Kingmaker

Game Master Galahad0430

Expanded Kingmaker campaign


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Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins)

"I have a spell that can make their approach difficult, and make them easier targets." Faerin says casually scanning the area outside of the gates.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

"I can take up position one on of the corner platforms to shoot down from. The front ones will give me a view of the both the courtyard, and the front of the gate."


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

sorry I'm back

"I can use my crossbow if you need me to"


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8
Pyros Aldori wrote:
"We were sent here to eliminate these very bandits. So yes, I thought it was bound to end violently. These aren't the sort of people to have a revelation of the moral rectitude of our cause and leave peacefully."

Yep. No chance of that ever happening...

Halden looks at the fallen bandits. A few months ago and I might have been one of these people. I made the right decision getting out before the Aldori started cracking down on banditry. Of course, It'll all be for nothing if I get killed before we take out the Stag Lord.

"I will take the other guard tower. I'm sure I can take a few of them out before they even make it to the gate, especially if we set up some of those traps and use Faerin's spell on them."


Oleg listens to the plans, but shakes his head.
"These are not disciplined troops. They will just scatter if you hit them on the approach. We need to get them into the courtyard and keep them from fleeing while not letting them overwhelm us. Otherwise they will just continue to raid at different intervals and you will be stuck here for Gods know how long."


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

Pyros has been about to say that he wasn’t bad with a bow either, but shuts his mouth as Oleg speaks. Hmm. The man makes a fair point. ”So we should lie low, act as though we’ve left, until they’re within the gate. Then have someone secreted above it spill the tar behind them to trap them inside. How does that sound?”

Sovereign Court

Using the tar is an involved process. You have to spread it out in the area you want to make difficult terrain and then disguise it with loose dirt. About a 30-40 minute job. Faerin's entangle would be better for using to trap them once in the area.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

The man makes a good point

"Thank you for the advice Master Leveton. You've got a better idea of what these specific bandits are like, and I appreciate your input."


The old man reappears with a crate filled with straw.
"If you're going to fight them, this might be of use."
He carefully places the crate on the ground.
"Now be careful with this, it is some unstable alchemist fire vials that are past their time. I was going to dispose of them, but you might be able to use them instead. A good solid hit on the crate should cause them to all explode quite nicely."


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

"Signy, are you willing to wear the necklace?" It is obvious from his tone and body language that Kern finds it distasteful, "Color spray as an opening move just before the explosion seems like it would be very effective."

"Master Oleg, do you think they'd recognize the tar cask? I am thinking you could put it out along with some other crates, with the alchemist's fire on top of it...a 'peace offering'. When the come to collect, we strike"


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Maybe we should move the crate up?"


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

"What do you mean by 'up'?. I assume we want any bait deep enough in that all of them will be in the yard before locking them down."

"Which reminds me...I think we need to make an effort to capture one of the bandits. I doubt this Stag Lord will be part of this little raid, so we need some information as to where he lairs and what forces he has."


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim turns to Kern. "Up as in "bait deep enough" in bandits"


"I don't think we need any bait, as long as we don't hit them before they come in, they are pretty brash and confident. They will probably just walk in demanding that you surrender, they are used to their intimidation working."
Oleg chimes in.
"Perhaps the best use of Bokken's castoffs is right at the gate so we can catch a bunch of them as they get slowed down by the spilled tar. Then the young miss here can cast her spell behind them to trap them and also catch any archers they leave back?"

You get the impression that Oleg has some military experience.

Sovereign Court

I am working on the map so you can get a better idea of the set up.


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

"In combination with the alchemist's fire, the tar could burn them quite badly, I would think. So long as an explosion of burning tar doesn't set the entire gate area on fire." Pyros says, thinking. It's not entirely clear if he is arguing for or against Oleg's idea.


Oleg shrugs.
"The gate needs to be replaced anyways..."


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

"I'm not one for wanton destruction, but this seems like a decent plan to trap them all in place. If Master Leveton is willing to accept the risk of damage to the gates; then we should give the idea consideration. Though it might be better to move the crate back in the open area, away from the gates. To lessen the risk. "
He looks to Oleg,
"In any case, I'll be happy to help with the repairs if they are needed."


