Here Be Tryants: A Kingmaker saga.

Game Master Joy


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The bandits were both wearing studded leather armor, each had a longsword, shortbow and dagger.


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

Loot updated. How many arrows each?


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

Hmm... I doubt they will oblige us. A swift assault at night still seems the best move.


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

Alexander shrugs, Perhaps not, but why rush things. We might as well keep killing them as long as they oblige us. He frowns and looks around, And as Eduard pointed out, attacking at night is just as dangerous for us as it is for them. It's open ground up to the fort. I'm quiet. I'm not invisible. And most of us can't see in the dark anyway. He goes on, And there are still ten of them and, possibly, some sort of beast. He sighs slightly, but doesn't look altogether discouraged, I don't like our odds.

Mounting up, Alexander continues, If they hunker down, we can come up with another plan. But if they're willing to keep sending their men out to die...I say we let them. His chuckle is dark, I may have an idea for talking our way in if they send out a few more.


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

Being outnumbered almost two to one and attacking into prepared defenses really doesn't seem like the best solution. I agree that we should wait and watch...though if someone has a method of garnering additional information, that is always welcome.


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

Aye, my lord. I am vessels out here, where I have freedom to move about.


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

My blessings are limited right now so I cannot divine what is going on inside the fort. I will wait for some more time.


Male Elf Investigator (Mastermind) 3

Thaliar walks up to the rest, leaving the tied down thieves be for the moment, "Can't we just torch the place? Middle of the night, most of them sleeping. Just set fire to it."

He looks at each of them in turn before continuing, "Another option is retreat for now. Let them feel like things calmed down a bit. I could make some alchemical supplies back at Oleg's, smokesticks or something like that. That mad hermit probably has some supplies as well."

As soon as he eyes a dagger on one of the bandits he grabs it, "I'll take this. Been needing a proper knife for quite some time now."


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

No doubt we would need large amounts of oil. Hopefully they won't just up and leave while we do that. We do have quite a number of bandits to deal with, securing them at Oleg's sounds wise.


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

Alexander nods, An interesting plan. Though again, sneaking up to the fort at night poses problems. Soren and I are quiet, but neither of us would be able to cross that entire field and set fire to the fort without being seen. And certainly, when we tried to make our escape, they'll see us. He shrugs again, So far they keep coming. Why not just wait till they stop before changing what we do? He chuckles, It's true that if they were smart, they would stop. But they haven't yet. I'm sure they will, but what are we losing if we wait? Surprise? We have that...of a sort. Alexander frowns in thought, Returning to Oleg's could work. I'm cautious because I think they'd be quick to replace any losses they've suffered while we're gone. Then again, if we resupply we could manage this sort of plan indefinitely.

He rests his hand on his swordbelt and leans back in the saddle to stretch. I think I may have an idea for getting inside. Alexander yawns and chuckles, covering it up with his hand, We have several bodies here and, covered in cloaks, bodies tend to look like bodies. We could have a few of us lead horses laden down with 'dead' bandits up to the fort. Tell the gate guards that we were on the road to come join up, having been run off from Oleg's, and found these dead men and several horses. As long as some of us don't mind being thrown over a horse and maybe having to fit into some blood covered leathers. He shrugs, It would at least get us up to the gate without being shot at...maybe. And, if we're lucky, it might get us inside. Laughing, he continues, Now, if they're smart they'll have every bow trained on us while we sit in the courtyard and look at the bodies to make sure they are the bandits that left...but we'd at least be inside. Looking around the group he evaluates the plan in his head, I'd suggest Radomir and...Thaliar as the two leading the rest of us? Thaliar to do the talking and Radomir because I'd rather he stay in his armor. Between cloaks and blankets we can cover the rest of us enough that, from a distance, we should be fine...I think? He nods his head curtly, Yes, probably. He looks around the group, What do you think? Wait a day or two more, if they don't keep coming else, we can try one of these other plans?


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

We also have the password from the other bandit camp to us to hhelp our ruse.


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.
That plan could work. We' just have to figure out a way to not get shot when they inspect the "bodies".


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 pose as new recruits? Perhaps say that we seek a new master who can provide us with wealth and battle?


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

Sounds fine to me.


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.
Thats actually not a bad idea. Say we were recruited by someone at the other camp, but when we got there everyone was already dead. It took us a while to find this place, but we have the password. Could be believable...


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

We only need them to let us inside. It's best not to complicate the lie. They just need to be curious enough to let two people inside. As long as they don't fill you with holes outside the gate, we should be fine. He chuckles, Once inside though, we'll need to work fast. They'll notice something's wrong if they get the chance, so we can't give them one. He looks around, So, another day, see what they do...then try something new?


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

Works for me.


If you do choose to wait at least a day before doing your plan, the fort remains closed and no one else comes out.

For your "plan", go ahead and give me some Bluff roles for whoever is doing the talking."


