GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Anyone sleeping can take a coup de grace—if Irakli makes this with his fist, it's a nonlethal attack, so fort save or unconscious from nonlethal damage (instead of the normal fort save or dead).

I'm probably the least stealthy member of the party, though. We really just need to kill the Stag Lord and then the rest might crumble; I'd rather not talk our way past anyone, since we're not really equipped for lies or disguise. If there's a path to where he sleeps with no guards, that's the path we should take.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

I think you are playing your character and replacing our former tactician so---play on playa!


Male Human Sorcerer (Infernal) - Level 1 HP: 6

sounds good. do it.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

GM Darkblade can you repost the link to the map of the fortress.


Sorry folks, it seems these past few days Karma has decided to pre-emptively kick me square on with steel toes. Saturday power outages, Sunday visitation issues for Father's Day, yesterday every errand ran into some snafu, now today the fuel pump goes out. I wish I knew what foul deed I had been planning to merit such abuse.

Anyways, once I have a better read on the vehicle situation I will post up everything, probably later on tonight. Man, it looked so much easier when I was a kid.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

sounds good man. Keep on keepin on.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

We seem to be on hold waiting to see what is going on with the guards.


That is... unfortunate. I will post the guards' activities tomorrow.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Okay, cool.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

So... yeah, not a great plan. I'm not exactly sure how we can prevent the owlbear from being released... but that's probably our biggest priority.

Are we more than 100' away from the catapult? Because if not, they can't target us, and it's a non-threat. I can try to set the catapult on fire, but that will give away our location—and shooting arrows at the catapult guards will immediately raise the alarm.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

The alarm has already been sounded.

If we stay up on the walls the owlbear will not be a problem. We will either trap it in the courtyard or let it out of the fortress to run off into the woods.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Owlbears can climb stairs... and our allies are still below, regardless. I can spend four rounds shooting arrows if you think it helps, though, but you should then do so too.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I've got an enlarged person for anybody who want's to melee with the monster, and a grease to provide some tactical support. The enlarge would lower AC, but negate the creature's reach and add a little more damage.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

It's also a full-round spell, so you're better off casting it before the enemies close. Brampton's the only one who benefits from that.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

There are no stairs in the courtyard and if our allies climb up the ladder and pull it up after them they will be safe.


There are no stairs that you can see from your vantage points. That does not mean there are no stairs altogether.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

I am sure there are stairs somewhere but you don't give a dangerous beast like that easy access to them.

What I need to figure out is how well trained it is? If it is wild then just leave the doors open and it will try to escape it's captivity. If it is trained or controlled, we stay away from it until after we deal with the bandits.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Charging these guys seems like a pretty bad idea... you're giving up all the tactical advantages we might have against a much, much larger force.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

We still have all the advantages. Remember that it is dark out and these human bandits cannot see across the courtyard. That means the catapult and the guy in the tower are blind. The ones coming down the wall at us will not see us until they bring their torches within range. We all have low light vision at the moment.

The guys coming along the wall can only get at us two at a time on the wall, so Ser Brandon and I should be able to handle them especially if we are getting ranged support hitting the ones in the back.

Also they have no idea how many of us there are. They have not seen anyone (that I know of). The six are about to meet two of us. Ranged weapons will be coming out of the dark and this will cause a lot of confusion. We turn the gatehouse into our fort and keep them pinned in and take them out in small batches.

One of two things is going to happen. Either they will go defensive and then we will have to go in after them or they will attack and we can take out a lot of them before they reach us. I am hoping we can thin them out before sunrise and then have a final battle with the boss for breakfast in the morning.

Conserve our spells and expendable and we will get though this without much damage.

Now this is all metagaming which we should not be doing. Planning battles ahead or discussing each move as a group takes a lot of the fun out of role playing. Have your character tell Brampton it is a bad idea and play it out from there.

No one else has offered up a different strategy so far so I think it is our best option to keep the game moving and have some fun.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

How far away they can see us from doesn't matter if we're only making melee attacks, which seems to be your plan—and my ranged fire attack lights me up pretty significantly, which is not great. (Also, low-light only helps if they're already very close, and leaving fortifications usually means getting completely surrounded)

Not trying to metagame; I just prefer to have conversations on strategy and such out of combat, because I find handling all minor interactions in character to be a bit wearying.

If we can see them from where we were, though, why couldn't we shoot them from there?


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

We can shoot them from there but I think we need to let them know who we are so they understand that they are all under arrest.

Looking at the map we are only going out 20 feet where the two small walls meet. This way we can retreat if needed. Ser Brandon and I are not the type to shoot people in the dark. We need to smash something.

The two of us won't get surrounded up on the wall.

I was thinking of ranged attacks as arrows and bolts, not magic. Save your spells for healing. We have three other spell casters that can blow up stuff.

Keep yourself hidden on that side of the tower and let us know if anyone comes from that direction. Also keep an eye on the owlbear activity and keep us posted.

Let's try it this way and see what happens.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Err... okay, but I'm the only caster who's actually building for offense; the others are support wizards. And neither of you seem much more powerful on castle walls than the average bandit, but if you want to go for it...


Male Elf Rogue/3

Sry about the no post can't post on site or app...seems like its working now

-Posted with Wayfinder


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I use the bits from Skull & Shackles as a general guide for what can set wood on fire (if it starts a fire on a ship, it could work with a pile of timber). If this is a catapult primarily used for hurling fire, yeah, they've probably fireproofed it with pitch; but if it's just old, dry wood sitting out there (my assumption since the fort is badly maintained) it might be a lot more flammable.

