Kingmaker

Game Master Malinor.

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Drunken Wanderings

Sword Marches Stats

Kingmaker Campaign Rules

Perception:

[dice=Ser Andreas Perception]d20+5[/dice]
[dice=Rillka Perception]d20+5[/dice]
[dice=Rhavi Perception]d20+17[/dice]
[dice=Akilina Perception]d20+8[/dice]
[dice=Jackob Perception]d20+6[/dice]
[dice=Caerwyn Perception]d20+10[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


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birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

survival: 1d20 + 10 ⇒ (5) + 10 = 15That was close...

Saorise & Duzz

"Why not both? Saoirse wanders about near the Inn, (areas B and C 1 and 2 on the map) while Duzz takes the area past the stable. (map areas a and b 1 and 2) The rest of us set upm in the barracks or stable with an extra horse. Whoever sees something gives a shout or a signal and we all come running. I'll take the extra horse and pick up the person who didn't signal while Albert, Elkia and Von Ulm head straight in."

Everyone Hmmm how to signal? GM_Coreyllon what is the weather like? Are Tindertwigs, Sun rods, or hooded lanterns readily available? Thinking a sun rod on an arrow or bolt or using teh twig or flaming oil from the lantern to torch an oil soaked mound of straw.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka unrolls a map and is poking and tracing, muttering to herself about the attacks and visions. She pokes at area on the map, indicating somewhere north of the inn. This is the likely place to watch for the werewolf and to put bait out.
That is a sound strategy for attracting the werewolf, but not defeating it... Grandma Kenza always said, the first rule to adventuring, "Never split your party!" I think we should stick together. And be within a reasonable distance to prevent the bait from being eaten.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

"While your strategy does have it's merits, Jackob, I don't relish the idea of standing off that thing for a few minutes alone waiting for everyone to be rounded up." Saoirse says in agreement with Rillka. "I'm no slouch in a fight mind you, but this thing seems rather nasty based on the condition it leaves it's prey in."


KM Handouts Drunken Wanderings

Also, as a reminder. The map is not really to scale. It gives an idea of how the city is structured which is why I pointed towards it, but remember that at this point there are enough homes and structures to house over two hundred people.

The weather is mostly clear skies. The way the game works you have easy access to resources below the Base Cost. A sunrod does weigh 1 lb. I am not sure it would work well tied to an arrow, but you could definitely just shoot it straight up and get it pretty high. An oil soaked mound of straw in, or near, a wooden city might not be the best option.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

The sunrod-as-flare was the idea not aiming at anything other than "up" which has a notoriously low AC. :7)

"Yes that is the drawback." to Saoirse

GM_Coreyllon, If the map is not to scale what kind of response time are we looking at for readied horse/dogpersons at the barracks to the likely attack zones? Rounds? Minutes? Ballpark figures are fine and expected.


KM Handouts Drunken Wanderings

If you are riding, figure 6 rounds to cross an area on the map while riding at night. We would roll a d6 to see how many rounds it is to get to where the encounter is within the area.

There were a few buildings, the Shrine, Mill and Graveyard, that were not on the map because I had requested that the group pick where to place them and no one did. So I have tried to pick where I would place them. It does mean the graveyard is now in Column 1 as that would be the least valuable plot of land in the current capital area. If you want to move any or all of these buildings, feel free to tell me where you want them. If no one says anything before the game moves forward, they will stay where they are. I would recommend keeping the Shrine in it's own area as if you eventually want to build up to a Cathedral you need 4 slots together to do that.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Saorise & Duzz

Are either of you up for fending it off for (worst case) six rounds? If not Jackob will happily take you place as bait and you can be in the rescue party.

Rillka
I thought the first rule was "Gank the mage". :7)


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Metagaming it - Duzz has the highest AC (of any) and second most HP, (there are a couple tied here)... so round we go. I don't care who it is, but we should be nearby to protect The PC who shall forever be known as Bait.

"Gank the Mage" is the first rule of GMing monsters. ESPECIALLY if the party splits up!


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Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

We all stay together or at least close by. I do not want anyone to be left alone with this thing. If and when combat breaks out, I want all of us engage right away.

Rillka is correct we should be close by, and I think a single person in combat with a werewolf will be over quickly. Our levels are low.


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.

"Hum... my friends call me Li'l Lamb for a good reason." He says, amused. "Don't worry, I'll do it and it will work. I'm pretty resourceful and as soon as the werewolf appears, my owl Ira will signal to you."

Adding another layer to the metagame, as an outsider, Duzz is immune to the curse I believe.


KM Handouts Drunken Wanderings

So...


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

We will be standing by. Do not put yourself into a situation where you cannot get out. I also want us to pay attention to the surrounding area. We may miss something because we are paying too much attention to Duzz.

I think we are planning to hang Duzz out as bait, north of the inn. All of us will be close by ready to move.


KM Handouts Drunken Wanderings

Ok, so everyone but Druzz is in the barracks. Druzz, what are you going to do and where (which city section) do you want to set up?


