Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Rekka shrugs, "They're bandits, the rules of a duel would be lost on them, I think." She thinks, though, for a solution.

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

"I can cast a light source on the dummy camp - that and the campfire would add some light. We can simply pretend we are ignorant fools camping out in the middle of nowhere, and not trying to keep our camp a secret. Also, I agree with being part of the dummy camp - I can keep myself and anyone there alive long enough for the ambushers to do their thing. Torag will protect us well."


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

"Actually I meant for Rekka to be part of the dummy camp, as I understood it she could heal but cannot see at night, though I must admit I haven't met many ratfolk to judge this by. How well can you see, my dear?"


Male Human male, Fighter-2, HP: 16, AC: 16 Fighter

"You are probably right about the lack of honour among these thugs. I will stay in the dummy camp as well, as long as we have some light, I should be ok. As well just 2 people might draw the bandits out easier."


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Rekka blinks, "I see quite well in the dark ... And I am quite good at going unseen and unheard."


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

"Hmm, an excellent idea. You and one of the healer's then. Fizzy will not provide himself as useful anywhere but the dummy camp but I want to be sure you are properly protected. The guards and myself with wait a ways out and prepare to come to your aid should it become necessary." We'll then go set-up a second camp without fire about 50ft. away. Alexandra will take first watch, Captain Stonefire second and Baern should be on third.


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Rekka skitters with Alexandra.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

ok so where does fizzy wind up? He is decently stealthy


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Wait, do you have dark vision? Because that's how I've set-up the watches from second camp, that's why I wanted Baern, we have two healers but if Baern insists to stay with the decoy camp then we'll take you for sure, we'll also take you if you have dark vision, I'm just unsure.


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Yep. She has dark vision! :)


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

I assumed Fizzy was asleep, besides we're not going for a stealthy team so much as a 'Let's hope they don't turn out to be dwarf bandits' team. That being said, people should assign themselves where ever they feel useful. Fizzy, if you want to stay in the decoy camp and try to talk the arriving bandits into dueling Vik one to one for time feel free, if you'd like to be with the reinforcements also feel free, I just want one person with dark vision on the reinforcements so that between them and Captain Stonefire we can view them easily with darkvision.

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

Oh, no I'm fine with being with the ambush camp. I misunderstood you earlier, apparently. Just have ye know that I'm slow and I can't ride a horse worth a damn. Also, my darkvision is only 60-ft - will we be close enough for that?


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

I intend for the second camp to be 50 ft. away. That means that with low-light vision (assuming they have an elf) all perception checks will be at a -10 with additional penalties for it being poor illumination. Thus our bedrolls will practically be invisible, we'll double move (or in your case run) over to the camp while out cavalry folks ride there and combat will commence thusly. Shouldn't be an issue, however since Rekka has darkvision and may be faster we'll put her in the ambush camp. Your job will be to keep Vik alive while we get there Baern, and to see them coming hopefully.

"We'll need a signal. Take my crossbow, Baern, and keep a bolt with you. When they approach cast your light spell on the bolt and fire it into the air to signal us. Make sure not to do so until they are distracted by Fizzy and Viklop, we'll arrive in moments."

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

"Hrrm.. well at least I don't have to try and actually hit anything, as that would be folly." He takes the crossbow and loads the bolt, then hangs it on his belt. "I'll cast light on it before hand, then simply cover up the crossbow so that the light cannot be seen - this way, the bolt will be ready to be launched immediately."


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

"A wonderful plan. Well, sweet dreams gentlemen." Alexandra stifles a laugh as she takes our ambush team down the road a ways. We want somewhere that the dark vision folks can easily see the camp from but isn't on the road if at all possible, and within about 50 ft. The ambush party is myself, Captain Stonefire, the twins, Fionn and Rekka (I believe) leaving Viklop, Baern and Fizzywiddle at the decoy camp. As I stated above I will take first watch, Stonefire will take second and Rekka shall take third.

Perception check for my watch 1d20 + 4 ⇒ (9) + 4 = 13


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Rekka's watch!

