Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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Male Dwarf Bard (savage skald) 3

"I plan on sticking with the truth, which is that I am here in these lands seeking a proper home to start my own clan after finding life a little too rigid and backward looking in every clan I have come across. Pesky details like the charter need not be mentioned; I will let you and Rupert handle discussing the incident at the fort."


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin will make his way to well within bowshot of the guard tower nearest him.
Stealth check: 1d20 + 9 ⇒ (12) + 9 = 21
Once satisified with his position, he will nock an arrow and wait for the eventual signal to begin the festivities.


Male Human Rogue 3 (Swashbuckler)

"Aye, y'can give 'em my name, too. There's no sense in lying where 'tis unnecessary, now."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The sun is setting as Vandar Leads Rupert and Edrukk south toward the camp. Approaching a fork in the river, he suddenly calls out, "Ho, the camp, it's me, Vandar. I'm coming in."

For Rupert and Edrukk:

He continues riding forward, and as you pass under a tree, you can spot a bandit keeping watch from above.

Rupert rides, apparently unconcerned, past him, reining in his horse as an attractive woman with a pair of handaxes approaches. "Vandar. Where's Happs, and the rest of the men?" she asks, though she focuses on the human and dwarf she doesn't know. Behind her, three bandits let their hands drift down to the hilts of their short swords, apparently waiting for some cue from their leader.

"I think they're dead, though maybe some were captured. That bloody trader had got some guards from Restov and ambushed us. I was able to escape. Ran into these two in the woods and convinced them joining me was better than rolling me. Though they could help out, since we're down people now."

Anyone else trying to approach the camp with Orin, please give me stealth and perception checks. Anyone who gets above an 18 (or 16, if you have low-light or better vision) can read the following. Please remember to account for how far away you are with the perception checks (+1 per 10 feet) and let me know how close you get, so I can account for it in any opposing perception checks.

Spoiler:
You notice a bandit keeping watch from a platform to the west of the camp and another in the center, near several more men sitting around a campfire. Several of them get up and follow a woman with a pair of handaxes who approaches Vandar, Edrukk and Rupert as they ride in.

Bandit skill checks:

1d20 + 4 ⇒ (12) + 4 = 16 stealth
1d20 ⇒ 20 perception


Treshiell sneaks (Stealth check: 1d20 + 2 ⇒ (9) + 2 = 11)after Orin and crouches down next to him as the half-elf stops to load his bow. She places her finger over her mouth and whispers to her viper: "Ssh... we do not want to be found". Then she places her palm on the rangers shoulder. Thin faint green lines manifest in the air and circles down Orin's arm. His accurecy increases as the arm steadies.

Cast Guidance on Orin. +1 to the next action (which i presume is a shot)

"Who are you going to shoot?", the witch whispers.

Perception check: 1d20 + 3 ⇒ (13) + 3 = 16


Male Dwarf Bard (savage skald) 3

"I be Edrukk, and Vandar here tells me you know a thing or two about the region. I would be willing to consider a deal of some sort for that information. I seek knowledge of unclaimed and unused mines."
Everything spoken was the truth. Considering he really doesn't want to have to kill every single bandit in the camp, the consideration of a deal of some sort is still truthful, even if he doesn't stipulate who precisely he would be making the deal with and what circumstances it would most likely be under.


Male Human Rogue 3 (Swashbuckler)

Rupert steps forward to greet the woman with a flourish and bow, "And mah' name is Rupert. Me'n'Edrukk met up a few days back via a mutual friend of our's. Ah' came out here t'avoid the law, and I'm damn glad good ol' Vandar here found us when he did, and brought us to the closest thing t'civilization there is out here. Ah' believe ah' can speak for the two of us for now when ah' say we're both willin' to work, fight, and help out however we can in return for some shelter and maybe a small share of the profits!"

Bluff 1d20 + 6 ⇒ (8) + 6 = 14

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kressele's sense motive:

1d20 + 1 ⇒ (6) + 1 = 7

"And what were you running from the law for, Rupert?" the woman asks, watching you carefully. II might be willing to take on more help, but I need to know more about who's joining up. Awfully convenient that you ran into Vandar. And how in the world did you manage to escape when Happs couldn't?"

