Kingmakers of the Everflame (Inactive)

Game Master McBugman

Kingdom Errata
Regional Map
Local Map
XP: 6594


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Inactive

"So at first light, we set out south towards the bandit camp. Do our best to track their trail back to their camp. 30 miles is a long way though, even on horse. Taking the wagon might be in order. I'm not sure if everyone can ride, and what if the bandits have supplies that we can use? I myself am not the best rider in my armor. We can always try to hide the wagon when we get close, maybe bring one of the dogs to keep it company."

"Hmm, we have their horses, and their armor. We could look a lot like them from a distance. Might help us to get close enough to strike. Sow some disorder in their ranks as we strike."


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"That could work. I can work on each person's disguise to make it better too if we want. We should leave the wagon here
for now however. It is safe here and would just slow us down in this case. This needs to be quick and dirty, especially if
we have to come back with them on our heels. Thirty miles is nothing on horseback if we move quickly enough. If we defeat the
bandits, we can temporarily hide any supplies we find, or take them back with us on any horses we can procure from the bandits."

NOTE: Anybody in Pathfinder can ride as I understand it. How WELL you can ride is determined by your skill (or Dex if
unskilled) ability. Don't try combat while riding unless you have points in it, etc... Fast (racing) horses traveling at full
speed can reach over 43 miles per hour. We won't be going top speed however the whole way. Light or Heavy horses in pathfinder
travel 5 miles per hour or 40 miles per day. With a load (a rider and his stuff) that becomes 3-1/2 miles per hour or 28 miles
a day. So one day there, a day or two to deal with them, and then only one day back. We need only bring enough food and water
for that many days, and maybe a spare horse for extra stuff. Once these local bandits are dealt with, we SHOULD drag the wagon
everywhere as far as I'm concerned. It will be too handy unless we hit a swamp or mountainous region.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

If we're pretending to be bandits why don't we simply claim to be reinforcements. We could say that we're new recruits.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"I would think that could work almost as well. We would have to bluff our way in however. Also, gnomes are not known for
being bandits as far as I have ever heard. That simple difference may cause them to examine us more carefully than we want."

Rubbing her chin, Aleksara speaks after a thoughtful minute.

"If I may offer...I have some experience hunting bandits down south? Most are lazy and disinterested in their surroundings
when they are in their camps. A new group suddenly coming in will stir them up like a stick in a hornet's nest."

Shaking her head, she continues.

"I think deciding how we handle the bandits, before we see them personally, is just premature. Let's get there and see what we have to deal with first.
Observe, quickly, then react. Get an idea of their number and possibly their sentry positions before we decide anything. See if they are sloppy or disciplined.
If their numbers are few enough, then we can just hit them quickly and take them out with a simple blitz attack. However, if they seem formidable for any
reason, we can adapt as needed. The leader? The woman with the twin hatchets? We may need to take her out first just as we did her lieutenant at the
fort. Sneaking in under a disguise may be just the thing to get close enough to do it too. Either pretending to be new recruits or just sneaking in under
disguise and taking her out in the dead of night. There are multiple different possible scenarios we could use...once we know more. That's...just my opinion of course."


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

The evening and night are uneventful and you have more than enough time to prepare your things for the trip the next day. Cloud cover has blown in but the overcast sky doesn't seem to threaten weather, traveling without the barrage of a bright sun may be welcoming to some.

Oleg is hard at work at dawn, mixing the compost before any heat can set in though it appears his worries were unfounded today. Svetlana helps you open the gate and sends you off. "Now, when you realize that you left the only kempt beds and warm food back 30 miles behind you, I don't want to see any of you storming back here in Bandit garb." she prods with a wink and a smile. "Oh!, and you might run into a crazy man named Bokken. He's harmless, one of our regulars actually. Makes all the potions we sell here but has kind of spent too many years on his own... maybe had one too many of his trial recipes..." Svetlana attempts to dance around the detail politely that the guy is a nutcase recluse. "Anyway, bon voyage! Tell that b~*%# Kressle she still owes me a ring!"

Once you're ready, anyone who wants to try to track the bandits back may make an initial roll.