1d20 + 5 ⇒ (3) + 5 = 8


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Luckily we're looking for either a large group of unstealthy riders or an arrow of light piercing the sky so high checks might not be entirely necessary lol

Also, Captain Stonefire's Perception check 1d20 + 3 ⇒ (16) + 3 = 19


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

sure fizz will decoy and taunt the leader into a duel

Silver Crusade

Nearly Gods Upper and lower

About an hour into the night Captain stonefire thinks he sees movement off to the right. Yup, two figures slowly walking up to the camp. "Hallo? hallo?"


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Walking towards our camp or the decoy camp with the fire? Either way he'll move to wake up Lady Alexandra first and then Rekka. After that, assuming they don't get into the camp he'll wake up Fionn and then each of the twins. He'll try to point out their positions to Rekka and Lady Alexandra quietly and we'll wait to see if they seem to notice us.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy snores in the decoy camp next to the fire happily warm. Next to him he has his Hook hammer out, and he sleeps with his buckler on.

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

Yeah, which camp are they going towards? You weren't clear on that.. is it the decoy camp or the ambush camp?

Silver Crusade

Nearly Gods Upper and lower

Towards the fire... Sorry I was not clear. They seem to be trying to alert the figures around the camp fire. They are 30 feet away from the camp fire when Rekka and Alexandra are awake and the others are being stirred. Vik and Baern what are you doing? sleeping, sitting, cooking, what?


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

"I believe this may be a ruse. Have the men mount their horses as soon as possible, we'll ride to strike when given the signal" Alexandra speaks to Captain Stonefire at a whisper in Dwarven (I didn't spoil it as it hardly seemed worth it). She'll then take a move action closer to see the individuals more clearly, staying as quiet as possible.

Stealth 1d20 + 3 ⇒ (7) + 3 = 10

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

Bærn was sitting near the campfire rereading his holy text. I'll post his actions now. Also, nice stealth roll Alex lol.
_______________________________________________

Upon hearing someone approaching and speaking, Bærn closes his holy text and puts it down near where he was sitting. He then gets up, takes out his crossbow and announces back in Common, "Oye, who goes there? Don't ye be sneakin' up on us three travelling merchants!" He speaks loud enough to wake both Fizzy and Vikk.

Hm.. hope that wasn't over doing it..
___________________________________
Bluff Check: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human male, Fighter-2, HP: 16, AC: 16 Fighter

Vik was also siting near the fire, but looking away from it to try and protect whatever night vision he might hove, while sharpening and cleaning his sword. He stands and readies his sword, waiting for whoever it is to come into the light.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

bluff 1d20 + 13 ⇒ (11) + 13 = 24 fizzy rolls over pretending to still be asleep, but readies dancing lights over vik when he moves aggressively.

Silver Crusade

Male Half-Elf Cavalier/2
info:
Hp 17/17 Ac:20_T:12_FF:18 Perception +1, Initiative +4 F +5 R+2 W+1 CMB + 6 CMD = 16 Speed:30

Fionn mounts up and readies his lance. Sorry guys! I assume I'm with the ambush group, correct¿


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Rekka creeps after Alexandra, waiting for the signal, and lurking in the dark.


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

You are Fionn, we're in process of waking you up I believe but that's definitely what you should do once we get you up (shouldn't take long, I would like to have you awake before the twins haha)

Silver Crusade

Nearly Gods Upper and lower

Sorry guys, I crashed hard last night

Perception DC 12:
The two individuals don't respond, but pull out thier clubs and advance on the the 'merchants'.

Everyone roll Initiative...
Bandit 1d20 + 2 ⇒ (13) + 2 = 15
Bandit 1d20 + 1 ⇒ (17) + 1 = 18


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Alexandra 1d20 + 3 ⇒ (12) + 3 = 15
Stonefire 1d20 + 1 ⇒ (13) + 1 = 14
Twins 1d20 + 2 ⇒ (10) + 2 = 12 If you'd like them to have separate initiatives let me know

Silver Crusade

Male Half-Elf Cavalier/2
info:
Hp 17/17 Ac:20_T:12_FF:18 Perception +1, Initiative +4 F +5 R+2 W+1 CMB + 6 CMD = 16 Speed:30

1d20 + 4 ⇒ (18) + 4 = 22
Init


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Init 1d20 + 4 ⇒ (6) + 4 = 10 perc 1d20 + 9 ⇒ (7) + 9 = 16

I rec that you roll those for us blood, will save time.