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

I got +5 Bluff and can buff with Eagle's Splendor for 3 minutes


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

Looks like it's you and Radomir then. That should work out fine. :)


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

With the help of others, Andrea and Radomir get everyone prepped as 'dead bandits' over the horses. Artfully putting blood stains on the clothes, Andrea heads up with Radomir in stolen bandit clothing. It is a little tight, but she hopes that the ruse will last long enough for everyone to get in.

Riding up with Radomir, from a different direction from where they ambushed the bandits of course, she casts her blessing and addrsses the fort. ‘By the Bloody Bones of St. Gilmorg, who wants to know?! We cam from the camp run by hatchet-lady! We got ambushed by new soldiers from Oleg's and have some of our dead with us! Can we be let inside?
Bluff: 1d20 + 7 ⇒ (17) + 7 = 24


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

Fooling the bandits: 1d20 + 1 ⇒ (5) + 1 = 6

Radomir stays to the back of the group. He can't think of a convincing lie to tell the bandits so he keeps his mouth shut, and hopes no one figures out he's not a bandit

The ruse chaffs, though, and he remains rigid astride his horse. Aye! The thrice-damned fools attacked us in the night!

He remains calm ad poised, but inwardly he groans. That sounded weak to even his ears.


Sense Motive: 1d20 ⇒ 16

Though the gate guards fall for Andrea's lies, they snicker at Radomir's comment on being attacked in the night. Obviously they were attacked in the day and the man is just lieing to hide what a poor fighter he is...

One of the gate doors swings open and a bandit motions your group in. "You can come into the courtyard yard, but I warn you to stay put until we have a chance to get one of the lieutenants to come down and give you a look over. You can place your dead up against the wall over there for now. If you pass inspection, then we will show you where you can put them to rest. If you fail, then you will be joining them."

The gate is shut back after the group enters, both to prevent any escape and from anyone else trying to sneak in.


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

Perception: 1d20 + 0 ⇒ (8) + 0 = 8

Alexander, while being under a blanket and over the back of a horse, tries to get a sense of where the bandits are...to no avail.


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 easily dismounts and stands beside Czernabog, He lazily strokes his horse's flanks.


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

Andrea moves to get the 'corpses' off the horses with Radomir, she does look around and mutter to the actors about how many guards are present and who is watching.


The bandit that seems to be in charge begins to give orders to one of the others to go and fetch a lieutenant to either verify your recruit status or to give the order to kill the lot of you. He heads off, out of the courtyard, presumably to carry out that order.

That leaves another guard up in a tower on watch duty, four bandits standing about the courtyard with weapons drawn and the in charge fellow who moves up a set of stairs to stand on the catwalk.

You know that this fort is not all that large, so it likely will not take too long before a lieutenant is found to come and look you all over.


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

Alexander slides off the back of the horse, pulling his sword and shield out and he lands on the ground, Now.

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22

Take them now, before the others come out. Soren, tower!

Activating Inspire Courage +1


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

Init: 1d20 + 5 ⇒ (17) + 5 = 22
Might as well.


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

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

Soren rolls off of the horse, and uses it for cover as his bow slides into his hands. He wastes no time, launching two arrows at the guard in the tower.
On it. Cover my back.

Attack, Point Blank Shot, Deadly Aim, Rapid Shot, Inspire Courage: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Sneak Attack: 1d6 ⇒ 5

Attack, Point Blank Shot, Deadly Aim, Rapid Shot, Inspire Courahe: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Sneak Attack: 1d6 ⇒ 5


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

Andrea's first action is to cast Bless on the group +1 attack/saves vs fear 3 minutes.


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

Round 1Strike at them from all sides! Find the chinks in their armor!

Radomir uses his surprise round to give everyone precise strike


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 ⇒ (4) + 11 = 15

Round 1

If Eduard can move and hit the group on the ground with Color Spray, he will do so and spend a point of Arcane Reservoir to boost the DC (DC 18). Otherwise he will cast Mage Armor and draw his crossbow.


The 4 guards are spread out in front of you. There is 5 feet between each guard, so you will not be able to hit all of them if that matters. The head guard is up on the catwalk now.


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

As long as I can hit more than a single guard, I'm happy.


Ok

initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Round 1

Andrea casts Bless upon her group.

Alexander Inspires Courage among his group.

Eduard casts Color Spray, catching two of the guards within its cone.

bandit 1: 1d20 ⇒ 12
bandit 2: 1d20 ⇒ 8
Both are blinded and stunned for 1d4 ⇒ 2,
then stunned for 1 round.

Soren shoots off two arrows and the bandit in the guard tower, one arrow hits, but the other misses. 15 dmg

Radomir tells his party where best to find all the chinks in their opponents armors.

The tower bandit shoots an arrow back at Soren,
attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 ⇒ 4
but misses.

Two of the guards are blinded and stunned, thus do not attack.