GM.NULL:
2d100 ⇒ (49, 54) = 103
2d100 ⇒ (67, 92) = 159

Seems set on traveling straight to the bandits camp. Just need clarification on whether you're riding horses or bringing the wagon.

And yes, I agree with Aleksara's musings. Everyone can ride, it is in battle or when making a maneuver that I will require Ride checks.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

As Wendell rides away on his new horse, he responds to Svetlana. "Light the fires if there's any trouble. If she still keeps the ring, we'll return it to you."

With Chett on foot next to his horse, Wendell scans the ground looking for tracks. "Seven horses, no rain. Should be quick work following these tracks." The hunter snaps his fingers to get the tiger's attention, then draws a line from his eyes to the ground. "Chett, follow the tracks."

Handle Animal (Track - Push): 1d20 + 10 ⇒ (4) + 10 = 14

The tiger looks back at Wendell with all the acknowledgment of a disobedient teenager, then wanders off into the tall grass. "Stubborn bastard," Wendell grumbles.

Chett watches the tracks himself-

Survival (Tracking: 1d20 + 8 ⇒ (14) + 8 = 22

-the upturned crescents of dirt, the trampled brown grass, the occasional fly-covered pile of manure - he has no trouble tracking the bandits in the morning light. "We'll find you bastards, and once we do...Well, I don't right know what I'll do yet, but I've a whole day to think it over. Like as not we'll charge in while you supp, or as the sun gets low, then Jerrik'll have your heads."

As the group wanders on, Wendell scans the plans for game or signs of danger-

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

-but his mind wanders as he thinks about his lass back at the alchemy shop. "Wonder what she's cookin' up today; what her lips taste like after work...Where's that damn cat?" He contemplates blowing his whistle, but knows Chett would not stray too far.

Wendell will bring along his new horse (and Chett, of course), but leave Stinson behind in the stable. If there's too much to carry home, he will make a return trip with the donkey. However, if everyone else brings their livestock, Chett will take Stinson.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara will ride out quietly on her new horse. Everything she needs carefully strapped onto herself, or in her new saddlebags.
Wincing, she also tries to get comfortable on the moving animal, but knows she will be feeling the pain later that day from her
inexperienced behind.

Definitely need to put points into the Ride skill this time! This is a probably good campaign to take riding combat feats probably too.


Inactive

Jerrik prepared his horse Jasper for the journey. He filled the saddlebags with a few days of trail rations and topped off his waterskin from the water barrel. He wanted to be ready to go first thing in the morning.

Leaving the wagon behind.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing everyone getting on their horses Alfentinius looks at the horses. Looks around. Picks one and walks up-to it. Looking up at the horse and sizing it up he scratches his head. He walks under the horse without even stooping.

Um... Guys... Uh... can I ride with one of you?


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara, will smile, grinning a little devilishly.

"Yes my friend. Of Course! I'm lightest, so you should ride with me. That way you won't overload the horses carrying the
heavier, and armored, gentleman. Just make sure to keep your hands in the appropriate places my friend!"


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim spends the evening sat by the cooling fire, sharpening his sword with a well worn whetstone.

The following morning he is late up, and as the others are nearly ready to depart, tries to remember his basic horse training...

Prof: Soldier: 1d20 + 4 ⇒ (1) + 4 = 5

...but training is not something that Arim paid a lot of attention to even at the time.

He struggles to get his pack secured to the animal and when the horse is finally laden it's not the neatest sight.

As the group head off Arim heads for the front of the trail, just behind Wendell

"Magnificent creature that. Wonderful. How is the trail this morning? You don't seem to have had much difficulty finding it."


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

GM.NULL:
2d100 ⇒ (51, 98) = 149
2d100 ⇒ (62, 56) = 118
2d100 ⇒ (94, 36) = 130
2d100 ⇒ (26, 22) = 48
sigh

Travel is swift and steady but still takes the entire day. Not a soul is seen on the trail and the animals are small and scarce. A few rabbits scamper across the trail at the sound of the horses approaching, but nothing large shows it's head. The weather holds and the trail stays fresh for the majority of the way. In the evening the area becomes cluttered with several other game trails and bandit roads. As it is approaching dusk, you can either choose to place camp or to continue tracking.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"We could camp here, somewhere out of the way, and let Wendell finish tracing them to their base.
Then once he finds them he can come back and lead us there in the dark to get a look at them. Does
that make sense?"

