Here Be Tryants: A Kingmaker saga.

Game Master Joy


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Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

They're patient. The question is, how patient? He turns back to the group. Seems like we have a few choices. We can pretend to be bandits or people trying to join up. We can wait and watch them and see if there are other ways to sneak in or if they send groups out. We could even start picking off these groups that leave. We have time. Finally, we could storm the gates. While looking pointedly at Raodmir he continues, I think we can all agree this last option is...a bad idea.

He looks around then over at Soren, I don't mind camping out for a bit. And I think, given a little bit of time, Soren and I could come up with a place to watch the gate from and get the drop on any groups coming out. Nor am I opposed to trying to talk our way inside.

Alexander shrugs as he continues, We can also go back to Oleg's, I suppose. Resupply and come back out here. I'm not sure its necessary, but I'm open to the idea if someone thinks we should.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea pulls out the map so they can see what they have explored. Coming back later is indeed possible, we no doubt still have some terrain to map. Plus we can talk to the bandit we captured at Oleg's and get mor einformation if possible about this fort.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren nods.
I think gathering more information is much smarter than trying to storm the place, no matter which way we do it. If Alexander and I sneak up, we should wait until a group is entering so we can hear the exchange.


To update: The Fort still appears closed up and the watchmen are still on the two towers.

Do you wish to leave or investigate further?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

I think getting that close might be difficult. I'm quiet. Not invisible. Alexander smirks as he continues, Let's set up a place to watch for a while. Maybe the rest of the day. I suppose we could head back to Oleg's, get some supplies, and plan to come back out here and just observe the place for a few days.

He looks around the group, As long as no one minds roughing it for that long. Turning to Soren, he adds, We'll need to find a place not too close to the fort to camp out for an extended amount of time. Somewhere the horses won't be seen or heard. It won't have to be this close to the fort, a couple miles will do. Then we can set up rotations where some of us can come in, watch the fort for a bit, then go back.

Alexander chuckles as he thinks to himself, Seems like a lot of work for a bandit fort. I suppose we could always try to talk our way in instead and save us some time.


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

If you wish to attempt to talk, I won't object. But I do enjoy information collection, so waiting and observing is fine with me. Perhaps we can find an incoming runner from another camp that can at least give us more information regarding their other holdings. If we can starve them out then it doesn't really matter how good their defenses are.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Didn't we talk to some of the bandits and figure out a password? I do not remember it though. I suppose we could head back to Oleg's and query the surviving bandit.


Male Elf Investigator (Mastermind) 3

"It might be worth seeing if there is any traffic to this fort during the day. If there is that means there must be more camps like the one we cleared out a few days back. Assuming this is where the bandits come from." He wanted to get back to Oleg's but this was an opportunity they should probably use. The best part was finding this place though, knowing where the bandits' base of operations was was sure to be helpful in the feature.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I think there was just the camp where the attacks on Oleg's came from. We can wait and see if there is any traffic though.


About how long would your group like to watch the fort?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

A day sounds good


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Yeah, I'd say find a good spot to pass the day and night. After that we can head out or reassess.


Your group sets up its watch of the fort. It's fairly quiet and you don't see any movement until later in the evening when two men head to fort on horseback, leading a mule with a couple dead deer strapped to a travois hooked to it.

Come nightfall, torches are lit and movement within the fort dies down as the people within get some sleep. There are still lookouts in the towers all night though.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So they have hunters going out, so I guess we coudl ambush them to whittle down the numbers.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

We could disguise ourselves as them when we kill them? Sneak in that way, and then let everyone else in later?


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I rather doubt it, unless the hunters are very similar to us or we are excellent bluffers.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

We can pretend to be new recruits, but current members? No. He frowns as he thinks. We could spend a few days hunting any that leave the fort. We have the supplies to last. Or we could return to Oleg's, get even more supplies, and manage this plan nearly indefinitely.

He chuckles good-naturedly, I do like the idea of haunting this fort and sewing fear among them. It'll make any assault that much easier in the end. He shrugs, We could even drive them to the point that they'd simply surrender.


