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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Male Elf Rogue/3

Yea trying to talk to them prob won't work I could hang back with a bow and pick them off and them we can try to ambush them and get a surprise round on them


Ok, so what will it be, attack at night or wait for morning and approach for negotiations? The party seems mixed on the decision. I will need to know your choices to adjust the map/encounter accordingly.

If approaching at night under stealth, I will need a stealth check from each player, you will be able to start on the map from the bottom edge, within 4 squares of the edge if you beat a DC of 15, along the map edge only if you fail to do so. The campfire provides normal light in 30' (6 squares) of the fire pit, dim light 30' to 60' (12 squares) from the fire pit. Beyond 60' (13+ squares) from the fire pit the area is in darkness.

In an area of normal light, all characters can see clearly. A creature can't use Stealth in an area of normal light unless it is invisible or has cover.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

In areas of darkness, creatures without darkvision are effectively blinded. A blinded creatures has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. The creature cannot see. The creature must make a DC 10 Acrobatics skill check to move faster than half speed. A creature that fails this check falls prone.

Characters with low-light vision can see objects twice as far away as the given radius. Double the effective radius of normal light and dim light for such characters.

Characters with darkvision can see lit areas normally as well as dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.


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

Silas can fling a bit of fire up to 120' (the Produce Flame spell should be able to set fire to tents), if people think that would be a good nighttime opening, as it would light them up more than us.


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 think I vote for ambush, followed possibly by furious heal checks to keep them from dying. :D

And Orin has 90' darkvision. Alternate racial trait.


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 |

I'm happy to go with either. If someone can cast light on my my shield once combat starts I'll be able to hit things just fine.


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

Ayerth has gravity bow and other spells. I think ambush and give them a chance for quarter if they choose, but this is war.


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
GM Darkblade wrote:
. . . The place is mostly a ground camp, though he did notice two aerial platforms, each with a watchman, though lazy watchmen to the west of the main fire and bedding area. Supplies are piled around the base of the two watchposts. A wagon stands nearly fully loaded to the southwest of the clearing, along a small creek which feeds into the Thorn and provides the camp their "wash" facilities. A quick head count turns up maybe eight bandits in camp, including a muscular, ugly woman that must be Kressle.

Who want's to go after the fellow sleeping in the cart nearest the western aerial platform and the guard in said aerial platform? Or are we going to go for the bulk of the group and risk the two on the other side escaping?


Male Elf Rogue/3

Or split up and have some go to the two and others go after the group


Remember, the second watch stand and wagon are in darkness. Only the folks around the campfire are visible. It is stoked up to keep them warm in the cold night air as they are not yet camping in tents, the forest canopy is thick enough to have sheltered them from the worst of the rains and such other weathers.

Five votes seem to be in favor of a night-time raid. We will call it then for the raid. When ready, make your stealth checks and place yourselves on the map. Let the combat commence.


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

How can justice that has to be served in secret be justice? We are here to serve warrants. While we are empowered to serve a sentence, we are in a place where it is not necessary that we do so. If we are going to raid now. We should do everything in our power, going above and beyond, to take them alive. If for no other reason than the valuable intelligence they can provide. I see the merit in the raid, but it is no more honorable than any other murder, if we set out to execute rather than capture. Fatalities are expected, but should not be the goal.


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

Silas has a few final words for the Baron. "We are not in a place where it is easy to request that criminals come quietly. These are both outlaws and fugitives, and this far from civilization likely have no intention of following warrants or rules. I do not believe any of us here are cruel men, but our task first and foremost is to stop the bandits, and unless you and your magics have some plan to deal with the situation it's likely that not all the bandits will let themselves be taken alive."

And Silas will wait far upriver, where he has a line of sight to deliver a Produce Flame spell (cast right before our ambush signal, and aimed towards the bandit wagons/tents illuminated by their campfire) while still staying too far away to be easily seen.

Stealth: 1d20 ⇒ 5


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
GM Darkblade wrote:
Remember, the second watch stand and wagon are in darkness. Only the folks around the campfire are visible. It is stoked up to keep them warm in the cold night air as they are not yet camping in tents, the forest canopy is thick enough to have sheltered them from the worst of the rains and such other weathers. . . .

Well, I at least know that there is a watchtower over there due to Irakli's scouting.

Echo Syne wrote:
How can justice that has to be served in secret be justice? We are here to serve warrants. While we are empowered to serve a sentence, we are in a place where it is not necessary that we do so. If we are going to raid now. We should do everything in our power, going above and beyond, to take them alive. If for no other reason than the valuable intelligence they can provide. I see the merit in the raid, but it is no more honorable than any other murder, if we set out to execute rather than capture. Fatalities are expected, but should not be the goal.

Echo, Orin agrees with you up to a point. These are men that have gone down the wrong path and should have a shot at redemption, but, like Silas, that redemption should not come at the expense of another good man. My character will do everything he can to subdue them first and save them second.