Orin and Treshiell, I need to know how close you're getting.


motteditor wrote:


Orin and Treshiell, I need to know how close you're getting.

I'm stopping beside Orin, which i think was about a bowshot away from the closest watchtower.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin would approach about as far as he could so that he could make it into the camp within one round. Call it 60' then.


Male Human Rogue 3 (Swashbuckler)

"Some people who ah' didn't owe money thought that ah' owed them money, and when push came t'shove, they got shoved onto the point of my sword. The law didn't much like cleanin' up the bodies, or maybe one of 'em had connections, but either way I've been runnin' since. And ah' don't know who in the world this Happs is, or why him not escapin' means somethin, but if you've got questions about the affair at the fort, y'can ask Vandar. We weren't there, but by his account o'things it sounds like the people who ambushed 'em might be a real problem for yeh."


Male Dwarf Bard (savage skald) 3

"My knowledge of traps and ambushes is that those who are caught in the middle of them tend to have a much lower survival rate than those on the edges. If Happs was seen as one of the primary target by the ambushers, and Vandar was seen as simply one of several minor threats on the edge, which is seems highly probable since Happs seems to have been in a leadership position based on your reaction when we entered the camp, than the Vandar would by default have a better chance of survival as it would have taken those focused on Happs a bit to get around to Vandar, by which time he could easily have escaped." Edrukk will tap into his pool of knowledge of general tactics to strengthen Vandar's position. "Such tactics are not only effective in neutralizing the major threats, but also quite common, especially if the attackers are not overly concerned about the seemingly minor threats. Perhaps I can tell you some stories later on about how such overconfidence has led to downfall."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Yeah, OK, I suppose that makes sense," Kressle replies after Vandar spins a story about what happened at the fort, though she still seems unsure of the two newcomers. "You can join us for the evening, and then tomorrow we'll see what you're capable of. My guys will be watching you, though, so don't think of trying anything."

With that, she leads Rupert, Edrukk and Vandar back to several fallen logs set around a fire, where a stew is cooking.

Lirisal and Xanwell, what're you doing?


Male Dwarf Bard (savage skald) 3

Edrukk will start entertaining the bandits around the campfire with stories picked up during his travels, making sure to throw in some that were good and dirty, while waiting for the stew to cook.
perform (oratory) 1d20 + 6 ⇒ (10) + 6 = 16


Male Human Rogue 3 (Swashbuckler)

Rupert will spend the time left until nightfall socializing with the bandits, and if the opportunity arises he will try to play a gambling game with them (though he will avoid using his own dice unless someone specifically asks to play a dice game, because he doesn't want to have the plan come crashing down on them all thanks to a pair of loaded dice). He will be friendly, and try diligently to earn the trust of some of the bandits so that, come nightfall, he can somehow get his hands on a guard-duty shift.

Diplomacy 1d20 + 6 ⇒ (10) + 6 = 16

If there are some bandits gambling and Rupert joins them in their games, he will eventually offer the idea of betting guard duty shifts when he "runs out" of money, and then purposefully lose a hand so as to effectively put himself on duty for the evening.


Female Elf Cleric (Desna) 1

Lirisial is going to be waiting somewhat farther away, probably near the closest thing that breaks line of sight to the camp. She'll be watching as best she can for any signal of trouble.


Rupert Hentzau wrote:

Rupert will spend the time left until nightfall socializing with the bandits, and if the opportunity arises he will try to play a gambling game with them (though he will avoid using his own dice unless someone specifically asks to play a dice game, because he doesn't want to have the plan come crashing down on them all thanks to a pair of loaded dice). He will be friendly, and try diligently to earn the trust of some of the bandits so that, come nightfall, he can somehow get his hands on a guard-duty shift.

Diplomacy 1d20+6

If there are some bandits gambling and Rupert joins them in their games, he will eventually offer the idea of betting guard duty shifts when he "runs out" of money, and then purposefully lose a hand so as to effectively put himself on duty for the evening.