Is your group going to go ahead and camp here or nearby for the night or continue planning?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

The plan is to camp nearby and cycle out people to come keep an eye on the fort. Probably just the sneaky people though, like Alexander, Thaliar, and Soren.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

We could pose as recruits, I do remember we have one living bandit we captured that is at Oleg's. Barter better treatment for him if he helps with info on the fort. There was a password, wasn't there?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

I don't recall him mentioning one. Perhaps? Though I assume it has long since been changed.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I remember now. Andrea repeats what a bandit at the old camp said.

“It’s hard keeping track of who’s working for the boss, so we use a master phrase as a sort of password to get in to the fort on the northeast shore of the Tuskwater. Unless it’s been changed recently, the current phrase is, ‘By the Bloody Bones of St. Gilmorg, who wants to know?’ And no, I have no idea who ‘St. Gilmorg’ is.”


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Well, we can start jumping hunters that leave, or try to bluff our way in. I expect that the former may be easier. Unless one of us is far better at lying than they've shown to be so far. Alexander smirks.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Not my area I am afraid, lying that is.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Anyone else? He looks around the group. Alright. Looks like we'll go with plan A. Soren, let's set up a place to watch them leave. Start tracking these groups, cut them off, and kill...or, I suppose capture is fine too. He looks around again, questioningly for a moment, then nods, Sure, kill or capture. Just no one take any risks and don't let them get away. He looks pointedly at Andrea with a smirk, So no fear. We don't want them racing off into the woods in random directions.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Very well, I am ready.


Your group is able to set up a decent place to watch the fort from. You have a decent view of the main gates and can tell whenever they are opened or shut.

You also make a little camp for the night, so that those not on watch can get a little bit of sleep.

The trail leading up to the fort is little more that a narrow path of hard-packed earth winding up the hillside beside the lake and is approximately 30 feet wide, 300 feet long, and provides no cover. The
remaining hillside surrounding the fort is a swath of hill devoid of shrubbery save for isolated thorny vines, but there are periodic large boulders dotting the landscape. Stumps can be seen where trees were cut down, both to provide lumber for the fort and to remove any potential cover.

No one enters or leaves the fort during the night. Some time around noon, the gates finally open. They stay they way for about an hour before anyone actually comes out. Whoever is on watch sees a group of three men, they walk down the path and head towards the lake. You can make out the fishing poles they are carrying and can guess what they intend to do for the day.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Lucky us.

Alexander turns to Soren, We should scout ahead and track them to where they're fishing. Then we can surround them and take them out. He pauses and rests his hand on his swordbelt, Lead the way.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Soren nods, and sets off trailing them, taking care to follow tracks and staying far enough away to not get caught.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea nods and will just make sure the others are awake and ready when the two return.


Whoever is sneaking up on the men fishing will need to give a stealth check.

perception for bandits: 1d20 ⇒ 9


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (geography): 1d20 + 7 ⇒ (18) + 7 = 25

Alexander follows Soren and keeps an eye out for a good way to set up their side to approach the enemy.


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

Soren studies his targets as he moves forward, using the trees as cover.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

stealth: 1d20 ⇒ 13

I should stay back. I am not the most stealthy of us


While the rest of party hangs back, Alexander and Soren sneak after the men from the fort.

They successfully remain hidden from the little party of bandit fishermen, who enjoy sips of some alcoholic beverages from their waterskins while attempting to do some fishing. The men are not the best at fishing and it takes them quite some time to even get a little bite on their line. They fill the time with drinking and general b~~$&ing about their lives: The lack of women in the fort, the lack of rich merchants to rob, the apparent loss of their fellow bandits in the camp by thorn river and wishing that there was a brothel within riding distance.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea waits as well.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander scouts out ways to approach the bandits as a group and returns to the party. They are, indeed, fishing. We'll surround them and strike quickly. Soren and I will find you a place out of sight. When we start the battle, move forward and start firing on them. We should take them out rather quickly.

Radomir, I want you to hold back. Be ready to ride down any of them that make it through the line somehow. None can make it back to the fort.


You may go ahead and post Initiative, a Surprise Round action and a First Round action.

