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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May be a map would help?


Thank you for the map.

So guys, are we plunging straight northwest looking for the barbarians and Drelev's castle, or are we trying to scout a path as we go to make sure there aren't threats to Tzaztlfjord behind us as we go? To me that would answer our direction. Do we want to go straight through the swamp to the west, or try to skirt it by going northwest?

Do we want to confront Drelev in his castle first, or try to find the barbarians? I am leaning toward Drelev, since we will likely find information there are exactly where the barbarians are operating from.

OM, did Lisandra give us enough of an idea where Drelev's castle is that you can put a question mark on the map in its general area (over the blackout), or are we going to have to do a systematic search for it?


Kisandra mentioned the fort is generally west, but she mentioned the swamp and a lake...


Then we will continue directly west.


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

We should prepare spells for travel and, in swamps, perhaps for Will'o wisps...


What precautions will you use to travel the great swamp that lies ahead? Please state for each character.


(AC 18, hp 15 of 77) Summoner 9

If they marched a raiding party of dozens (complete with trolls) through here, it shouldn't be too hard to find a path for our much smaller group. Servayn will ask Kriger if he can find one of the many routes the people who live here take, since there's apparently a Barony of some sort in these parts.

If the route between Taztlford and Drelev is impassible, that tells us something new about our enemies, that they have magic powerful enough to transport many dozens of men many days travel...


Unfortunately, there isn't much Kalsgrim can change personally for swamp travel. He is quite reliant on the others for overcoming the main challenges of traveling in hostile terrain.


(AC 18, hp 15 of 77) Summoner 9

If Kriger can't point out a handy route (that the bad guys used), Servayn can conjure magical steeds capable of moving through swampy terrain unhindered, although that will require us to leave behind any mundane steeds.


To pick up the track, you would have to return to the village (2 days) and start from there. I just worked with 'going west'.


(AC 18, hp 15 of 77) Summoner 9

Realizing that we decided to go to Drelev through the non-intuitive route of not following the group that just came from there, but instead 'as the crow flies,' Servayn whistles up three phantom steeds capable of moving across swampy terrain unhindered for Kriger, Kalsgrim and Malaswyn, before climbing aboard Ember and hanging on for dear life, as he begs his companion to stay low to the ground.

The steeds appear to be made of thick black roiling smoke, shot through with dull red sparks, which hisses up from the ground and fills in a horse-shaped outline, as if the smoke is being blown into an invisible horse shaped glass container. Despite their ephemeral, and slightly sinister, aspect, they seem solid to the touch, and obedient to their respective riders.

phantom steeds will last 9 hours


The dark steed make short work of the marsh and within a day, you cross switfly the marshy area and reach a great lake as the sun sets in the west.

Map

How do you prepare for camp?


Well, I think we will plan a nine hour travel day for the next day to take advantage of the mounts. Kalsgrim will keep watch for two hours for Kriger, and then Kriger can keep watch the rest of the night. I guess we'll need a fire for light if nothing else.


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

Actually Kriger needs sleep now. He traded in his Ring of Sustenance for the Ring of Free Movement. At a later date, I'll be able to get it added on to one of my rings. When he can afford it that is. :p

But he will take one of the watches.


Can the mounts cross water?


The phantom steeds cannot cross water until the caster is tenth level. Then they get water walking.

I believe we still have the folding boat if we decide to cross the water rather than follow it around on the shore.

Kalsgrim can take the bulk of the night watch then. His signet ring acts as a ring of sustenance, amongst other things. I was just hoping someone with a higher perception could do it too. :)


Secret Rolls:

Weather: 1d100 ⇒ 86
Encounter: 1d100 ⇒ 95
1d100 ⇒ 25

You make camp in a semi-dry area. The land is mud and bog for the most part, and you can't help but be deeply thankful for the conjured mounts Servayn offered.

But for all that effort saved, the main madness comes from the relentless assaults of millions of mosquitoes. Speed helps, but they find you fast once you stop.