That is a very nifty idea!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

For Edrukk and Rupert:
The bandits seems to be generally good company, and you suspect that if you didn't know that they were thieves and possibly willing to cut someone's throat for their gold, you'd enjoy spending time with them. They spend the next couple hours relaxing around the camp story, enjoying Edrukk's stories and gambling with Rupert.

The one exception is Kressle, who doesn't join in on the merriment and seems to keep her eye on the pair of you, as well as the others.

When Rupert brings up gaming for betting on guard duty, she speaks up: "That won't be necessary. We wouldn't make new friends work on their first evening in camp. You've clearly had a long day of traveling, after all.

In fact, why doesn't everyone go to bed? Who knows if the guards that killed Happs might not be coming down here next. In fact, no one should leave camp for a while, I think. Just to be safe."

The other bandits mutter acceptance of her decree, quickly putting away their dice and hauling their food and refuse into a bear bag. Except for a pair who head onto the watch platforms, replacing two guards already there, they quickly pull out bedrolls and lie down around the fire.

"Just pull up a spot wherever you want," says a bandit who introduced himself as Condor, a Varisian missing a couple fingers on his left hand.

You note most of them have their weapons right next to them, ready should they need them.

For Orin and Treshiell:

The darkness deepens, making it hard to see what's happening in the camp, though the glow of the fire does show you silhouettes. After a couple hours, the bandits seem to prepare for sleep, lying down around the fire, while you see two climb into trees -- one to the west of the camp, one in the middle -- replacing a pair that were apparently keeping watch.

Lirisial and Xanwell, I'm assuming you're at a distance where you can't make out details of what's happening in the camp, even with Lirisial's keen Elven eyesight.


Male Dwarf Bard (savage skald) 3

Edrukk will roll out his bedroll far enough from the fire that he can observe the stars and think a bit before fully turning in. This gives him a chance to ponder everything that has happened in the last 48 hours while giving Rupert a chance to make the next move. He will have his weapons close like the bandits do, but no closer. He hopes Rupert can figure out a way to make it so that the majority of these men can be turned into allies, not corpses.

motteditor wrote:
Xanwell's not posted in a while. If need be, I'll run him in combat, but hopefully he'll pop his head back in soon.

I think school is absorbing his attention right now. He was playing in a game I was DMing on another board, and started having real trouble posting there as well. Last I heard from him, real life was taking up most of his time.


Male Human Rogue 3 (Swashbuckler)

Rupert reluctantly heads to a spot on the ground a ways away from the campfire and within eye-shot of Edrukk, but close enough to the group so as not to arouse suspicion. He lays out his bedroll and blanket, and lies flat on his back smoking his pipe for a long while. Eventually he taps out the pipe's ashes, blows away the tobacco, and stows the pipe back in his bag. Then he lies on his back and begins to listen to the breathing of the bandits around him, all the while pretending to go to sleep.

Perception (to hear when the bandits fall asleep, or anything out of the ordinary at all) 1d20 + 5 ⇒ (5) + 5 = 10

Hey motteditor, could I get a description of the camp? Like, is it just the fire and the watch towers, or are there tents and buildings and things? Where is Kressle sleeping? How far away are the watch towers? Just a few questions before I get up and start trying to bring our party inside.

Also, I've got another idea. How many Stealth checks would I have to roll if I wanted to try and steal all of the bandits' weapons from their sleeping sides?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The map of the camp is here (sorry, didn't have time to throw in icons, but I'll do that tomorrow).

The bandits are sleeping around the fire on the left side of the camp; they are not using tents. Two men remain on guard, on wooden platforms 20 feet up (one is six squares north of the wagon to the west of the river, the other is a little to the southeast of the center of the map).

Also, here's a picture of Kressle, which is sleeping amongst the other bandits, around the fire.

You think it would be fairly difficult to steal everyone's weapons, unless you can somehow distract the guards (especially the eastern one, who is fairly close to the sleeping bandits). It will take four stealth checks to pull off (which would leave you next to the fire with everyone's weapons; and another check to move away from them).