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

The day rolls by and Wendell is at peace doing what he does best; watching the grass wave in the breeze and the silence that only the wilderness knows. He rides next to Arim, and tries to maintain a conversation as best he can. "Ay, Chett's a gool ol' boy. To think some would kill them for their hides... Hardly need a tracker to follow this trail, but they'll pay for their carelessness... Say, I never seen the likes o' you before, how'd a soldier like you get mixed up in a group like this?"

When they come to the muddled crossing, their horses stop. Wendell drops down onto the ground as Chett emerges emerges from the tall grass. His whiskers and mouth are stained red.

Aleksara wrote:
"We could camp here, somewhere out of the way, and let Wendell finish tracing them to their base. Then once he finds them he can come back and lead us there in the dark to get a look at them. Does that make sense?"

"I was thinkin' the same. Chett and I can track 'em back to their camp. You guys set up off the trail. If you must need a fire, dig down and wait until the sun is low, and keep your voices hushed. We don't need the bandits turning our ambush around on us. There's no tellin' how far away they are... I'll whistle sharp if there's trouble, so keep your ears open." Wendell nods, as if agreeing with himself, then rummages through his pack for a trail ration and some water. Once he and Chett have eaten, Wendell uses Create Water on an open spot of ground and mixes it with the dirt, then rubs mud over the exposed skin on his face and hands for camouflage.

After everyone is in agreement, Wendell and Chett set off following the tracks. Wendell can see well enough in the dark to track without a light, and tries to keep quiet as he goes.

Stealth: 1d20 + 6 ⇒ (8) + 6 = 14
Stealth (Chett): 1d20 + 7 ⇒ (5) + 7 = 12
Survival (Track): 1d20 + 8 ⇒ (20) + 8 = 28


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Wendell and Chett:

It takes only a handful of minutes to discern from the tacks which are leading to camp and which are leading out on errands.
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
As the two near the camp lit by torches and a bonfire, they see there are a few lookouts posted on elevated platforms. It appears though that their stealthing has kept them hidden as the nearest man that is posted as a guard doesn't make a stir, instead continuing to sit with boredom. Taking a moment to absorb the scene in front of them, the tiger and dwarf count eight bandits around the fire. The camp is built at a crossing a of the Thorn River, and is quite shabby. In no way is this a permanent camp, it more resembles the aftermath of a raid with all the splintered pieces of wood crates. On an easy guess, it can be assumed that the bandits just setup here for the 'taxation' of Oleg and will leave once the others return.

During their spying, three of the 8 branch off from the group at the fire and start to slink into the forest away from the camp, following the river. You left the others Northeast by East of here.

Perception roll please

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Wendell is careful to stay still and take in as much as possible about the bandits and their camp. Once he has gathered enough information, he prepares to return to his allies and fill them in on what he has seen.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

No peaking:

Check: 1d20 + 4 ⇒ (13) + 4 = 17
Check: 1d20 + 4 ⇒ (4) + 4 = 8
Check: 1d20 + 2 ⇒ (17) + 2 = 19

Wendell and Chet:
Right before Wendell turns to leave, he hears a russel in the tree canopy. Squinting a bit more he can make out a single bandit standing on a lookout platform. The platform is well camouflaged and 20 feet in the air.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:
Wendell Redgrass wrote:
"...Say, I never seen the likes o' you before, how'd a soldier like you get mixed up in a group like this?"

"I am one of the Kayal. The shadows of another plane flow in our blood. There is a lot of persecution against us, but there will be none in our new land, I will see to that. As for how I find myself in your company... There are those who would like to see me disappear, permanently. We'll see how that works out for them.

And what of the majestic tiger and his dwarves pet?"

Arim asks with a smile

"What brings you this far out? Surely a man with your skills can make a small fortune as a guide and guard for wealthy caravans between cities."