Aid Another: 1d20 + 14 ⇒ (10) + 14 = 24
Fáinní crawls down Orin's shoulder and leg, then ghosts through the woods for a distance, showing Orin a path relatively free of dry limbs and leaves.

Stealth: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Orin steps lightly, following the game trail Fáinní apparently found. When they get closer to the bandit camp, Orin ushers the Mongoose behind him, silently trying to communicate his desire for Fáinní to stay out of harms way.


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 for my own edification, about how tall are the watchtowers and how difficult are they to scale?


Orin Earthglider wrote:
Just for my own edification, about how tall are the watchtowers and how difficult are they to scale?

The watch "towers" are in fact wooden platforms built around the girth of a large tree. The platforms are about 20 feet off the ground and give a great view of the campsite and the trail to the South along the river. A rope ladder allows access, but can likely be pulled up to the platform. Around the Eastern platform tents, firewood, food, and other supplies are kept under a canvas tarp. The posts themselves are somewhat camouflaged. The Western platform is identical to the East watch tower, save that no supplies are stored below 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

@ Silas:
Silas Lavein wrote:
And here's Silas sneaking in at the top, hopefully out of sight range.

Psst... I think you might be on the wrong side.

GM Darkblade wrote:

. . .

If approaching at night under stealth, I will need a stealth check from each player, you will be able to start on the map from the bottom edge, within 4 squares of the edge if you beat a DC of 15, along the map edge only if you fail to do so. . . .

If its not you, then its me, and I need to change my position.


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

Oh, I thought that meant that with a stealth failure we'd need to start on a side other than the bottom, bur if we're allowed to flank like this I think it could make tactical sense.


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... suppose that is one valid interpretation as well. Ok. Ignore me. :)


It would make tactical sense. However, with the group moving in darkness, through unfamiliar forest, possibly possessing natural hazards or trapped by the bandits, it seemed easier to allow for a straight on approach. As it was mentioned you also wanted to take a few alive, leaving them an out would lessen the likelihood of them fighting to the end like caged animals.

If you wish to try and swing around the camp and approach from the other side, I would need to have you make Perception checks to do so each round of movement.

If moving in an area of darkness, you would need to make a Perception check every round until you reach your destination but would be far enough away to avoid needing Stealth checks. You would be bound by the movement penalties, etc. for the darkness condition.

If moving in an area of dim light you would need to make Perception and Stealth checks every round until you reach your destination, bound by the movement penalties, etc. for the dim light condition. A failure of the Stealth check could alert the guards of "something" in the woods and risk them raising the alarm.

To come in from the East or West side of the map will require six rounds of movement in darkness (three rounds if you succeed at three DC 10 Acrobatics checks) or two rounds of movement in dim light.

To come in from the North side of the map will require twelve rounds of movement in darkness (six rounds if you succeed at six DC10 Acrobatics checks) or four rounds of movement in dim light.

Your call folks. I'm good with whichever approach you want to make.


On the matter of posting, for normal activities or discussions, we will go with following plan:

Require a rate of One Post per 48 hours in the game thread or to an ACTIVE discussion in the discussion thread.

Let's say your character is not in the throne room, talking to the king with a few other players. Post about your snooping around the halls, watching a guard, wooing a scullery maid for gossip, etc. Comment in the discussion thread about how next month you would like to see the kingdom begin work on building a bridge to replace the rope bridge over the Thorn River or how you want to expand the smithy operation to begin producing standardized armor and weapons for the militia. Post something to keep up with everyone and for everyone to keep up with you.

I do not think requiring one post per 48 hours is too much to ask. I would hope you find the game interesting enough to post more than that. If not, perhaps this game is not for you.

During Combat, I have decreased the timeframe between Group posts to 36 hours. If it is your groups turn, and you fail to post in 36 hours from the call for your groups turn, I will skip your action, you will be considered to be taking Total Defense and staying in your current space, taking no other actions.

Things come up, weekend plans or illness, I understand. Drop a post and let me know, PM if you wish, and I can DMPC if needed. Otherwise, you are selfishly holding up the game for others.

If players are continually missing these deadlines, without notice or concern, I will determine a next course of action accordingly.

Does this seem reasonable to everyone?


Male Elf Rogue/3

Yes to me it does I know I haven't been posting for awhile but I can hold to these now


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

More than fair. :)


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. Well, if I don't think I can make the stealth check, can I start the fight further south?


If you wish yes, or you may make rolls to move towards the other side, stopping once you fail a Stealth check. The side checks are DC 15, the North is DC 12.


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, well. Silas failed his first stealth check, so where does that mean he stops?


You may reroll it's all good. You want to move along the side and top, let's see how far Silas makes 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

Moving along the side, then.

Stealth 1: 1d20 ⇒ 5

Nope, not a sneaky fellow.


Well, at least you can place your self along the bottom edge or the first five squares of the Eastern side (right) of the map.