Male Human Rogue 3 (Swashbuckler)

Both of your links are currently taking me to the picture of Kressel.

EDIT: Okay, I found the campsite pic, I just scrolled over to the "Newer" pictures on your account.

After seeing the campsite's layout, Rupert would have been sure to sleep close enough to Edrukk that they could converse quietly once the others have gone to sleep without much effort. Once Rupert is confident that the bandits around him are asleep, he'll try to get Edrukk's attention.

He speaks in the lowest of low whispers, "Edrukk, do y'think y'could distract the guards in the watchtower somehow? Maybe just ask 'em where to go to the bathroom, or what their names are, whatever you'd like. Ah' only need a minute: got an idea that could win us the fight without so much as liftin' a sword if'n things go perfectly, but at the very least 'twould cause a lot of confusion when they figger us out. Ah'm gonna try and steal all their weapons while they're sleepin', that is if you can get those boys in the towers over there distracted enough not to notice me. As soon as we get spotted, ah' will toss the weapons I got into the forest and start blowin' the signal whistle, bringin' in the cavalry. What do y'think? Am ah' crazy, or is this worth tryin'?"


Male Dwarf Bard (savage skald) 3

Edrukk will reply with a nod and a equally quiet whispered response, "Let the fire die down a bit, and I will see what I can do." After saying this, he will curl up in his bedroll for about an hour or two, at which point the fire will hopefully be at most small flames or embers. At that point, Edrukk will get up as if he is having trouble sleeping, which isn't hard to fake at this juncture, grab his tools and journal, find a reasonably clear spot in the area between the river and the eastern platform where both platforms could see him, spread the tools out, and after updating his journal with the days events and spending some time on the river bank searching for good candidates for bolt heads among the rocks, settle down with his tools, and start working on making up some more bolts for his crossbow. His crossbow would be close enough he could refer to it occasionally at various stages in the creation process, but he wouldn't actually load it at any point in time with anything other than a raw wooden shaft being measured for proper length.

In short, he's doing what he would probably be inclined to do on a semi normal basis anyway, since darkness doesn't bother him, and there would be less distractions with everybody asleep, doing it in a way that draws the guards attention, making them think him as a bit odd, but not a threat.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Here's the the updated map. It's a little tough to tell Kressle from the rest of the bandits, but she's to the southeast of the fire, wearing a bandana instead of a hood and without a goatee.

Edrukk, give me a bluff to see if you can convince the guards you're just odd, not a threat.

Rupert, why don't you give me five stealth rolls all at once, so we don't have to wait as I describe each bandit. You'll also need a sleight of hand to get Kressle's weapons, so please make that roll as well.


Bluff check 1d20 + 2 ⇒ (6) + 2 = 8

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Ouch.

Rupert, why don't you give me a perception check as well, to see if the guards are buying into Edrukk's distraction.

Guards' sense motive checks:

1d20 - 1 ⇒ (5) - 1 = 4
1d20 - 1 ⇒ (20) - 1 = 19


Male Human Rogue 3 (Swashbuckler)

Stealth 1d20 + 7 ⇒ (20) + 7 = 27
Stealth 1d20 + 7 ⇒ (11) + 7 = 18
Stealth 1d20 + 7 ⇒ (7) + 7 = 14
Stealth 1d20 + 7 ⇒ (6) + 7 = 13
Stealth 1d20 + 7 ⇒ (9) + 7 = 16
Sleight of Hand 1d20 + 3 ⇒ (4) + 3 = 7

I would like to do this with my whistle around my neck (or in my pocket, or somewhere easily-accessible), so I don't have to retrieve it from my pocket. Also, I'm going to ready action throwing all weapons in my hands (except for my weapons, of course) as far as I can northeast of the fire pit if somebody wakes up or sounds the alarm.

Strength Check (throwing weapons) 1d20 + 2 ⇒ (8) + 2 = 10

EDIT: Which one of the bandits is Vandar, or is he not on the map right now? I'd also like to, while throwing the weapons, yell to him "Vandar! Now comes y'time for redemption! Prove to'us that you've changed, that your loyalty is not compromised by fear, and y'will have gained our trust! And anyone of yeh can surrender now and y'will be spared!"

