Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

It's all good! I really have no idea how it happened. Either just not paying attention or fuzzy math of mine. :P But that's why I type it on my post. Because I obviously never remember to change that Stat line. Man I wonder how long that's been there?! Isn't this like our first encounter like in two years(game time of course)? At least I don't remember fighting anything before the trolls. If I really did have 57 hp's, because of some battle I've completely forgotten about before this one, then I'm dead. :P


Looking back at the thread, the -21 and -61 you took last round is the first damage you've taken since arriving at Tzatlzford. The 57 hit points must be something that you missed updating from a previous encounter.


Yes, probably the Will-o'-wisps.
I'm just worried about the two trolls behind that will now be able to open on you....


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Okay, I'm gonna take a gamble here, but, I'm guessing you would be "suggesting" I retreat?(Obviously it would be easier to tell if we were at a table). As in, forego your previous rolls and run? Which I totally understand. Back in the day of RL gaming, our DM's did that a LOT. Or are you just mentioning my predicament? While it's obvious I can't take damage like that again, I was hoping if I could hit a couple of times, it might drop one. Obviously, with my 'fantastic' rolls, that didn't happen. So I can see how bad this is gonna get. Because they're just not gonna miss. Not with 2 claws and bite each. If all 6 hit that's 13 damage(if all 6 didn't hit then it's even worse) each. Two hits probably ends me. Three will for sure and I can't see them missing 4 times.

By the way, that 57 hp's I had, I still had my 8th level's max hp's listed. So I hadn't even updated it to 9th level. So it has been a while. :P I actually updated everything else; just not that. But it's updated now.


The Battle of Tzatzlfjord - The Troll Onslaught at the Start of Battle
The Lords of Frieland - Round 3

"Kriger!” Kalsgrim almost lunges forward when he sees the troll tear into his friend, but holds back and tries to end the threat. In his anger, he calls on his lord’s wrath once again.
//His arrows thud deeply in the offending troll, but he remains standing...

Servayn calls upon arcane haste, while Ember attempts to take advantage of flight and his increased speed to charge at the next closest standing troll.
//The eidolon’s attack brings down the troll, leaving the two behind, standing 20 feet from Ember and Kriger, all fangs and teeth, fueled by mad hatred.

Malaswyn, a hundred feet away, raises his bow...

Kriger and Malaswyn are up. (I think it's best I clarify the situation before you make your decision.)


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Worst cleric ever...

I race forward double move to be just behind Kriger ready to protect my allies.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

As he notices Malaswyn move in, "Glad to see you, Mal. I'm kinda bleedin' to death. Again." Kriger grips his axe and prepares for the oversized brutes.

Total Defense. AC 26; Hp's 12/94


The Battle of Tzatzlfjord - The Troll Onslaught at the Start of Battle
The Lords of Frieland - Round 3 - Second part

Malaswyn changes his mind and races forward, ready to protect his allies.

As he notices Malaswyn move in, "Glad to see you, Mal. I'm kinda bleedin' to death. Again." Kriger grips his axe and prepares for the oversized brutes.

The Trouble-Making Trolls - Round 3
The two new trolls snarl as they step forward slightly. They take advantage of their longer reach, pounding on Ember and Kriger.

Secret Rolls:

Kriger
Claw: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 242d6 + 6 + 1 + 4 + 2 ⇒ (6, 5) + 6 + 1 + 4 + 2 = 24
Claw: 1d20 + 12 - 2 + 2 ⇒ (8) + 12 - 2 + 2 = 202d6 + 6 + 1 + 4 + 2 ⇒ (5, 4) + 6 + 1 + 4 + 2 = 22
Bite: 1d20 + 11 - 2 + 2 ⇒ (18) + 11 - 2 + 2 = 292d6 + 6 + 1 + 4 + 2 ⇒ (6, 3) + 6 + 1 + 4 + 2 = 22
Ember
Claw: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 212d6 + 6 + 1 + 4 ⇒ (1, 2) + 6 + 1 + 4 = 14
Claw: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 302d6 + 6 + 1 + 4 ⇒ (6, 1) + 6 + 1 + 4 = 18
Bite: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 112d6 + 6 + 1 + 4 ⇒ (6, 6) + 6 + 1 + 4 = 23
Confirm: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 232d6 + 6 + 1 + 4 ⇒ (5, 3) + 6 + 1 + 4 = 19