Male Human male, Fighter-2, HP: 16, AC: 16 Fighter

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human male, Fighter-2, HP: 16, AC: 16 Fighter

perception: 1d20 + 2 ⇒ (18) + 2 = 20

Silver Crusade

Nearly Gods Upper and lower

If you have the highest Initiative feel free to go first. Especially if I am not around.

Fionn, then,
Bearn 19
bandit 18
Rekka 17
Alex 15
Bandit 15
Captain 14
Vik 14
fizzy 10
Twins 8
Fizzy: I will normally roll those but at work and crazy time has happened in RL.


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Way to hustle, twins! lol

Turn 1: Well pretty much regardless of what happens, Alexandra will take a single move action towards the camp her first turn and ready an action to shocking grasp any unfamiliar fellow who tries to approach her. I'd also like to say that she'll move up around one side, still rather out of the way and leaving four clears lanes for horse travel beside her.

Turn 1: The guards and Stonefire spend their turn waking up, mounting up and waiting for a signal.


Female
Vital Stats/Skills:
HP: 16/16, - AC: 13/T: 13/FF: 11 – Perception +5 - Initiative: +2 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 13, Speed: 20
Other Skills:
Acrobatics +3 (-1 jump), Climb +2, Escape Artist +7, Fly +9, Heal +7, Intimidate +5, Perception +5, Spellcraft +10, Stealth +7, Survival +1 (+3 to avoid becoming lost when using this), Swim +6, Use Magic Device +6

Turn 1: Rekka readies Guidance to cast on Fionn as soon as they see the signal. Her spellcasting is in Aklo, and consists of a lot of chittering and handwaving. The little ferret that likes to hide in her cloak peers out into the dark, looking for her target.

Silver Crusade

Nearly Gods Upper and lower

Waiting on Bearn, then the bandit will act...

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

I was waitin' fer Fionn.. he's first.

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

But if Fionn's waiting for me.. then I'll just do my action.
______________________________________
Round #1

Baern, having seen the bandits move in with their weapons drawn, loads the crossbow with his only bolt, casts Light on it, and aims it at the bandits, making it look like to them that he's about to fire upon them.
_________________________________________________-

Move Action: Load Crossbow
Standard Action: Cast Light on the crossbow bolt
Free Action: Aims it at the bandits

Silver Crusade

Nearly Gods Upper and lower

So everyone may post what they plan to do in a given round, if not even the next round.
Make sure you post {B}Round #{/b}
on the top of your post so I can know which round those actions are going to be associated with.

Fionn has already gone, he mounted his horse and readied his lance.

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

Oh, I figured that was a surprise round move. My apologies for making everyone wait then! Also adding the round # on my last post.


Round 1
The two bandits with weapons in hand attempt to rush the campsite, they both charge the dwarf who is awake. One of the bandits merely hit against his armor while the other knocks Bearn in the head, 1d6 + 2 ⇒ (2) + 2 = 4 Bludgeoning, with the club.

Fionn 22 *
Bearn 19 *
bandit 18 *
Rekka 17 *
Alex 15 *
Bandit 15 *
Captain 14 *
Vik 14
fizzy 10
Twins 8 *

Liberty's Edge

Male Dwarf Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison

We don't use maps in this campaign, do we? :(


Thank you Bearn, and there was no surprise round, there should have been, but I skipped over it this time, I wasn't thinking. It should have been just the bandits and those who got the perception check. Oh well, next time. ;)

*EDIT
We do use maps, though I did not think that this small side diversion really needed one.


Female Sorcerer 2
info:
Lv 1 HP: 15/15, - AC: 13/T: 13/FF: 10 - Perception: +4 - Initiative: +3 - F: +2 / R: +3/ W: +4 - CMB: +4 - CMD: 15, Speed: 30

Are the asterisks players who have taken their first action or haven't?

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