Diplomacy 1d20 + 6 ⇒ (4) + 6 = 10

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Vandar's not on the map. I forgot about him. Sorry. I'll add him in the morning.

Also, I don't think you'd be able to steal all the weapons with yours in your hand, so I'm going to say it's in its scabbard. You can of course use one of the weapons you've picked up if you want, should it come to that.


Male Dwarf Bard (savage skald) 3

What direction is the rest of the party from the camp and how much light is the fire giving off now?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The map is updated with Vandar's location (to the northeast of the fire). The rest of the party is to the north of the map, as far as you're aware.

The campfire has burned down during the night, and is providing a normal light in a 20-foot radius (the rest of the area is dim light, thanks to the moon and stars Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.).

Lirisial:
After a couple hours waiting, Xanwell whispered to you that he was going to sneak around to the south, so the group could attack the camp from multiple directions. He suggested you wait there, to support Orin and Treshiell and he would be fine on his own.

After what seems like an interminable time, Rupert rises quietly from the ground and begins sneaking toward the bandits. Moving carefully, he eases the short sword from two of the sleeping bandits. Unfortunately, he steps on a twig as he circles to the third man, alerting one of the bandit guards who was not paying close attention to Edrukk.

"Hey," the man shouts. "What are you doing? Up camp, we've got a thief!"
The other bandits begin to wake, calling out in confusion, as Rupert tosses the two swords into the woods to the north.

Everyone can roll initiative, and please details your first round of actions.

NPC initiatives:

1d20 + 1 ⇒ (8) + 1 = 9 Kressle
1d20 + 5 ⇒ (2) + 5 = 7 Bandits
1d20 + 5 ⇒ (4) + 5 = 9 Vandar
1d20 + 1 ⇒ (5) + 1 = 6 Xanwell


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Initiative check: 1d20 + 3 ⇒ (10) + 3 = 13

Once the cry of alarm goes up, Orin stands up and fires an arrow at the bandit on the guard platform nearest him.

Attack roll: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 ⇒ 4


Male Dwarf Bard (savage skald) 3

Intiative: 1d20 + 1 ⇒ (15) + 1 = 16
Edrukk will grab his crossbow, load it, and fire at the bandit across the river.
attack: 1d20 + 1 ⇒ (3) + 1 = 4
damage: 1d8 ⇒ 5


What weapons does Kressel have and how is she wearing them?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kressel has a pair of handaxes. She was sleeping with them under her pillow (which is why Rupert would have needed the sleight of hand roll to successfully steal them from her without waking her).


Rupert:

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Rupert will give a sharp blow of his whistle as he starts to move away from the fire as stealthily as possible after blowing the whistle.
Stealth check 1d20 + 7 ⇒ (6) + 7 = 13
If blowing the whistle counts as a free action he will double move to a position 3 rows down from his current position around the log at half speed. Otherwise he move to a position 2 columns to the right and 2 rows down


Orin Ro wrote:

Initiative check: 1d20+3

Once the cry of alarm goes up, Orin stands up and fires an arrow at the bandit on the guard platform nearest him.

Attack roll: 1d20+6
Damage: 1d8

Don't forget the +1 from Guidance you got earlier, not that you seem to need it :)

Initiative roll: 1d20 + 1 ⇒ (1) + 1 = 2

"Seems like the camp has woken up", Treshiell says to Orin, her tone as neutral as always. She sits crosslegged next to the ranger and watches as he fires an arrow into one of the bandits. Once more she lays her hand on his shoulder.

Cast Guidance on Orin

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiatives:
21 Rupert
16 Edrukk
13 Orin
9 Kressle, Vandar
7 Bandits
6 Xanwell
2 Treshiell

Chaos erupts in the camp as the guard cries out. Rupert throws the two weapons he had gathered into the darkness, and blowing his whistle to alert his comrades, he moves away from the fire, trying to blend into the shadows throughout the camp.