//Both beasts manage to find an opening, leaving deep bloody gashes. (-22 hp to Kriger; -37 to Ember)

Status
Improved Invisibility and Haste are round-based, so they have not been cast yet
Cats Grace on Kalsgrim
Bull's Strength on Kalsgrim
Divine Bond Flaming Burst
Lead Blades on Kriger
Enlarge Person on Ember
Bull Strength on Ember
Four trolls down

Round 4 for all.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I'm pretty sure that Kalsgrim is down but not out, if I am wrong then this spell should be replaced with Breath of Life

I quickly call upon Her aid to revive my injured ally.

cure critical wounds: 4d8 + 9 ⇒ (1, 5, 5, 7) + 9 = 27

Don't forget, all of my healing is empowered so that is actually 40 hit points healed for Kalsgrim.


Malaswyn Tyddewi wrote:

I'm pretty sure that Kalsgrim is down but not out, if I am wrong then this spell should be replaced with Breath of Life

I quickly call upon Her aid to revive my injured ally.

[dice=cure critical wounds]4d8+9

Don't forget, all of my healing is empowered so that is actually 40 hit points healed for Kalsgrim.

I think that was meant for Kriger rather than Kalsgrim. :)


(AC 18, hp 15 of 77) Summoner 9

Ember leaps into the air again, attempting another charge-and-pounce on the next living troll within 80 to 110 feet (depending on whether or not haste is in effect).

Servayn attempts to caste haste again, unsure as to why it didn't take effect last round and peering about for someone countering his spells.

Perception 1d20 + 8 ⇒ (4) + 8 = 12

Ember full attack with Pounce, size Huge, will provoke an AoO from a troll with 15 ft. reach, charging, AC 24 (+1 for haste, -2 for charge, -1 for size, -1 for dex reduction from enlarge, cancelling out the +4 he has for mage armor)

Bite attack 1d20 + 16 ⇒ (10) + 16 = 26
Claw attack 1 1d20 + 17 ⇒ (3) + 17 = 20
Claw attack 2 1d20 + 17 ⇒ (20) + 17 = 37
Wing buffet 1 1d20 + 14 ⇒ (6) + 14 = 20
Wing buffet 2 1d20 + 14 ⇒ (16) + 14 = 30
bonus claw attack from haste 1d20 + 17 ⇒ (19) + 17 = 36
confirming possible crit on Claw attack 2 1d20 + 17 ⇒ (5) + 17 = 22

bite damage +1d6 fire 2d6 + 8 ⇒ (2, 2) + 8 = 12 1d6 ⇒ 2
claw damage 1 +1d6 fire 2d6 + 8 ⇒ (4, 1) + 8 = 13 1d6 ⇒ 6
claw damage 2 +1d6 fire 2d6 + 8 ⇒ (3, 1) + 8 = 12 1d6 ⇒ 6
wing buffet 1 +1d6 fire 2d6 + 8 ⇒ (1, 5) + 8 = 14 1d6 ⇒ 4
wing buffet 2 +1d6 fire 2d6 + 8 ⇒ (5, 2) + 8 = 15 1d6 ⇒ 4
bonus claw damage from haste attack +1d6 fire 2d6 + 8 ⇒ (6, 3) + 8 = 17 1d6 ⇒ 4
extra damage if claw attack 2 crit is confirmed 2d6 + 8 ⇒ (5, 3) + 8 = 16

I added in the +1 to hit from haste this round, subtract that out if it still hasn't gone off.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

-10 hp's. Add 40. +30 hp's. Unfortunately, if I'm to do anything, that requires standing which means 2 AOO's. Oh well. Rock 'n Roll, I say!