Arim continues to ride with Wendell until the group stops. He listens carefully as the group makes plans.

"If you'll have me Wendell I'd like to come with you, darkness is no obstacle to me and I'd feel better if you weren't going alone."

If Wendell accepts Stealth: 1d20 + 2 ⇒ (13) + 2 = 15

Edit: Sorry, forgot to hit post and missed all the interim stuff, can Arim join? If not disregard that bit.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yeah! Just roll a perception as well. Anyone else too, stealth and perception if you're scouting.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

"Their mistake. I don't expect a warrior of your caliber to disappear so easily... Sure, I take on work as a guide when it comes, but of late these woods are too dangerous, even well-guarded caravans choose to go around my homeland. Plus, every time some wealthy noble talks down to me and Chett my mind goes to dark places. Better I spend my time alone than hang over some lordling's life."

If we want to retcon Arim in to join Wendell and Chett, they would have hesitantly agreed, deciding that having a fighter of Arim's ability would outweigh the risks.

@ GM: Do I have clear line of sight to the bandit in the tree, or does he have cover?


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Yes you do have line-of-sight. He is not in cover, just hiding and camouflaged. Arim notices the sound and sees the same thing Wendell does.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Wendell and Arim:
The lookout platform is over the bandit camp, not over your head. Thought that might need some clarity.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim looks about then motions to Wendell, jesturing with fingers and hand movements he silently relays the disposition s of the bandits to check that the two are in agreement. Once the two happy that they've seen everything he waits to follow Wendell's lead on the withdrawl. Heading back to the party with the hunter and his companion.

I'm heading off grid for a few days, camping with the wife, we wrangled baby sitters and everything! So I won't be posting. Please bot me when needed GM, Arim will pretty much just swing his sword...


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Earlier in the day...

As the group headed out the little gnome sitting in front of Aleksara he obviously looked a little uncomfortable to be in such close proximity to this woman whom he hardly knew.

So... umm... Lady Aleksara.... um... did I see you reading a Tian book yesterday? Oh maybe you could teach me to speak Tian. It'll give us something to do on this long journey... and I've always been a whiz with languages... I can speak seven languages...


Inactive

The others had paired off as they rode along. Alf and Aleksara shared a horse so that was obvious. Arim staying near to Wendell and the tiger was not expected though.

I suppose they're better company right now.

The big Ulfen sighed but was back far enough that no one heard. That was fine with him. He didn't want pity. Part of him wanted blood. It was cowardly to bully those with less strength and that's just what these bandits were. Still, killing them for it didn't seem the right punishment. They hadn't hurt anyone that he knew of. Of course that didn't mean that they wouldn't. His father would say it was best to eliminate them before they could hurt someone, but how could someone know the future?

Thinking of his father didn't help to improve his mood either. It was cowardly too the way his siblings had begun to fight over the land before the man was even laid to rest properly. With no claim to any of it, he left soon after. He didn't want to witness what was coming next. He shook his head and tried to focus on the task at hand.

Once Wendell pulled up short, he rode up next to the others. He almost insisted that someone accompany the dwarf so when Arim spoke up, he just nodded with approval.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Again smiling at the eager young gnome, Aleksara nodded.

"Yes, of course Al. My Father was Tian, and my spellbook is written in the language. I have something to confess myself however:
I can cast some of the basic magic from the book, some of it even comes almost naturally to me, but my knowledge and understanding
of the arcane and other spellcasting traditions are quite lacking. So we trade? I'll teach you Tian, if you can help me with my
esoteric Arcana and general Spellcasting ephemera? Maybe I can also help teach you how to disguise yourself. It would be easy to
help you look like a human child, or even a halfling if we tried hard enough."

Looking into the distance where the three trackers went Aleksara sighed.

"Now let's put together a decent camp for Wendell and Arim. They will be hungry when they return soon enough, and they will probably
be hungry. Jerrik, will you gather some dry wood for the fire? It smokes less, and will allow us some basic comfort at least."

Survival (Hidden Camp): 1d20 + 2 ⇒ (13) + 2 = 15

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

@ GM: Just for clarification, the bandit camp isn't walled, right? Just some shoddy perimeter defenses set up around a campfire in the middle?