Edrukk, perhaps startled by the sudden action after hours of tense anticipation, fires wildly, his bolt soaring into the darkness far from where the guard perches on his tower.

Orin's aim is more true, however, as he calmly stands and fires an arrow through the brush into the guard, whose screams of alarm turns suddenly into a strangled cry of pain. The first guidance spell had expired, though it was a moot point. Do note, however, that any arrows shot into or out of the clearing must overcome cover (+4 AC) from the undergrowth.

Kressle leaps up, grabbing her axes as she looks around to find the troublemakers. 1d20 + 6 ⇒ (9) + 6 = 15 Spotting Rupert, she moves toward him, blades glinting dully in the firelight. "I'll gut you like a fish, you lying sack of goat dung," she snarls as she approaches. Vandar rolls away from the fire, looking around and trying to get his bearings as he grabs his dagger.

The two bandits on the guard posts each fire arrows back at the adventurers threatening them. The first guard's arrow flies toward the dwarf, passing through where he stood just a moment before, but apparently the darkness provided enough concealment to let the bard avoid being hit. The other arrow flies blindly into the woods, falling perhaps closer than Orin or Treshiell would have liked, but nowhere near close enough to actually harm them.

At Edrukk: 1d20 + 2 ⇒ (17) + 2 = 19
1d100 ⇒ 15
1d8 ⇒ 4
At Orin: 1d20 - 2 ⇒ (13) - 2 = 11

The other four bandits roll out of their sleeping mats, grabbing for weapons. The two whose swords were stolen search madly for their blades, hoping they'll get the chance to defend themselves from the sudden attack. The other two pull their swords, one turning toward Vandar, the other lighting a torch in the fire so he can better see any approaching threats.

Xanwell's actions:
Are none of your business, but he hasn't been forgotten.


Male Dwarf Bard (savage skald) 3

Are the guards on the towers human? If they are, what light sources are they using to avoid concealment mischances on their shots? I don't mean to nitpick, I am just trying to pin down what light sources are currently in play and where they are located. And to be fair, Orin probably needs to check that as well unless there is some unnoted light source in play.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops, they are human, and I just forgot to roll the miss chance, which succeeded (or failed, depending on whose perspective you're looking at it from). The previous post has been edited. Sorry about that.

The most annoying part is I initially remembered, and then was having some trouble with the dice mechanics and forgot to add it back in.


Male Dwarf Bard (savage skald) 3

I know that feeling quite well from the game I am running. It wasn't the hit that concerned me as much as the possibility of undeclared light sources that would screw up Edrukk's plans.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round #2

Orin will fire another arrow at the gaurd on the platform nearest him again.
Attack roll: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d8 ⇒ 5

Seeing his second arrow strike true he tosses his bow to Treshiell, "Keep this safe, It means alot to me" so saying he rushes into the camp pulling his greatsword as he goes.


Male Dwarf Bard (savage skald) 3

Round 2
Edrukk will double move stealthily 3 columns over to the right and 2 rows down and observe what he can around the fire.
Stealth 1d20 + 1 ⇒ (10) + 1 = 11
Perception 1d20 + 5 ⇒ (19) + 5 = 24

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm at work, so can't update the map, but there are currently three bandits around the fire, two looking for their swords and one lighting a torch.

One bandit is moving toward Vandar, who is about 15 feet from the fire.

Kressle has closed with Rupert, and is ready to engage.

Not sure if there was something specific you were looking for, Edrukk.


Male Dwarf Bard (savage skald) 3

Just trying to get a general state of affairs to determine future moves.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Map, after round 1

Let me know second round actions, please.


Orin Ro wrote:

Round #2

Orin will fire another arrow at the gaurd on the platform nearest him again.
Attack roll: 1d20+6+1
Damage: 1d8

Seeing his second arrow strike true he tosses his bow to Treshiell, "Keep this safe, It means alot to me" so saying he rushes into the camp pulling his greatsword as he goes.