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

"Sounds like we have a plan. We spread the tar out near the gates, and leave the crates to the side where the bandits can't see them until it's too late. Then, we blow up the crates when they try to come in, and use the spell to snare the rest. From there, it should be easy to pick off the survivors with ranged attacks."


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

"Then it will be the end of the bandits" remarks Harrim grimly.


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

"Sounds good to me" Signy adds, still wondering if she can work in a bath first.

Sovereign Court

map is up in roll20

Sovereign Court

You spend your time moving crates and preparing the area. After about six hours, Teryll notices a group coming up the road to Oleg's Trading Post. There around a dozen of them. They are not being tactical at all, just coming up in a bunch.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Seeing the group approaching, Teryll calls out to the others.
"Here they come! About twelve or so!"
When he's sure the others are warned, he takes his place up on the platform, crouching down behind the wall to be harder to see while readying his bow.

If allowed he'll cast Divine Favor just before the mob is in contact range.


Male Human Wizard (Transmuter)-2 - | AC: 16/ Flat: 14/Touch: 12 | HP: 15| F: +2 | R: +2 | W: +4 | Init: +2| Perc: +0 | SM: +0

Similarly, Kern will prepare with Mage Armor.

"Oleg, best you get inside. We don't want any accidental harm to come to you."

Kern kneels behind the crate in front of him and waits.


"Hah, like I'd let them chase me inside!" Oleg says as hefts an immense crossbow in his hands.

Sovereign Court

As the group approaches the gate they notice the stacked crates inside, one of them calls out.
"You planning on fighting us Oleg? You messed up bad, Kressle ain't here now to shield you. After we kill those idiots that are helping you, I think I'll take my time with your wife!"
With that, he waves at his group.
"Get 'em, boys!"


Oleg's knuckles whiten as he tightens his grip on his crossbow.
"The one with the mouth is Haps Boyden. If he is leading this group, that means they plan on killing everyone here."


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

Pyros stands near Oleg, bow ready.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Up on the platform listening to the exchange between Haps Boyden and Oleg, Teryll grits his teeth as a cold rage builds in him.

You're in for a rude awakening you rapine bastard.

He then looks carefully and waits for his moment to strike.


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

That's good to hear. No reason to feel bad about what we're going to do to these a#*!$!+s

Halden hangs back and waits for the thugs to get closer before springing the trap


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins)
Trader Oleg Leveton wrote:

Oleg's knuckles whiten as he tightens his grip on his crossbow.

"The one with the mouth is Haps Boyden. If he is leading this group, that means they plan on killing everyone here."

"He will not leave this place alive." Faerin says coldly, her eyes narrowing as she glares at the scum who now seemed to be in charge.

Sovereign Court

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At the command of Haps, the group rushes the gate. As the first rank enters the interior their rush is slowed by the tar and the first looks of surprise appear on a few faces. The next ranks pile on to the first as the entire group bogs down. At that point, Oleg takes careful aim and shoots the box of alchemist fire. It responds with a very satisfactory explosion.

3d6 ⇒ (5, 2, 5) = 12
8d20 ⇒ (14, 9, 13, 7, 18, 8, 14, 5) = 88

The explosion engulfs eight of the attackers, four of which scream in agony as they catch fire. The other four curse loudly as they are also burned a little.

Oleg: 1d20 + 2 ⇒ (11) + 2 = 13
Kern: 1d20 + 2 ⇒ (9) + 2 = 11
Harrim: 1d20 + 0 ⇒ (18) + 0 = 18
Pyros: 1d20 + 4 ⇒ (1) + 4 = 5
Teryll: 1d20 + 4 ⇒ (4) + 4 = 8
Halden: 1d20 + 4 ⇒ (14) + 4 = 18
Signy: 1d20 + 4 ⇒ (12) + 4 = 16
Faerin: 1d20 + 2 ⇒ (14) + 2 = 16
Thugs: 1d20 + 2 ⇒ (13) + 2 = 15
Haps: 1d20 + 5 ⇒ (10) + 5 = 15

Harrim, Halden, Signy, & Faerin can all act now.