Wendell nods at Arim. He counted eight(?) bandits, the camp layout and the directions to get back. That was all he needed to see.

With Chett nearby, they sneak the first two hundred yards away from the bandit camp, then speed up and near the camp. Let me know if you need stealth roll, not sure if we were far enough away. Before they appear from the darkness, Wendell alerts his allies in camp by calling out in a calm voice. "Don't be alarmed, just us."

Back in camp, he sits near the fire. "Nice camp. I'm starvin'." Wendell relays all the information back to his companions while he eats. "Small camp...mile...mile and a half away. I counted eight of them. One lookout...that I could see. If we surround them, take them unawares...shouldn't be much trouble. We could hit them at first light...So...what's the plan?"


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

You are correct, it is not walled and there are no perimeter defenses at all. It is an open camp with 2 lookouts and that one hidden lookout who spotted 20ft off the ground. I've added a map in the Local Maps to shwo what you saw.

GM.NULL:
1d20 + 0 ⇒ (13) + 0 = 13
1d4 ⇒ 2


Inactive

Jerrik listened as Wendell and Arim relayed the enemy fortifications...or lack there of.

"You guys could sneak up on them. Get into position. I could just walk into their camp. They may not shoot me on the spot. I'll tell them they're surrounded and demand they surrender. I'm sure they won't and you can move in and surprise them. That way I'm in the middle when hell breaks lose." He breathes heavy for a moment. "At least I don't think they'll shoot me on the spot. What do you think?"


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara will frown.

"I would rather not rile them up. A sleeping or a sleepy bandit is much easier to take out than one who is on-edge from a stranger
just showing up in the middle of the night in their 'secret' camp. Not to mention, what's to prevent them from trying to kill you on the
spot? No. We need your hard head intact too much to let you sacrifice yourself just to be a 'possible' but momentary distraction."


Inactive

Jerrik's eyes narrowed and his jaw firmed. He brow furrowed as he mulled it over. "Fair enough. Your last plan worked out well enough. So what's the signal?"

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell gets a fatalistic grin as they sit around the campfire discussing plans. "I like the way you think, Jerrik. That plan takes sand."

"How about we combine the two ideas. I will cast light on your sword, then those of us who can stealth get into position and drop the guards quick. Once their attention is on the stealth team, you drop your bow and charge in. Unsheathe that sword with Chett at your side - watch 'em s@~@ themselves."

"Jerrik's right, we will need a signal or our arrows will not be loosed at the same time. The morning dove is a rarity in these parts, makes a sound like "cUUudLUdLUdLU." How's about that for our signal?"

Chett pushes up against Wendell's back and slumps down to rest in the cool night air. "The plans will have to hinge on our ability to take down the guards quick and quiet. If we can do that, the others will still be sleeping. If we can't, we charge."


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Smiling at Wendell, Aleksara playfully punches him in the arm.

"I can live with that Mr Redgrass. Let's just hope none of the bandits on watch are as good a woodsman as you!"

Looking carefully at each new companion, Aleksara sighs.

"We are committed then? Tonight? Agreed? On the call of the morning dove, we give these vermin a taste of the Swordlords justice."


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

When Wendell casts his light spell on Jerrik's sword, Aleksra will cast her Coin Shot spell on 3 gold pieces. The coins are thus enchanted for 10 minutes.

Stealth: 1d20 + 4 ⇒ (18) + 4 = 22


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Inactive

Jerrik slowly and quietly moved into position, carrying his longbow in one hand as he went. Once he got into position, he did his best to wait patiently for the signal. Unfortunately as time wore on, his curiosity got the better of him. His hand went to his sword almost on its own accord. Before he had even thought about it, he speaks slowly drawing the sword out of its sheath. The light shot out like a sun beam through a storm cloud. He quickly sheathed the sword, but enticed by the mystical effect, slowly drew it out again. Again the light escaped and highlighted his position and just as quickly he slid the sword back down. This went on and on until he remembered the plan. He blushed and let the sword fall back into it's sheath as he drew an arrow and nocked it.