As Kriger gets tore to pieces, he falls. But not too long of a moment after, he awakens. "Am I dead?" He looks around, noticing the two huge trolls still standing near him. Rolling his eyes, "Ah crap. Guess not." Kriger immediately stands up, grabbing his axe as he does and attacks.

AC 22; Hp's 30/94

Attack #1: +1 Flaming Greataxe w/PA/Lead blades/Haste: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 4d6 + 22 + 1d6 ⇒ (2, 4, 3, 3) + 22 + (4) = 38

'Bout time! Finally hit. Hopefully I don't drop on the AOO's. But now that I've hit... uh oh.


Round 4.

Kalsgrim presses his attack on the same troll (that is attacking Kriger and has a smite designation). If it falls, he turns to the other engaging Kriger.

First arrow to hit 1d20 + 21 + 6 ⇒ (5) + 21 + 6 = 32, Damage 1d8 + 10 + 9 ⇒ (2) + 10 + 9 = 21 plus 1d6 ⇒ 6 fire damage. Total damage if hits, 27.
Second arrow to hit 1d20 + 16 + 6 ⇒ (4) + 16 + 6 = 26, Damage 1d8 + 10 + 9 ⇒ (4) + 10 + 9 = 23 plus 1d6 ⇒ 4 fire damage. Total damage if hits, 27.

If Haste is in effect, add +1 to hit on the above rolls and this attack:
to hit 1d20 + 22 + 6 ⇒ (1) + 22 + 6 = 29, Damage 1d8 + 10 + 9 ⇒ (3) + 10 + 9 = 22 plus 1d6 ⇒ 6 fire damage. Total damage if hits, 28.

Status: HPs 76/76, AC 23 FF 19 T 15 CMD 27 Fort +16 Ref +15 Will +14 Init +4 Per +2
Active Effects: Improved Invisibility, Cat’s Grace, Bull’s Strength, Divine Bond (Flaming Burst on bow).


The last two trolls are minced under the onslaught of Ember, Kriger and Kalsgrim's arrows.

A few things: I'm not sure why Servayn thought his Haste didn't work. Also, Kalsgrim used another Smite to bring down the last troll (two expended total).
You guys mow through things like butter!

The Battle of Tzatzlfjord - Phase 2
Behind you, the battle rages still as the raiders have reached the banks of the river and move in the village. A clamor of rage rises as they clang their sword on their shield, bringing slaughter to Tzatzlfjord.

Secret Roll:
1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

Tzatzlfjord's Tactics
Snipers on Rooftops: Offense +3; Defense +0
Please provide your action for this phase of the battle, I'll determine the bonus to offense or defense, then Kalsgrim will roll for the phase.


(AC 18, hp 15 of 77) Summoner 9

Your Sunday 8:39 post Status update (7 posts up from this one) said that haste had not been cast yet, so I thought perhaps it had been counterspelled or I had posted two actions that round and you'd chosen the other one, or something. If it was just a cut-n-paste error, my apologies for jumping to conclusions.

Servayn turns to the fighting and moves at a breath-taking pace, still not used to the speed granted by his arcane haste. Once he sees a clump of foes within range, threatening the townsfolk, he targets the area with grease, glitterdusk or black tentacles, depending on the size of the group (and ensuring that if he finds a group large enough to effect with black tentacles, he doesn't catch any villagers in the spells effect, although he may be less precise about targetting grease or glitterdust, since those spells effects won't harm anyone on their own).

Ember leaps again from the smouldering remains of the troll he has just butchered, and attempts to pounce into a new cluster of foes, splitting his targets up so that bite and bonus claw attack are directed at one soldier and a claw and wing each at a second and third target. (If he can't find a place to be within 10 ft. reach of three different soldiers, he'll try to find two together, or just give all six attacks to one lucky ducky...)