It's your call, of course, and Silas has no way of knowing if it'll actually catch (it's night, and we're far away), but he figures it's his best shot for an opening move.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Ayerth: if you hedge East, you might be able to summon an elemental onto the bandits there.


I wonder, if one of the bandits called out "Hey Echo," would the Baron have replied?


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

More than likely he would have. People always respond to their names.

Unless everyone here is named Dovan it should have worked a little better. The response is a little too coordinated. Why would they be protecting Dovan like that? Dovan was portrayed as a hard ass that no one liked.

I was hoping for individual bluff checks and that some of them would fail.

Oh well it was fun while it lasted. LOL


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Huh... so it's not a catapult after all? Dang.


What makes you think there is no catapult?


Everyone should have started the battle at full health, unless someone was injured taking the gatehouse below, which I do not recall occurred.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Ah... I read "arrow punches into the stone" as "ballista." Got it.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

So we effectively had a round or three, apparently, where there was torch waving and enemies massing and stacking spells and our group was moving around and shouting/bluffing and climbing ladders all in a state of heightened awareness because we've got an owlbear in the courtyard and enemies we're trying to reach without closing with the owlbear.

However, because of the metagame initiative roll hadn't happened yet, we are... not attempting to defend ourselves? (flatfooted.)

Meh. Nothing's perfect.


Actually, there were three minutes or more while everyone below first waited, then closed everything up and secured prisoners, climbed up the ladder, pulled it up behind them, then made your way along the wall before combat rounds began. It was the surprise attack by Irakli, an arrow fired at "Dovan", that began combat rounds. Prior to all of that, few posted specific actions so while I am sorry the dice fell as they did, that is how the game runs combat, for lack of a better option. Even when marching down a dungeon corridor, approaching a corner, you can still be off guard for what jumps out at you at the last moment.

And as for a caster blowing the load, there are always magic items, scrolls, wands, potions, etc. that can increase a caster's usefulness, but then that would be metagaming.

As for the Owlbear, no one is even sure if the owlbear is in the courtyard, only that it has been rattling chains and thrashing about in the stables. There was no visual confirmation as of yet.

Link


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Just Rambling:

GM Darkblade wrote:
Actually, there were three minutes or more while everyone below first waited . . . so while I am sorry the dice fell as they did, that is how the game runs combat, . . .

Exactly. Short fight. Continued awareness. Metagame reason why the shield Orin carries didn't apply. Meta Game Reason. And that's fair, because it's your call.

GM Darkblade wrote:
. . . And as for a caster blowing the load, there are always magic items, scrolls, wands, potions, etc. that can increase a caster's usefulness, but then that would be metagaming. . . .

And that's fair. Orin's a wizard. He knows that he's only got enough skill at this point to mentally craft three of his most powerful magic bullets, followed by four slightly less magical bullets. Spells and spell casting is an observable, measurable element of the pathfinder world. He knows there are more powerful casters around than himself, but one hopes that more powerful caster isn't among the bandits.

As far as magic items go, with the economy of it, regular folks aren't going to have them and regular bandits won't have many of them, only the weaker ones they stole from dead or near dead adventures. An adventurer spending twenty five gold on a first level scroll or fifty gold on a first level potion is a much different thing than a commoner, or a bandit that robs a lot of commoners, having an item that represents the equivalent of five weeks worth of work for a hard working, trained craftsman to eight and a half months worth of work for a hard working, untrained craftsman to by for an item they normally can't use (Spellcraft/UMD Trained Only) to ten weeks of work to seventeen months of work for a potion.

PFSRD Profession wrote:
You can earn half your Profession check result in gold pieces per week of dedicated work. . . Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.

And that's not taking into account other expenditures to, you know, live.

Which is why, contrary to game expectations, in the back of my mind I'm always a little amazed and baffled that you can find the things at all. It kind of gives me an Alice in Wonderland vibe, because its surreal when you think about the brass tacks of it.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

As soon as we have a chance Ayerth is going to write a manifesto worth of scrolls.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Are the energy balls in my square?


They are not occupying your square, no.


Human Male Fighter 3 [HP 37/44] [AC:18 T:11 FF:17 CMD:19] [Init +2] [Fort +6 Ref +2 Will +2] [Perception +2]

If that spell is ball lighting they should be.


I think you forget the balls are floating/flying. They are not required to be on the ground, occupying the square. Rather than cover you with the globes, the balls remain on the map indicating from which direction the balls are floating. They do not hamper movement currently.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Thanks.


Male Elf Rogue/3

OK got a question who is the red dot below me on the map?

-Posted with Wayfinder


The bandit that climbed down the wall, the one who looks a lot like the dead bandit Yoshiri.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Dang cool your dice! :)


Male Elf Rogue/3

Link for new map working for anyone else?

-Posted with Wayfinder


Male Elf Rogue/3

Will try to post tomorrow wife in hospital

-Posted with Wayfinder


I am beginning to feel this game has reached stagnation saturation. Is there enough interest to continue, or should I call code and pronounce ToD?


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I'm pretty ambivalent on it—though I'm not sure why it's been stagnating, it does seem to have been like that for a while—but I also don't know how likely we are to survive this battle regardless.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

We can't win with PCs skipping turns. If Ser Brampton Pratt has some friends that want to jump in or something? Or open up the recruitment thread if you want to continue on. I am still in if you want to continue.


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

I am having fun. I agree that skipping turns is hurting us.

We should be able to get through this. Silas out for the the first few rounds did nothing to help the situation but there was nothing he could do about it.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Well... most of the game I've been in has been like that. Just, a general and unexplainable lack of energy in this party.

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