Stealth: 1d20 - 1 ⇒ (2) - 1 = 1


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Alfentinius moved forward letting his size do most of the work. All of a sudden a light shined. The gnome let out a gasp.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

If you would like to place yourselves in the woods on the map go ahead.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell does a quick count of his things before they move out - thumbing his bow string, counting his arrows, and checking his glaive. Once he is confidently prepared he pats Chett.

"Show me your blade, mister Jerrik." Wendell retrieves a dead firefly from his pouch, smushes it between his thumb and forefinger, then casts light on Jerrik's blade. "Chett, you follow Jerrik and defend him. Fight when he fights. Is that alright, Jerrik?"

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21

With his composite longbow in hand, and an arrow notched, Wendell creeps through the woods and finds a clear shot to one of the sentries. As soon as he is in position he sees a bright white light flashing from Jerrik's direction. "What in the hells..." He whispers under his breath.

Wendell is the last one to be in position, as he moved around further than the others. After a few moments, and knowing the Paladin's light would draw the guards' attention, he initiates the plan. He draws his arrow and prepares to fire it.

"cUUudLUdLUdLU."

The morning dove's call will only be made once the others are in position.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

I was going to roll it with my post, but in case it effects what you'd do..
Arim Stealth: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

It only affects me in the sense that it could make our plan go to hell. Just wanted to remind you, but I know you're on it.

Chett follows by Jerrik, but slinks a few feet away into the underbrush when the paladin starts to draw his spell-lit sword.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Perceptions:

Aleksara: 1d20 + 3 ⇒ (12) + 3 = 15
Wendell: 1d20 + 8 ⇒ (6) + 8 = 14
Chett: 1d20 + 2 ⇒ (5) + 2 = 7
Alentwinius: 1d20 + 0 ⇒ (7) + 0 = 7
Jerrik: 1d20 + 0 ⇒ (19) + 0 = 19
Arim: 1d20 + 4 ⇒ (18) + 4 = 22

Bandit 4: 1d20 + 0 ⇒ (20) + 0 = 20
Bandit 5: 1d20 + 0 ⇒ (12) + 0 = 12
Bandit 6: 1d20 + 0 ⇒ (20) + 0 = 20

Aleksara, Arim:
You see across the camp and through the foliage that the woman you have heard about and bandit-7 are sleeping on the ground a little beyond bandit-6 by the river. Also, there is one more camouflaged sentry tower, containing bandit-8.

Bandit-4 whispers across the camp at Bandit-5, "Hey dumby! Didn't you see that light?! Check it out, Happs must be finally getting back."

You can hear Bandit-6 shuffle in the stand, "That didn't look like Happs, the guys was,.. blonde? No hood for sure."

Turning around, everyone can hear the fear in Bandit-5's voice. "Uh, hey there, man. Who are you?" Everyone can hear the sound of the two on the ground drawing their short swords.

Combat started!

Initiatives:

Aleksara: 1d20 + 3 ⇒ (12) + 3 = 15
Wendell: 1d20 + 4 ⇒ (16) + 4 = 20
Chett: 1d20 + 3 ⇒ (1) + 3 = 4
Alfentinius: 1d20 + 2 ⇒ (6) + 2 = 8
Jerrik: 1d20 + 2 ⇒ (17) + 2 = 19
Arim: 1d20 + 2 ⇒ (14) + 2 = 16
Bandits: 1d20 + 5 ⇒ (15) + 5 = 20 4 sleeping
Kressle: 1d20 + 1 ⇒ (4) + 1 = 5 Sleeping

Round 1 Bold may go! Bandits turn was just taken.
Bandits
Wendell
Jerrik
Arim
Aleksara
Alfentinius

Kressle
Chet


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara will rush from hiding and snap her sword through a quick arc at the nearest lookout. The edge of her blade gleaming for a second just before it strikes.

Swift action to spend a point to enhance my sword. Then quick move through the brush to Bandit #4 from hiding. Since he didn't see me is he flatfooted?

+1 Cold Iron Katana (Mountain Cutter): 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Inactive

"Uh, why hello there" Jerrik said, caught a little off guard. "Hmm. Uh, Chett...attack?" Jerrik really had no idea if Chett understood him or if he would listen to the man, but it seemed like it couldn't hurt to try.