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.

With everything settled and planned, Duzz spends the rest of the evening in the inn. He drinks some mugs of ale, while pretending to be getting drunk. It is good he has some experience on the matter. Once it is already dark, he leaves the place whistling and yawning, heading east as if he was looking for the missing sheep. He giggles and sings, hums and bleats...

When he is a bit away from town, he reaches for coin pouch, opens it slightly, and lets Guard out of it, letting him slither around his fingers and arm, until the small viper is close to his neck. "On guard, little friend." He then reaches for a pocket and caress a furry ball inside. "Help me see, Rö."

Staying close to column 1, coming from the inn.

If possible, will be taking 10 on Bluff for 20.

Duzz has darkvision 60ft and +10 to Perception (+1 against being surprised). I'm also using Handle Animal to make my viper and my bat to use the watch trick, which has them looking for any sizeable or dangerous creature approaching. The viper, Guard, has low-light vision, scent and +9 on perception, while the bat, Rö, has blindsense 20 ft., low-light vision and +6 on perception.

If possible, will position myself in a way that anyone coming from the town would be in favor of the wind, so Guard's scent distance would be doubled.

Ira, the owl, is also watching in the skies, ready to screech to warn the others. She has low-light vision and +10 to perception.

Our werewolf will need to be a ninja to get past all these precautions lol.


KM Handouts Drunken Wanderings

Ok, everyone can give me a perception check if you are actively watching for an attack. If you are in the barracks watching, you are not mounted up.

Duzz, from what you seem to have posted, I am guessing you are not using a light source currently?


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.
GM_Coreyllon wrote:

Ok, everyone can give me a perception check if you are actively watching for an attack. If you are in the barracks watching, you are not mounted up.

Duzz, from what you seem to have posted, I am guessing you are not using a light source currently?

No because of the full moon. I think everything is dim light, so even someone with no special vision shouldn't have trouble find their way home I believe.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.

Perception, Danger Sense: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 darkvision 60ft.

Perception (bat): 1d20 + 6 ⇒ (10) + 6 = 16 low-light vision, blindsense 20ft.
Perception (owl): 1d20 + 9 ⇒ (16) + 9 = 25 low-light vision
Perception (snake): 1d20 + 10 ⇒ (9) + 10 = 19 low-light vision, scent 30ft. (60ft. upwind, 15ft. downwind)


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Perception: 1d20 + 8 ⇒ (1) + 8 = 9Rillka squints into the darkness.


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions:| EA: Detect Magic

Albert is mounted on his horse, waiting with the others outside, but he can't see well in the dark.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4


KM Handouts Drunken Wanderings

Sorry, life got a bit busy. I will try and get things moving tomorrow. If that doesn't work out I will get the ball rolling Monday morning. Thanks for the patience.


KM Handouts Drunken Wanderings

Behind the Screen:

Target- Merchant 1/Duzz 2: 1d2 ⇒ 2 Duzz wins the acting award.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Distance from Barracks: 1d6 ⇒ 5

Albert Init: 1d20 + 2 ⇒ (7) + 2 = 9
Ser Andreas Init: 1d20 + 2 ⇒ (6) + 2 = 8
Duzz Init: 1d20 + 4 ⇒ (13) + 4 = 17
Jackob Init: 1d20 + 1 ⇒ (6) + 1 = 7
Rillka Init: 1d20 + 5 ⇒ (5) + 5 = 10
Saoirse Init: 1d20 + 3 ⇒ (9) + 3 = 12

Monster Init: 1d20 + 7 ⇒ (12) + 7 = 19

Several hours pass as Duzz stumbles around between the graveyard, barracks and inn. Around midnight, Duzz finds himself a little further from the barracks when he hears a hooting and Duzz looks over his shoulder as a strange hybrid figure moved into sight. The figure is wearing bulky hide armor and has a great axe strapped to it's back.

The creature realizes that Duzz sees it and snarls in rage as it moves with blinding speed towards the rogue. Seeing that it has lost the ability to sneak up on it's prey, the creature draws it's greataxe as it moves forward.

The creature is spotted at 80 ft away from Duzz, and that is when the surprise round begins. This is a surprise round for Duzz and the creature. The rest of the group is unaware that anything is currently happening.

For the rest of the group, assuming Duzz manages to call for help, on your first turn, after the surprise round, you will get onto the map. This is the round of you riding out and around the barracks which puts you on the map. Then you can start double moving towards the fight and it should take you 4 rounds on a light horse to make the distance to Duzz as long as your horse is not encumbered and Duzz does not move further from the group. Due to the bad lighting conditions, you can double move and there is no difficult terrain, but you will not be able to run your mounts unless you have some special ability that improves your mounts ability to run in bad lighting. If there are any questions, let me know.[/ooc[]

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [35/35]
Saoirse [32/32 ; Surprised]
Rillka [22/22 ; Surprised]
Albert [23/35 ; Surprised]
Ser Andreas [18/43 ; Surprised]
Jackob [29/35 ; Surprised]

[ooc]You have also had hours. Above is the current hit points without magical healing. Jackob can opt to heal the injured in the barracks as much as you want. Just mark of the spells and roll the healing now.