You get a small fire going as the sky slowly fills with clouds and shuts the stars one by one, but the weather holds, and you spend the night mostly dry under tents.

Secret Rolls:

1d100 ⇒ 25

Morning comes with a lightening of the low cloud cover, but no sun comes to warm your bones and dry your clothes. You feel miserable, but it's only been a single day. To the west is Hooktongue Lake, while north, south and east is the dreadful marsh known appropriately as the Slough.


"Do we try to cross the lake, or go around? I am inclined to go north to go around the lake on those marvelous mystical steeds, rather than be out over open water. But I am open to advice from you, my friends."


(AC 18, hp 15 of 77) Summoner 9

"I am inclined to agree with sticking to the marshy areas, as we will be too vulnerable to attack from the water if we go upon the lake." Servayn offers. "Was there not a group, deputized the same time as ours, sent to tame this area? I do not recall clearly, as it was some time ago, but I don't recall hearing any great success on their part..."

I could be hallucinating madly, but wasn't there such a group, and didn't we hear that they died?

"If so, and we can uncover signs as to their fate, or perhaps even locate survivors of such an expedition, we might at least put to rest any lingering questions their families might have."

As the journey is taking quite a bit longer than he expected, he will use his rod of lesser metamagic (extend) on the next days casting of phantom steed, so that they will last up to 18 hours.


The team sent this way is the one led by Maegar Drelev. They did ok. So far...


So we will leave early the next day, at first light. We will travel until dark, heading north and following the shore of the lake.


You set out early, with a cloud cover that seems to grow lower and darker with every hour. The arcane mounts save you hours of travel and from treacherous bogs who, as you can see, can be found everywhere.

Secret Rolls:

1d100 ⇒ 89
1d100 ⇒ 4
1d100 ⇒ 21
1d100 ⇒ 3

After noon, the rain starts, which at least chases off the mosquitoes and other insects. As the coast of the lake seems to angle west, a wide river oriented north-south comes to connect with it. It is too wide to cross, and you spy in the distance old buildings in ruin. From the look of it, an abandoned inn or farm.

Map


"The first sign of civilization since we set out. Let's investigate. Kriger, take the point."

We'll dismount (except maybe Servayn, I'm not sure how well he can cast from Ember) and approach. We will make a wide circle around it before approaching and entering. As we start to circle, Kalsgrim will say "Kriger, look for signs of anyone coming or going from the inn. It may tell us what we are in store for, if anything."


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

"On it." Kriger moves ahead a bit and keeps an eye out as mentioned, drawing his axe in the process.

Perception: 1d20 + 22 ⇒ (17) + 22 = 39 +4 if forests; +2 if plains


(AC 18, hp 15 of 77) Summoner 9

Servayn will definitely dismount, both to improve Ember's maneuverability, and to give his sore tailbone a rest. Ember might be ride-able, and even saddle-able, but he's no horse, that's for sure!


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'll stay mounted, for maneuverability.


As you get within a thousand feet, Kriger spots some movement from the ruin and from the area around. His instinct tells him it's an ambush...


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 narrows his eyes at the sight of movement as he reduces his speed. "Looks like we got hosts, Chief. And my gut tells me they like 'surprising' their uninvited guests. I'm in for opinions on how to go about this. I'm for moving along by myself and drawing 'em out while the rest of you go with our own ambush. But I'm good with whatever equals burying my axe in their skull," he says, grinning wryly.


(AC 18, hp 15 of 77) Summoner 9

"We should not separate, if only to keep your delicate hide close to Malaswyn's healing hands." Servayn says to Kriger, with a small grin, hoping not to offend.


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 cast a communal Protection From Evil.

Good to protect our minds.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3
Servayn Krolz wrote:
"We should not separate, if only to keep your delicate hide close to Malaswyn's healing hands." Servayn says to Kriger, with a small grin, hoping not to offend.