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Surprise Round:

Alexander pulls back his bow and takes aim, Now! Take them all out. Let none escape!

Alexander activates Inspire Courage +1.

Round 1:

Alexander let's his arrow fly.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirmation: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Crit Damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6

Not maintaining Inspire Courage this round, so it'll last two more rounds.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Init: 1d20 + 1 ⇒ (17) + 1 = 18

Surprise Rounds

Maybe catch one for questioning on who is all in the fort!

Andrea rides closer with her spear out

Round 1

ANdrea tries to spear one

Spear,Inspire,Charge: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 2 ⇒ (5) + 2 = 7


Male Human Slayer 3 HP:27 AC:17 T:13 FF:14 Init+5 Fort:+4 Ref:+6 Will:+3 Composite Longbow +7, 1d8+3 Rapier +4, 1d6+2
Skills:
Acro:9 Climb:8 Intim:6 Know-Geo:8 Know-Nat:8 Perc:8 Stlth:9 Srvvl:8 UMD:9

Intiative: 1d20 + 5 ⇒ (10) + 5 = 15

Soren stays in cover, opting to send two arrows flying at the bandit closest to him.

Attack 1, Rapid Shot, Point Blank Shot, Deadly Aim, Studied Target, Inspire Courage: 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1: 1d8 + 7 ⇒ (3) + 7 = 10

Attack 1, Rapid Shot, Point Blank Shot, Deadly Aim, Studied Target, Inspire Courage: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 1: 1d8 + 7 ⇒ (1) + 7 = 8


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Surprise Round
Radomir silently nods as Alexander's command. He is not the stealthiest of members, but he is the fastest of their party when mounted. It is best if he stays in back and swept the field. He waits for a bandit to escape the line, lance held at the ready. Coldly, his eyes scans the field, searching for prey.

Round 1
Finally, he spots a bandit breaking the line. He levels his lance and charges. For Duty and Order!
charge: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 AC 14
damage: 1d8 + 4 ⇒ (6) + 4 = 10 x2 because charge.

[ooc]swing and a miss[/dice]


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Initiative: 1d20 + 11 ⇒ (1) + 11 = 12

Surprise Round

Eduard will fire at the nearest bandit.

Crossbow: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Round 1

If he can do so without hitting allies, Eduard will move up and cast Color Spray on as many enemies as possible (DC 16).


surprise round

The three bandits are completely taken by surprise by your attack.

Eduard's crossbow bolt strikes true as he fires while the rest of your group closes in on the bandits.

round 1

Alexander, Andrea and Soren all score hits on the bandits, leaving them rather bloody, while the muddy ground by the lake seems to through off Radomir's charge and his attack misses.

Eduard attempt to cast color spray upon the bandits. will save 1: 1d20 ⇒ 3 will save 2: 1d20 ⇒ 18 will save 3: 1d20 ⇒ 10 And two succumb to its effects. blind 1: 1d4 ⇒ 3 blind 2: 1d4 ⇒ 2

Two of the bandits appear to have been blinded by the spell and are stunned in place. The remaining bandit chooses to flee and attempt to run back to the fort.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir snarls as the muddied ground foils his charge. He angrily jerks on Czernabog's reins, wheeling the steed about and charges the remaining bandit again.

charge: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
damage: 1d8 + 4 ⇒ (6) + 4 = 10 x2 because charge.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Round 2: Initiative 23
Active Effects: Inspire Courage +1 [round 1/2]

Alexander takes aim at the same target he fired on before. Radomir! You know what to do. He calls out with the certainty that the running bandit was a dead man.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea will start subduing the stunned men with the butt of her spear.
Non lethal: 1d6 + 2 ⇒ (6) + 2 = 8


round 2

Under attack by both Radomir and Alexander, the running bandit falls down dead before he can even make it to the main trail.

The other two bandits remain stunned.

Andrea, still need a roll for an attack on a stunned person/creature, though they are really easy to hit.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Doink: 1d20 + 4 ⇒ (4) + 4 = 8


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Milord, do we take prisoners for questioning?

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