, 'fore the Stag Lord finds out ya took us down, he'll kill us!"


Finishing her tea Hama sneers at Tate Two Face's remark. "You'll go where we take you. Whether that's to the hangman's noose, freedom beyond the horizon, or the 'mercy' of your so-called' Stag Lord'--that's for us to decide. You forfeited your right to that choice when you began terrorizing the innocent people of these lands. No amount of begging or pleading is going to help you here, so just be quiet about it while we decide what your lives are worth to us."

Hama tosses her drinking cup back into her kit and begins making preparations to get some sleep.


Female Gnome Druid 2 HP 15/15 Init +0 AC 17 (T 11 FF 17) F 4 R 0 W 6 Perception +9 low light vision Goodberries 7/7

Saniana bristles when mention is made of mites living nearby. "Mites! Wretched fey, hardly deserving to be called fey! Cowardly and weak, they can be dangerous because they bring vermin with them many times. They also have a few magical effects. We should exterminate them when we can." Her tone is more hateful and dark than at any time previous.

She then makes some badger snarls and barks at Dax, which somehow still retain that negative tone. Dax makes similar sounds and moves closer to her, sniffing the air and looking about.


Spell Area Templates ☘️☘️ = Hero points

How do you guys want to proceed, execute the bandits? Let them go to leave and never bandit in this area again? Take them prisoner and try and take them back to the Trading Post


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4

Back and posting. But catching up is hard work. Better just not to get behind. :) Question on the loot - was Kressle wearing a stag amulet?

Saniana, if there are berries enough I'd like to feed one to Kressle here. Based on his heal check how far down is she on a relative scale?

As the group examines the loot Beorn notes These furs are likely the property of Oleg. Maybe other items as well. Perhaps he can help us return the rest of this to their rightful owners.

The Mites

When mites are mentioned Beorn gets out his map of the area saying Old Sickamore? Show me where that is. Are there other landmarks you might add to this map? And where does this Stag Lord make his home? Do they have a map?

The Prisoners.
Beorn shoots Hama a sharp look when she sneers but agrees with her verbally. She is right. he explains to the bandits. For whatever your reasons you have chosen a life for yourselves that can only end in death for those of you who are unrepentant. You are our prisoners and you will come back to the trading post with us for now. There we will try to figure out what is to be done with you.


M Human (Ulfen) Paladin 2 AC 16/11/15 / HP 19/22 / F +7 R +3 W +5 / Init. +1 / Perc. +6 / Sense Motive +4
GM Cody wrote:
How do you guys want to proceed, execute the bandits? Let them go to leave and never bandit in this area again? Take them prisoner and try and take them back to the Trading Post

Prisoners: It seems as though you have helped us some through the moral dilemma of dealing with the prisoners in two ways. I hope both still are good. First you have allowed for the idea that unrepentant bandits can be sent back to Restov for trial and possible execution. Second you are allowing us a pretty good chance to see which bandits are truly repentant. I have already stated that Beorn will not become a headsman for the sword lords. That said he would not object if the party chooses to hang the unrepentant bandits and does see some benefit to the act as a deterrent. He at least slightly prefers it if they can be sent off though. (not a big deal to me ooc). So, my vote is for the unrepentant to be hung or sent off. As to the repentant, I am for sentencing them to some reasonable term of labor (1 year? 2? more?) helping Oleg if he will have them, or other farmers in the area that they have robbed. If they refuse then they get sent with the others. If they complete their sentence they get a piece of land and a stake to start off with. They are to also encourage other bandits to repent and turn themselves in for the same deal. Will this work for everyone?


Positive Conditions: | Negative Conditions: HP: 18/18 |AC:17 T:13 FF:14,| CMD: 16 | Fort: +4, Refl: +6, Will: +1 | Init: +5, Speed 30ft Human Female Sniper Slayer 2 basic attack Longbow Attack +5 (1d8) | Kukri +3 (1d4+1)

I agree with Beorn, let's take the prisoners back to Oleg's for justice, hanging or work.

Lets head back to Oleg's trading post and see what he thinks, then we can go search out the Mites?

is it still night? Or morning?


Yes, back to the outpost. Let someone else bloody their hands. That being said, I don't imagine anyone will want the people who robbed them at sword point working their land for any length of time. They'll most likely just get turned over to the proper authorities and hanged. At least then it will make a public statement, and deter future banditry.

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