Ember full attack with Pounce, size Huge, will provoke an AoO from a troll with 15 ft. reach, charging, AC 24 (+1 for haste, -2 for charge, -1 for size, -1 for dex reduction from enlarge, cancelling out the +4 he has for mage armor), Power Attacking for -3 to hit, +6 to damage

Bite attack 1d20 + 13 ⇒ (7) + 13 = 20
bonus claw attack from haste 1d20 + 14 ⇒ (19) + 14 = 33

Claw attack 1 1d20 + 14 ⇒ (4) + 14 = 18
Wing buffet 1 1d20 + 11 ⇒ (20) + 11 = 31

Claw attack 2 1d20 + 14 ⇒ (13) + 14 = 27
Wing buffet 2 1d20 + 11 ⇒ (3) + 11 = 14

bite damage +1d6 fire 2d6 + 14 ⇒ (1, 5) + 14 = 20 1d6 ⇒ 3
bonus claw damage from haste attack +1d6 fire 2d6 + 14 ⇒ (4, 3) + 14 = 21 1d6 ⇒ 1

claw damage 1 +1d6 fire 2d6 + 14 ⇒ (2, 1) + 14 = 17 1d6 ⇒ 2
wing buffet 1 +1d6 fire 2d6 + 14 ⇒ (4, 6) + 14 = 24 1d6 ⇒ 4

claw damage 2 +1d6 fire 2d6 + 14 ⇒ (5, 4) + 14 = 23 1d6 ⇒ 4
wing buffet 2 +1d6 fire 2d6 + 14 ⇒ (4, 5) + 14 = 23 1d6 ⇒ 4


Yes, just cut and paste. Oh, and no need to roll attacks for the mass combat phases.


Other Mastermind wrote:
You guys mow through things like butter!

We certainly did well here, despite Kriger almost dying. But if you think back to the last time we tussled with trolls... Big difference!

Round 5.

Kalsgrim considers calling out orders to his friends, but instead remains quiet and trusts in their judgment. He turns and runs to join the other archers, hoping to gain a vantage point over the battlefield.

Double move toward a building where he can work his way up to a rooftop that overlooks the bridge and the area beyond. Running if it is a straight line.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

I hate trolls. :p

Kriger heads toward one of the many threatened areas; and one that is not being targeted by Servayn's spells.

I'm gonna take a shot that Kriger is instructed in which group to confront so he doesn't get in the way of a Servayn or possibly a Mal area of affect spell that's harmful to the enemy. That certainly doesn't help them or the people to screw up like that. :p


Tzatzlfjord's Tactics
Snipers on Rooftops with Support: Offense +4; Defense +0
Use of Area Spells for Defense: Offense +0, Defense +4
Skirmish Attacks on the Ground: Offense 3, Defense +1
Total Scores: Offense +7, Defense 15
Also, the trolls being routed so quickly provides an extra Battle point.
Kalsgrim can roll for for Tzatzlfjord!


Tzatzlfjord's Valiant Defenders, Offense 1d20 + 7 ⇒ (14) + 7 = 21


Thanks, I'll try to update tonight for the final phase of the battle. I will be asking what strategy you'll be implementing.


The Battle of Tzatzfjord
As the invaders move in to attack the village, they encounter fierce resistance as the lords of Frieland join the battle. Still, their resolve is strong, and they fight with great energy, rallying every time they are pushed back.

Their numbers allow them to swarm from many different directions, and they manage to circumvent most obstacles, though leaving fallen bodies behind, as they move to the streets of Tzatzfjord.

Though it seems clear that the people of Tzatzlfjord will prevail, what remains unclear is the cost of victory, for the raiders cut through streets and buildings, moving in houses and turning a single battle into numerous smaller slaughters...

Phase 3
Please post the tactics you are trying to bring to bear. You gain an inherent +2 bonus to defenses, as the villagers are now defending their homes.


Kalsgrim will let the casters do what they know best. He will order the militia to hold by the bridge, narrowing the front. He'll order the archers to target individuals escaping the area of effect spells or getting close to the melee militia men.