Kriger gives a quiet chuckle at Servayn's words. "Good point. Okay then, let's keep it together and get ready to get jumped," he says, oddly excited about the idea, as he returns to leading the way.


"Very well then."

The group of us advance, leading our arcane mounts as we go.


Servayn, do you dismount or not? And let me know where wember stands in relation to the group.


(AC 18, hp 15 of 77) Summoner 9

Servayn dismounted a few posts up. Kriger and an enlarged Ember should take the lead until we get within a hundred feet or so, Kalsgrim and Malaswyn and Servayn a step behind them.

Servayn conjures forth glowing energy to reinforce Ember's scales mage armor and then infuses him with arcane energy, causing his size to increase enlarge person.

Once this is complete, he urges Ember forward, and Ember takes to the sky and pounces towards the building, with a few strong wingbeats.

"If there is an ambush, I suppose we'll know soon enough..." he says dryly.

How close to the farm/inn are we?


400 feet sounds right?


(AC 18, hp 15 of 77) Summoner 9

Servayn will wait until we are within 200 ft. before sending Ember in to spring a potential ambush or trap. 400 ft. would take us up to ten rounds to cross, possibly more with uncertain terrain...


Initiative Rolls:

Kriger 1d20 + 8 ⇒ (2) + 8 = 10
Kalsgrim 1d20 + 2 ⇒ (11) + 2 = 13
Servayn 1d20 + 6 ⇒ (4) + 6 = 10
Malaswyn 1d20 + 3 ⇒ (1) + 3 = 4
B 1d20 - 1 ⇒ (6) - 1 = 5
BS 1d20 + 6 ⇒ (2) + 6 = 8

The moment Ember grows in size, a roaring croak erupts from the river area and the ruined inn. From the distance, you can make six boggards, though from the noise, it sounds at least like twice that many.

Kriger, Kalsgrim and Servayn can act first in round 1, then it's the boggards.

Map of the area, green is swampy difficult terrain unless you stay on your magical horses.


Round 1

Since the boggards are clearly hostile, Kalsgrim stands his ground and fires at them.

Starting with boggard 5; if the first shot kills him, he’ll move on to boggard 6.
To hit 1d20 + 12 ⇒ (4) + 12 = 16
Damage 1d8 + 8 ⇒ (5) + 8 = 13
To hit 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d8 + 8 ⇒ (4) + 8 = 12


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

Do we still have our horses?


(AC 18, hp 15 of 77) Summoner 9

The magic horses will last for 18 hours, so yeah, until they get killed, they are available.


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

Cool.

Kriger will mutters a quick prayer to Ol' Deadeye, increasing the amount of pain his axe will deliver. Cast Lead Blades. 1 minute/level. 6 minutes.


Servayn and Malaswyn.


(AC 18, hp 15 of 77) Summoner 9

Ember will leap forward through the air flying double move and come down just on the edge of the clear ground, outside of the marsh, in the direction of the farm house. just to the left of the words 'Map D'

Servayn doesn't care for the range, and begins to slog through the marsh, as quickly as he can. run action, if possible, bringing him to three rows under the words 'Map C' He draws his wand of lightning, as he advances.


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 urge my mount forward move action, toward section B and call forth Her purifying flames to strike our foes fireball against 1, 2 and 4.

fireball (dc18 reflex for half damage: 9d6 ⇒ (2, 4, 5, 1, 2, 5, 1, 2, 1) = 23


The Boggard Ambush
The Lords of Frieland - Round 1

Since the boggards are clearly hostile, Kalsgrim stands his ground and fires at them.
//Both arrows find their target despite the distance, and the boggard drops to the ground. (Don’t forget distance increments)

Kriger will mutters a quick prayer to Ol' Deadeye, increasing the amount of pain his axe will deliver. (Why is the duration not 9 minutes?)

Ember will leap forward through the air flying double move and come down just on the edge of the clear ground, outside of the marsh, in the direction of the farm house.