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 |

Ser Brandon does not have stealth trained and is in full plate so he won't try and approach with stealth. Hopefully since it is dark someone can with dark vision can lead his horse to the edge of the map.

He will try and keep his distance so as not to alert the bandits.

I'll move him into positing at the bottom.

-Posted with Wayfinder


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

Stealth: 1d20 + 2 ⇒ (11) + 2 = 13


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

Are the bandits out in the open, or are they in flammable wagons/tents?


No tents tonight, thick blankets and the fire suffice; that and they were a bit drunk to try and pull them out. The tents and such are piled around the right side watch tower, below the platform.


Sorry, some mobile devices seem to have a little trouble moving or saving the map updates. Anytime you need it, post where you were moving to and I or the next person to move should be able to update it for you.


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

Okay, I am going to fire a magic missile as soon as it jumps off. Ayerth is grouped with Silas and Orin. Ayerth feels like Silas is more human "worldly" so is waiting for his indication to "give'em hell."


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 should be next to Orin and Silas


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, you're on the map in the general vicinity. And Silas just fired off a fistful of fire and an earth elemental, so I guess it's clobberin' time.


Silas and Orin did not place themselves together, and the terrain did not make it easy to place you between them. Instead I placed you near enough to Orin and Echo instead. Hope that is an acceptable substitution.


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

That's fine ;)


Male Human Fighter - Level 3

Do I get any bonuses to my attack rolls on sleeping victims? I plan to attack Grelm and I want to make sure I make the proper rolls.


You have two ways to go with attacking a sleeping or Helpless Condition target.

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier to AC/Reflex Saves). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. This would be a Standard Action attack.

As a Full-Round Action attack, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.


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

Coup de grace is pretty deadly, but requires you to start your turn next to them.


Male Elf Rogue/3

Anyone else having problem with my map showing will re-post if needed


When using Ditzie, you need to use the map the previous poster updated. It is like using Word Document edits on a share drive. If you use a previous document without the latest changes, all of those changes are lost. As an example:
I post the link to the combat
Orin should use my link, make his change, then post the link
Silas will use Orin's link, make his change, then post the link
Ayerth then grabs Silas' link, make his change, then post the link.
If Irakli then posts, but pulled up Silas' link also, then when he posts, Ayerth's moves are lost.
Grailmont would then pull up Irakli's map, without Ayerth's changes.


Male Elf Rogue/3

Ok sorry for that
Also if Im behind a log is that part cover? just asking


No, the log does not offer cover unless you drop prone and attempt to hide behind it.


Sorry for not posting last night, got home to find my internet connection was down.


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

Whoops, didn't realize Kressle was already unconscious. We probably wanted to interrogate her, my bad.


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
GM Darkblade wrote:
Just so you know, you have no wants or warrants for Myron that you are aware of at this time. The only crimes you can currently levy against him would be for being in the presence of wanted men and for fighting against an unknown force attacking his camp in the dead of night.

Since we have only witnessed self defense, I imagine that a catch and release would be fine.

He is in the company of known and sentenced brigands, so it may take a few days to sort that out (i.e. holding him under suspicion back at Olegton and then releasing him if no one in his group is willing to accuse him, questioning yields nothing, or if no incriminating evidence is found on his person or among his belongings.) That would also mean we'd want to release him where it would definitely take longer for him to travel back to the rest of the bandits, if that's where he would go, than it will for us.

That is, of course, unless he has valuable information on his own. Then maybe we could talk him into coming with us or hire him to be a guide. I... kind of recommend against trying to strong arm him. This raid has already gone less well than I had hoped, and consider the possible reputation implications if all the warrants turn up dead. (I mean, yeah, most of them have been sentenced to death or imprisonment already, but there can be a perceived difference between a lawful execution and a barroom brawl style smack down.)


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

Uh...some of these guys were murdered in their sleep, i'd be shocked if alignment shifts didn't start appearing. nothing about this was anywhere near lawful execution. It is pretty far from barroom brawl smackdown as well...I mean this group executed these guys in their sleep.

Imagine if you saw on the news, the police had quietly entered a child murderer's home and shot that person and a few of their friends while sleeping...nobody would call that a "lawful execution" not even a Texan.


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

This is frontier law though. We are attacking a band of outlaws. If these creeps rob people for their food or take all they own the victims may die. There is no supermarket or homeowners insurance out here. If you don't want to get killed don't ride with Jessie James , etc.

Eye for an eye, this is war, and how these bad guys roll. Kinda like a bunch of navy seals taking out a nest of terrorists.

If people surrender and get killed out of hand I could see what you are saying, but I don't think anyone here is lawful good and they were warned to surrender.


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

Silas is trying not to actually kill anyone (I don't think he has, yet?), just not trying extremely hard.

As far as I can tell, Ser Brandon is the only one here doing any killing, which fits with his alignment anyway.

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