(AC 18, hp 15 of 77) Summoner 9

Servayn will continue hitting clusters of foes with black tentacles (for big groups, preferred, since it does more than inconvenience it's targets), glitterdust and grease, in descending order of preference (and being willing to accept the occasional 'friendly fire accident' with those, as they cause no lasting harm, and if he can hit five bad guys with a glitterdust, he won't sweat temporarily blinding a single defender as well), until those slots are expended. He's not saving anything for later, and, if he runs out of spells, will resort to blasting with his wand of lightning.

As much as possible, he will attempt to use these lingering area of effect spells to block off areas, and buy defenders some breathing room to regroup or pull wounded or non-combatants away from attackers.

Ember will continue killing any near him, and when he finds none within reach, will leap into the air and drop onto a new group, to continue wreaking his own special brand of havoc.

If Ember falls, Servayn will begin calling in swarms of mephits, to unleash their own stinking clouds, glitterdusts, etc.

Through it all, roaring walls of fire, bursts of mystical embers blinding some while burbling black sludge brings others to the ground, and noisome oily tentacles erupt from the earth, while a dragon-like creature the size of a rhinoceros leaps about like an excitable kitten attacking milling ants, Servayn laughs like a madman, bringing chaos and fire in his wake.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger continues to avoid areas being taken care of by the others magic.

As he hears maniacal laughter in the distance, he looks around and notices Servayn with a wild look about him. "I think Servayn has gone off his rocker." A small grin forms at the thought. "I'm glad he's on my team! HA! HA!" Kriger jumps back into the fray, chopping at anything that just looks like it needs to be killed.


Not sure if Malaswyn is still with us... Malaswyn?

The battle is fought from house to house, as the lords of Frieland, for the most part, focus on offense, leaving the control of the battlefield in the capable hands of Servayn.

Flames, smoke, sweat, blood and worst soak your senses as the battle heaves its last hard breathes.

Secret Rolls:
1d20 + 8 ⇒ (3) + 8 = 11

The opposition falters though, under your relentless assault and the madness you can conjure. Between Servayn's spells, Ember's charges, Kalsrgim and Malaswyn's rain of arrows and Kriger's unforgiving axe, the raiders have little chance and the villagers rally behind you, their cries of war soon soaring to engulf the raiders'.

And then it ends, perhaps as quickly as it started. The noises of war are replaced by stunned silence, broken by the crackling flames and the distant wailings of the injured.


(AC 18, hp 15 of 77) Summoner 9

After a confused moment when he can no longer see a standing enemy, whatever spell that battle cast over Servayn fades, and he sees the wounded, and the fires, and begins instructing townsfolk to gather the wounded in the center of the community, so that Malaswyn can tend to them in one location, after any immediate bleeding is staunched.

If any incidental fires have been touched off by the walls of fire, or other fiery events, he tells those with buckets of water ready to work to extinguish them, lending a hand in these efforts, as he would be of limited use attempting to succor the injured.

Ember is directed to seek out any fleeing enemies, fly them down and bring back one alive, if possible, that we might question them as to the location of their bandit camp, and any forces that might remain in reserve, that we might fell this tree at its root...


Kalsgrim moves amongst the wounded, using his lay on hands ability to save those townsfolks close to passing away until they can be taken to Malaswyn for care. He will order the town hall to be used as a hospital and a shelter for any who may have lost homes. Only when that is done, will he actually start to survey the damage. Noting that Servayn is dealing with the fleeing and the captured, he feels comfortable turning his attention to the ravaged community.


Your precautions bear fruits, for the village is mostly left untouched by the fire. The wounded are tended to quickly and only a handful of villagers have met their end.

Ember returns quickly with the unconscious body of a soldier. You recognize the livery of Baron Drelev on his coat, the same that adorns most of the dead, though a few slain warriors have a more tribal look to them.