The other two attack Eduard for disabling their comrades.
attack: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 2 ⇒ (6) + 2 = 8
attack: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 2 ⇒ (1) + 2 = 3
attack confirm: 1d20 + 2 ⇒ (13) + 2 = 15
extra damage: 1d6 + 2 ⇒ (1) + 2 = 3
Eduard takes 6 damage total.

The bandit up on the catwalk keeps moving over to the side of the wall.


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

Round 2 - Initiative 15

Assuming he can do so, Eduard will take a 5 foot step back and cast Color Spray at the two guards that attacked him. He will spend another Arcane Reservoir to boost the DC. Will Save DC 18


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

Round 2-Init 22
Effects:Bless,Precise Strike

Andrea..strikes one of the bandits attacking Eduard
S.Spear: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 2 ⇒ (4) + 2 = 6


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

Round 2, Initiative 15

Soran grunts in disapproval of himself, and fires two more arrows.

Attack, Point Blank Shot, Deadly Aim, Rapid Shot, Inspire Courage: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Attack, Point Blank Shot, Deadly Aim, Rapid Shot, Inspire Courage: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 7 ⇒ (5) + 7 = 12


Male Elf Investigator (Mastermind) 3

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Round 2

It took Thaliar a little longer than expected to get from on the blanket simply because the barbs on his spear got tangled up with the cloth. It wasn't charming or elegant but it was fixed now.

He looked up from under the blanket just in time to see some bandits attack Eduard and figured he'd need to defend the arcanist. He downs one of his extracts\, increasing his reach by extending his arms. He looked like some kind of abomination but it was a useful brew.

Move Drink Long Arm extract, extending reach by 5 ft
Standard Attack one of the bandit attacking Eduard.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
If I end up flanking I'd have +2 attack and deal 1d6 ⇒ 4 extra damage.

I now threaten 10 ft away from me


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 22
Active effects: Inspire Courage +1, Bless, Precise Strike

Alexander slides in behind one of the men attacking Eduard, opposite of Thaliar, hacking away. Press the attack! Down them fast!

Attack: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 +2 if flanking
Damage: 1d8 + 3 ⇒ (7) + 3 = 10 Precise Strike: 1d6 ⇒ 4

Keeping Inspire Courage active.


Round 2

Andrea fails to make contact with her spear.

Alexander strikes one of the bandits with his sword.

Thaliar successfully strikes one of the bandits as well.

Eduard casts color spray again.

will save 1: 1d20 ⇒ 7
will save 2: 1d20 ⇒ 10

Both of the bandits that had been facing Eduard are blinded and stunned for 1d4 ⇒ 3 rounds and then stunned for 1 round.

The bandit on the catwalk has made his way over to a level and is now raising it which seems to be connected to a gate that opens up. A distinctive hooting sound can be heard from inside the gate.

Soren hits the bandit in the tower with both of his arrow, killing him.


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

Round 2 initiative 14
Czernabog! attack! Radomir draws his greatsword and moves to flank a bandit with his might trusty steed. The horse rears and paws and bites at their foe.
bite: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 5 ⇒ (4) + 5 = 9 +precise strike: 1d6 ⇒ 2 (flanking)
hoof 1: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d6 + 2 ⇒ (6) + 2 = 8+precise strike: 1d6 ⇒ 4
hoof 2: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5+precise strike: 1d6 ⇒ 2

The dark knight swings with grim determination
Power attack and Furious Focus: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 2d6 + 6 + 3 ⇒ (6, 1) + 6 + 3 = 16 +precise strike: 1d6 ⇒ 2


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

We have them on the ropes? Are they unleashing an owl on us?


Radomir misses his attack, somehow, but his horse manages to put down one of the stunned and injured bandits.

3 bandits now stunned and blinded, two dead and one throwing down a lever as we enter round 3


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

Does this lever look like it will take more than just one action to bring down?


Nope, after his action, it is down.


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

RD 3 Init 22
Effects:Bless,Precise Strike,Inspire courage

Andrea is not inclined to allow stunned foes a chance to recover and stabs a stunned one
S.Spear: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (2) + 3 = 5


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

Round 3 init 14

Not to be deterred, Radomir redoubled his efforts and attacked a still standing bandit, again. Czernabog wheels around to flank the vanity again.

great sword: 1d20 + 7 ⇒ (11) + 7 = 18
power artack: 2d6 + 5 + 3 + 1d6 ⇒ (5, 1) + 5 + 3 + (2) = 16 precise strike

bite: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d6 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16 precise strike

hoof 1: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6 precise strike

hoof 2: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4 precise strike


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

Round 3: Initiative 22
Active effects: Inspire Courage +1 [1/2], Bless, Precise Strike

Alexander slams his sword down on the same bandit trying to finish him off.

Attack: 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17 +2 if flanking
Damage: 1d8 + 3 ⇒ (1) + 3 = 4 Precise Strike: 1d6 ⇒ 2

Stopping Inspire Courage. It will last two more rounds.

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