The players union would just like to fill in that the guards your shooting at are human, so you should get your favored enemy bonus. Since your last arrow hit, that should add up to 4 (two for each arrow) more damage than written in your posts)

Round 2, init 1
Treshiell catches the bow and watches Orin run towards the bandit camp, brandishing his great sword. She rises to her feet an casually walks after him. After a dozen paces she reaches down to pick up a handful of dirt from the ground. The witch whispers something into her palm and then opens her hand. A whisp of wind catches the dirt and blows it towards the camp.

Move action to move towards the bandit camp
Standard action to cast Sleep (Will save DC 15), target around the fire which should get me the three bandits (if it is within 110ft. Otherwise i'll cast it on round 3.

Sleep:

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

I might want to change my action to redirect the sleep depending on where the bandits end up when my initiative is up


Male Human Rogue 3 (Swashbuckler)

Round 2 Actions

Rupert will leap nimbly away from Kressle, moving five feet diagonally southwest and then fifteen feet directly west, trying his best to dodge her attacks.

Acrobatics 1d20 + 7 ⇒ (3) + 7 = 10

During the last few steps of his dash, he draws his sword quickly (as a part of the move action) and spins around to face her with a flourish. "Well, well, my lady, I was hopin' it wouldn't come down t'this. And you've got the advantage, too! You're far enough away from your men that they won't be able to see you get bested by the goat dung!"

Intimidate 1d20 + 6 ⇒ (9) + 6 = 15

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiatives::

21 Rupert
16 Edrukk
13 Orin
9 Kressle, Vandar
7 Bandits
6 Xanwell
2 Treshiell

Rupert moves away, taunting Kressle, who seems shaken, but follows and chops at him with her axe, nonetheless. She grins sadistically as she lands a massive blow to the young man's chest and blood flies in a massive arc. "You're hardly worth my trouble, dung. I'm going to kill you and then I'm going to kill your friends. Then I'm going back to that fort and let my men have their way with that wench while we make her husband watch."
Attack: 1d20 + 7 + 2 - 2 ⇒ (14) + 7 + 2 - 2 = 21
Miss chance: 1d100 ⇒ 82
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Kressle's obviously acting slightly out of turn, but I figured it allowed for a better action scene since none of the other actions were going to interfere with that. If anyone's got a problem with it, let me know and I won't do it again. I did the same thing later with Treshiell's spell.

Orin's second arrow again slams into the bandit on the platform, knocking him from his elevated perch. He slams into the ground with a dull thud, no longer moving. Tossing his bow to Treshiell, he begins running through the underbrush toward the clearing.

One of the bandits, unarmed and seeing his companion fall dead from the perch, breaks and runs to the south, clearly trying to make his escape. The second man without a sword grabs his bow, launching a quick shot at Orin as the ranger runs into the clearing, though the arrow flies widely in the darkness. His companion with a sword moves closer with his torch, giving the two an area where they're able to see the approaching threats clearly. Moments later, however, both collapse as the young witch's spell hits them.

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Will saves from Treshiell's sleep spell:
1d20 - 1 ⇒ (5) - 1 = 4
1d20 - 1 ⇒ (11) - 1 = 10

At the same time, the remaining guard on the western platform apparently loses track of Edrukk, and can't find a target to shoot at.
Perception: 1d20 ⇒ 12

Vandar and another bandit swing at each other, with Vandar landing a glancing blow with his dagger before dancing back just out of range of his former companion's return sword thrust.
Vandar attack: 1d20 + 2 ⇒ (15) + 2 = 17
Miss chance: 1d100 ⇒ 63
Dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Bandit attack: 1d20 + 2 ⇒ (12) + 2 = 14
Miss chance: 1d100 ⇒ 4

Lirisial, hearing screams emerging from the clearing moves closer, ready to back up any of her new friends who need help or provide healing should that unfortunately become necessary. Xanwell remains to the south of the clearing, out of everyone's eyesight.
Lirisial initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Map after second round of combat


Male Dwarf Bard (savage skald) 3

Edrukk will double move 4 squares to the south and than 4 squares to the east in an effort to back up Rupert.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round #3

Seeing the wicked cut from Kressle, Orin will double move 60' toward Rupert, as well.

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