The news of a vibrant and complete victory sweeps through the buildings and the villagers are excited though drained as they come down in the streets, spontaneously laughing loudly and dancing as they cope with the faltering stress of battle.

You see Kisandra at the head of a group of men, all battered and bloodied. She seems to have been injured in the battle, but has kept a confident smile and vibrant eyes.


When he gets a moment, Kalsgrim will quietly tell Kisandra "Dont' go anywhere; we'll talk later." His tone and warm smile make it clear that it isn't an order or overly formal, and that he is looking forward to it.

Kalsgrim will ask the militia captain to pick a few men, men without a family and with woodsmen skills, to set up a guard in the wilderness in case there are any stragglers or spies. He'll walk amongst the various efforts to recover offering praise, encouragement and a helping hand where ever he can.

He will also arrange for a meeting after dinner with the group, Kisandra and the prominent locals from the town so we can discuss what happened and what we need to do next.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I hustle about, organising any folk with healing magic or skill.

I expend my healing magics with this order of priorities:
1. restoring the gang to full health, so that any final unexpected threats can be met
2. rescuing the grievously injured form the edge of death
3. healing care-givers and providers who can look after others
4. anyone particularly vulnerable to a worsening condition (the elderly, infants)
5. Everyone else

As it increasingly seems that we're done, I pour out Sarenrae's blessing and should end the day with all spells used unless there have been very few injuries.

As I heal, I praise the bravery of the townsfolk.

Privately, I confide to Kalsgrim, Kriger and Servayn, "What was the source of this assault? Should we look to the security of our fledgling nation?"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3
Malaswyn Tyddewi wrote:
Privately, I confide to Kalsgrim, Kriger and Servayn, "What was the source of this assault? Should we look to the security of our fledgling nation?"

"Your <bleep> right we should! I wanna know who the <bleep> is behind this! And when we do find out, I'm gonna kill 'im. That'll solve that little problem," Kriger declares with an emphatic nod.


Things have now settled. The woods are secure and the few still wounded now just need time to recover.

A great feast is organized to celebrate the victory, and you find yourselves at the same table in the central courtyard of Tzatzlfjord.


The next morning, Kalsgrim will call a meeting with the PCs, Kisandra, and the main leaders of the town. He will also call on two people (merchants, scouts or something) that they think can reliably carry news back to Providence for those covering for us while we are away.

"Kisandra, you have our deepest gratitude for the risks you have taken to warn us of the attack. I cannot thank you enough for the lives you have saved. But now I must ask: what can you tell us of the situation to the west. How did things go so far that they are allying with trolls and attacking peaceful neighbors?"


Kisandra looks up to Kaslgrim: "I've been asking myself the same question... In my heart, I wish to believe Maegar Drelev is a good and just leader, but that just is not so..."

"About a year ago, we had trouble with some barbarian tribe. After a few clashes, they came in great numbers and attacked the fort. We easily pushed them back, and the Baron really shone that day, showing great skills in warfare. But they came back, a few months ago, and this time, they were organized, ready, trained and equipped with siege engines."

"And then Drelev showed his true nature. In the face of a real challenge, he simply capitulated and surrendered to the barbarians. They call themselves the Tiger Lords, and their leader is a fearsome young warrior named Armag."

"To seal the defeat, Armag took the daughters of all the officers as hostages, in exchange leaving Drelev in charge. My father is the only one who held his ground, and spirited me away."

"I hid in the town's brothel..." she blushes and looks down at this, "Thanks to an old friend of my father, Satinder Morne. He knows everything the soldiers know, for obvious reasons, and I became aware of their plan to take Tzatzlfjord. Remembering our meeting in Brevoy, I decided it was time to act, and hurried to warn you."

"Drelev has put my father in jail, and the daughters have been led away south by Amrag. Please, I beg you to save the town, my father and those young girls. Who knows what their real plan is!?"


"Then I think it is clear that our path lies to the west. If we can free the daughters held hostage, perhaps we can win over the officers to our side. Drelev needs to pay for his betrayal."