Handle Animal: 1d20 + 7 ⇒ (3) + 7 = 10
Longbow at #6: 1d20 + 3 ⇒ (19) + 3 = 22
Piercing damage: 1d8 ⇒ 5


Move Action: Handle Animal
Standard Action: Attack #6 with bow assuming I can see him. If not then shooting #5.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

seeing the plan fall apart so quickly Alfentinius runs out and tosses an ice ray at the closest guard...

Ray of frost (touch): 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 ⇒ 2

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

I would like to attack bandit #5, but if that line is not clear (or if Alf and Jerrik would otherwise kill him) I will shoot at bandit #6 instead.

When combat begins, Wendell takes on the aspect of a tiger. +2 Dex. Swift Action.

Wendell lets loose the arrow he had notched on his bowstring, hoping to silence the bandit that is closest to his friends and clearing a path for them to storm the camp.

Attack (C. Longbow): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

As soon as the arrow leaves his string, confident his arrow will strike true, Wendell lowers his bow and with his free right hand takes the whistle hanging around his neck and puts it to his lips, blowing two sharp, near-silent high pitched blasts which hears clearly and Chett knows to mean "Attack." Handle Animal. Free Action. Let me know if you want a roll for this.

One whistle blast means "Come", two means "Attack", and three means Others...or "Down."


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Edited, missed Jerrik's note the first time.
Jerrik and Wendell both fire on the bandits when the morning dove sings. With his sword sheathed, Jerrik can only see the confused bandit in front of him and with expert aim he tags the man solidly in the chest. Wendell's arrow strikes true as well, almost fully exiting the back of the bandit's neck on tip of the 20ft lookout platform, making him drop to the surface immediately.

Alfent and Aleksara then charge out of the woods, Aleksara slicing a deep wound into the wide-eyed sentry's side who initially saw Jerrik's light. He lets out a soft groan and stumbles, barely remaining on his feet. Alfentinius zaps the bandit who was apparently sleeping on his feet, making him appear unsteady now as well.

I feel like this is where it is going with Chett still needing to act and all. Feel free to speak up next round if you'd like to see Arim operate under a different plan while he is on bot.
Arim swiftly moves out of the woods and into the dull red light of the bonfire's embers, raising his massive sword, he easily removes one of the sleeping bandits.
Arim Power Attack, Great Sword: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Kressle Perception: 1d20 + 6 ⇒ (19) + 6 = 25
With ridiculous reflexes that must have made her the local legend she is, Kressle snaps out of her sleep. "What, who's, Happs? Noo.. f!+@, WAKE UP!" With her shout, the bandits start to stir and awaken.
Seriously! I rated it a DC24. 10 + 10(for being asleep) + 4(for being 40 ft away from the dying bandit)

Round 1
Bandits (1, 2, 4[-7], 5[-7], 7, 8)
Wendell
Jerrik
Arim
Aleksara
Alfentinius
Kressle
Chett

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

As if enraged by his master's whistle, Chett charges out of the foliage towards the nearest bandit #5 with a fierce hunger in his eyes.

Charge Attack (Bite): 1d20 + 2 + 1 + 2 ⇒ (19) + 2 + 1 + 2 = 24
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

The big cat is nearly silent, but the bandit screams in terror and pain.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Chett tears the sentry to the ground easily. The last remaining Bandit watchman swings at Aleksara with a brutal attack, taking a risk that pays off for him when he lands a severe blow.
Bandit Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Confirm!: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12

All the sleeping bandits scramble to their feet, searching around their bedrolls for their swords and drawing them from their scabbards. The bandit on the far platform scrambles down and starts to head for the fray.

Round 2
Bandits (1, 2, 4[-7], 7, 8)
Wendell
Jerrik
Arim
Aleksara (-12, unconscious DC13)
Alfentinius

Kressle
Chett


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Crap on a stick.

Stabilization Check: 1d20 + 1 ⇒ (14) + 1 = 15

Stabilized!

Good luck guys. You are on your own now. Did I ever mention I hate 1st level?

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