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.

So there was the werewolf coming for him. Great, the plan worked... crap, the plan worked. With a long whistle, followed by Ira's screech, Duzz looks around for any obstacle to put between the werewolf and himself, just in case the monster decides to charge him.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

His fingers shaking a bit, he doesn't have to pretend to be a helpless and scared victim anymore and since he was pretending to be drunk, he did not have even the booze to make him bold. "I guess this is one of those moments you stop and think... why?"

Unwilling to stay put like a lamb, Duzz walks perpendicular to the enemy, drawing his blades.

Assuming the Perception check fails, otherwise would put myself in a way to stop a charge. Will move in a circle around two to put a little more distance between me and the enemy while not increasing the distance for the others to cover.

If possible, I'd like for my whistle to also serve as a "come" order for my elk mount to come. The elk, Maruk, moves at 50ft. and has the Run feat, so should be able to move 250ft./round. Since it has low-light vision, I believe he can still see good enough to run (A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.)


KM Handouts Drunken Wanderings

The map is now shared with everyone. My apologizes if you tried to click on it and were unable to see it. It is titled Drunken Wanderings.

Unfortunately, with your speed in a surprise round you would need to move West around a big clump of bushes/trees to avoid potential charges instead of East towards your companions. If you move straight east, you unfortunately do not make it far enough to prevent a charge, but could get to a point where you can have a bush providing you cover if he charges.

The bigger problem is the very high likely-hood that you whistling from where you are is just not going to be heard by people hundreds of feet away. The d6 roll was not super nice to you. That, I believe, was why Jackob was discussing using a light source to signal with. I will allow you to have set it up to pull a glow rod as you move to signal you need assistance since that seemed to be the plan. You can still whistle, but at that distance it will be hard to hear. Give me a perception check for the mount.

Duzz is right about the low light vision for mounts. If you can create a straight line for the mount that does not go through large clumps of vegetation (any plant that is more then 5 ft in diameter) then you can run. Do me a favor and run a red line in the middle of the path you Ran along so that I can see it and know where you were and how you ended up where you are.


Male N tiefling rogue (sylvan trickster) 4 | HP: 35/35 | AC: 22 (16 Tch, 17 Fl) | CMB: +3, CMD: 15 | F: +4, R: +9, W: +4 | Init: +4 | Perc: +10, SM +9 | Speed 20 ft. | Active conditions: none.

The original plan was to use Duzz's owl as the signal, so he'd be whistling for her and in turn she'd screech for the signal. Not sure if it will help or not, but it is what it is. I'm not against using the help of the glow rod if that will work.

Perception (Maruk): 1d20 + 7 ⇒ (6) + 7 = 13

Aside from that, Duzz will be in total defense for AC 28 and retreating whenever possible. When close to a tree, he'll then 5ft. step around it to gain cover from melee attacks (since any corner will give that).


KM Handouts Drunken Wanderings

We will say that you just used the light to save a lot of issues and move on.

Behind the Screen:

Greataxe Attack-PA: 1d20 + 11 ⇒ (20) + 11 = 31

Greataxe Damage: 1d12 + 7 ⇒ (8) + 7 = 15

Greataxe Attack-PA: 1d20 + 11 ⇒ (2) + 11 = 13

Greataxe Damage: 1d12 + 7 ⇒ (6) + 7 = 13

Duzz steps back as he waves the light and takes a defensive posture. The creature shows it's cunning as it moves with blinding speed to put itself between it's prey and the distant buildings of the capital. He then swings a might swing that manages to connect solidly with the small tiefling.

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [20/35]
Saoirse [32/32]
Rillka [22/22]
Albert [23/35]
Ser Andreas [18/43]
Jackob [29/35]

For those of you in the Barracks. You will find your avatar and mount on the map. Feel free to move it to where you want to come onto the map. You can start anywhere that has your mount touching the eastern edge of the map so that you can line up running lines if you wish, but this turn you just get onto the edge of the map.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Cursing just how terrible an idea this turned out to be, Saoirse sets Aria into a gallop, her ability to see in the dark aiding her in guiding her mount along the paths through the dark forest.

Double move


KM Handouts Drunken Wanderings

As a reminder, this turn you just get onto the map. But you can place your
avatar and mount anywhere touching the eastern edge of the map to line up runs next turn.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

I am happy with where Andreas is.
I am set then.


Saoirse Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information
GM_Coreyllon wrote:

As a reminder, this turn you just get onto the map. But you can place your

avatar and mount anywhere touching the eastern edge of the map to line up runs next turn.

Oh, okay. Than I'd stay where I was placed. Good luck Duzz, you only need to survive about 5 rounds

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