"Do you know how Drelev got trolls to work for him? That seems like a most unlikely alliance."


"The Tiger Lords provided for these. I have no idea how..." answers Kisandra.

"If you want to head west, you should know that a vast marsh and lake Hooktongue extend past these woods. Fort Drelev lies on the other side of the lake."

She shudders as she mentions the marsh. It seems the whole experience of running and warning has left some marks.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

"Drelev's people need our protection. We must go."


(AC 18, hp 15 of 77) Summoner 9

"Another fort full of bandits on a lake. Seems to be a theme in these parts..." Servayn says distractedly.

"We should at least send a message back to Providence to warn of a potential incursion, that they not be unprepared, as was the case the last time we encountered trolls out of their usual places, and that we will be a few days longer, dealing with matters here, so that rumors do not begin to cause unrest." he says, "Although we shouldn't include details of exactly what matters we are attending to, or our destination, in case the message reaches unfriendly ears..."


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger's eyes narrow at the thought of more bandits. Pulling out his axe, he goes through his ritual of running his thumb along the edge, a fine line of blood showing. Looking to Kalsgrim, "So, Chief, when do we leave?" he asks with a fierce determination in his voice.


Don't forget you're in the middle of the woods.


(AC 18, hp 15 of 77) Summoner 9

Wait, wasn't there a village here or something? Tatzlford or Tatzlfjord? Am I missing some posts?


Of course. I just mean that the village is in the middle of the forest. Sorry for the confusion.


"Good then. We will leave tomorrow then, and send messengers back to Providence at the same time."

He'll turn to their new ally and say "Kisandra, I cannot ask you to go back with us to the west. The risk is too great. Will you wait here for us? Is there anything you can tell us about the people in Drelev's command that may be helpful? Or the layout of his fortress if we need to get inside?"


"I thank you Lord Kalsgrim. I will stay here and wait for your return." she says with longing eyes. "A lot of bad things have happened in the castle since I was spirited away. Best to ask Satinder Morne for intelligence upon your arrival at the village. I'm sure you'll find allies there."

She looks at Kalsgrim with intent, ready to add something, but the words seem stuck in her throat as she darts to look at the others: "Ol'Deadeye be with you!" she manages to blurt.


Kalsgrim smiles warmly and answers "May he watch over you as well. I look forward to seeing you again when we return."

So, unless anyone has anything else they need to do, I think we have a plan of action.

We will set the town mayor and watch captain to helping the town recover, seeing to the wounded and repairs.

We will send messengers back to Providence letting them know that the core group will be scouting a few days before returning to the capital. We will provide details of the attack, and instructions for reinforcements and supplies to be sent to Tzatzlfjord. We will be deliberately vague on where we are going and how long we will be gone.

Then the next morning, we four will set out to the west, using the information we got from Lisandra to start toward Drelev castle and the barbarian tribe's base.

Anything I missed?


I think that's good. I'll need survival rolls if you don't want to end up going east through the forest ;p


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Haven't we got an airborne scout to check our bearings?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

I got this. :)

Survival: 1d20 + 21 + 4 ⇒ (5) + 21 + 4 = 30 The +4 is for Favored Terrain(Forests)


Show off ;)

You ride west, led expertly by Kriger, while Ember prefers to stay off the ground.

Let me know if you're riding horses, and what type.

After two days, you reach the limit of Frieland. Beyond stands the realm of baron Drelev. Without a pause, you carry on. The forest is thick and ancient around you, and you feel the weight of the aeons that have gone, and cannot help but wonder at what past these woods have seen, and whether that past will lay dormant.

Two days more, and the forest thins gradually, turning into a sliver of plain that extends north. West lies a great marsh. It is wet and miserable, and soon a miasma of insects have homed in on your scent. South, it looks like the forest meets the marsh. Ember rises, but all it can see is marsh to the west, miles and miles of putrid marsh, though north, the plain widens.

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