Servayn doesn't care for the range, and begins to slog through the marsh, as quickly as he can. He draws his wand of lightning, as he advances.
Sorry, difficult terrain...

Sorry about calling your actions Malaswyn. You’re after them.

The Boggards - Round 1
From the river and from the buildings spring a great number of Boggards, armed with blowguns and morningstars. The ones in the marsh make a wild dash for the group, while the ones closer to the ruined inn set out to attack Ember.

The ones attacking Ember move close to the eidolon and let out terrifying croaks.
5 will saves DC 13 or shaken for 1d4 rounds (if multiple saves failed, the worst duration is taken into account).

From the inn, you can hear a dark voice croaking mad words of power, and a cloud of green gas engulfs Ember, sending its stomach reeling.
Ember can’t see through the cloud. Fortitude save (possibly with the shaken condition) DC 15 or nauseated for 1d4 + 1 ⇒ (2) + 1 = 3 rounds after leaving the cloud.

Then another voice rises, and Kriger, Malaswyn and Kalsgrim see the weeds surrounding them come alive and attempt to grapple them. A fierce looking boggard of great size comes out of the ruined inn, ending the casting of his spell as he approaches, holding a trident and drawing a handaxe.
Reflex save DC 13 or entangled, you and your mount. If your mount makes the save, you gain a +2 on yours, but if you fail, you can’t move your mount without being unseated.

Entangle:

Area is Difficult Terrain (all squares count as 2 for movement).
Creatures in area make a Reflex save.
-Fail = entangled
-Success = may move as normal
Any who enter the area make Reflex save immediately.
-Fail = entangled and movement ends.
-Success = may move normally
Any who remain in the area at end of casters turn must save again.
Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.

Entangled Condition Summary
Move at half speed
Cannot run or charge
–2 penalty on all attack rolls
–4 penalty to Dexterity.
Must make a concentration check (DC 15 + spell level) to cast a spell (or lose the spell).

Status
Lead Blades on Kriger
Enlarge Person on Ember
Mage Armor on Ember
Entangle round 1
Stinking Cloud round 1

Round 1 and 2 for all. Malaswyn, let me know if your action stays the same.

Map


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

A Ranger doesn't get spells until 4th. He's technically a 1st level caster at 4th level and it progresses from there.
And I was wondering about Kalsgrim's shots. That was like 180 or so feet away! Man that's some distance.

Reflex for horse: 1d20 ⇒ 11 No idea if this creature gets any bonuses or not.

Ref: 1d20 + 11 ⇒ (11) + 11 = 22

If the horse doesn't save, then Kriger will cast feather step upon himself and dismount. If he does save(due to possible unknown bonuses, of course), then Kriger will ride up next to Servayn.


(AC 27 (w/mage armor), hp 62 of 62)

Ember's Will saves
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (17) + 2 = 19

Ember's Fort save, -2 for shaken
1d20 + 7 ⇒ (10) + 7 = 17

Unable to see which direction would be the most direct route out of the cloud, Ember beats his wings and rises directly up. 40 ft. as a double move. He gets no other action this round.


(AC 18, hp 15 of 77) Summoner 9

Servayn slogs his way two paces the north and a step to the west ending in the square with the E in it and unleashes a lightning bolt from his wand upon the boggards approaching his position. boggards 6 and 7

electrical damage, Ref save DC 13 for half 5d6 ⇒ (4, 3, 6, 4, 4) = 21


Seeing more boggards reveal themselves, Kalsgrim slides off his mount and focuses on the largest of the foes, loosing a single arrow at it.

Reflex save 1d20 + 13 ⇒ (17) + 13 = 30

Swift action to smite evil vs. the enlarged boggard.
Move action to dismount.
Standard action to attack.

To hit 1d20 + 12 + 6 - 4 ⇒ (13) + 12 + 6 - 4 = 27
Damage 1d8 + 8 + 9 ⇒ (6) + 8 + 9 = 23


Kalsgrim, you can't see that boggard because of the Stinking Cloud.

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