Sovereign Court

Excuse my artwork, but the four guys with the red "flames" on them are the four that are on fire.


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Signy waits, longbow in hand and arrow nocked, until Oleg hits the cache of alchemists fire.

"Ha! Nice one Oleg!"

She shifts to her left a few steps so she'll have a completely open range in front of her, then takes aim and looses her arrow at the nearest of the bandits who isn't on fire. She figures the ones on fire will be busy for a little while yet.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 1d8 ⇒ 2


Male Human Ranger 2 | HP: 20/20 | AC: 19 (21 w/ shield) | Init: +4 | Fort: +5, Ref: +7, Will: +2 | CMB: +4, CMD: 19 | Attacks: Rapier (+6 hit, 1d6+2 damage) , MWK Longbow (+7 hit, 1d8 + 2 damage) | Perception: +8

Halden fires two arrows over the crates, one at each of the two closest bandits that are not currently on fire.

"Did you idiots really think we would just let you march in without a fight?"

Actions: Rapid Shot
Modifiers: Point-Blank Shot, Favored Enemy (Human)

Attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1: 1d8 + 5 ⇒ (7) + 5 = 12

Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Damage 2: 1d8 + 5 ⇒ (8) + 5 = 13

Status:
HP 20/20
AC 19 Flat-Footed 15 Touch 15


Male Dwarf Cleric 2| HP 20 | AC 18; Touch 10; FF 18| F +5; R +0; W +6 | CMB+2; CMD 12 | Speed 20 ft | Init +0 | Perc +4 | Stealth: -7 Cleric 2

Harrim fires his crossbow at the nearest bad guy.

"Dammed thing"

attack: 1d20 + 1 ⇒ (9) + 1 = 10

damage: 1d8 ⇒ 7

Sovereign Court

Please, when calling out your targets, give me the coordinates they are in.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins)

Looking past the burning men, Faerin extends her hands, chanting rhythmically as she commands the plant life beyond the fort's walls to prevent their escape.

Cast entangle. Should hit all the rest of them. Reflex DC is 15

Sovereign Court

Faerin, at exactly what point do you center it? So I can draw its area.


Female Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

The tokens have moved since Signy's attack so I can't say which of the two nearer her now would have been the one she aimed at. But of the two who were on her side of the map, and who weren't on fire, it would have been the one in front.

Sovereign Court

That's OK, Signy, I figured which one you hit.

Sovereign Court

Because of the tar, only two of the bandits are able to reach targets and attack, the others just move up. The four bandits on fire step to clear areas and drop and roll, trying to put out the flames.

1d6 ⇒ 1
4d20 ⇒ (11, 2, 14, 6) = 33

Three succeed in putting themselves out, but the fourth bandit continues to burn.

att v Oleg: 1d20 + 5 ⇒ (6) + 5 = 11
att v Halden: 1d20 + 5 ⇒ (19) + 5 = 24
confirm crit: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Halden narrowly avoids a serious injury, while Olrg easily evades the other's strike because of his cover.

archers v entangle: 3d20 ⇒ (19, 12, 6) = 37
melee v entangle: 3d20 ⇒ (6, 9, 15) = 30
Haps v entangle: 1d20 + 8 ⇒ (1) + 8 = 9

one archer, two melee, and Haps all get entangled in Faerin's spell.

entangled bandits EA: 3d20 ⇒ (19, 1, 2) = 22
Haps EA: 1d20 + 12 ⇒ (2) + 12 = 14

The archer breaks free, but the two swordsman and Haps remain entangled.

The archers move up and the two that didn't get entangled take shots at Kern and Pyros.

att v Kern: 1d20 + 5 ⇒ (10) + 5 = 15
att v Pyros: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6

Kern's cover saves him, but the other guy hits Pyros.
After failing to get out of the entangle, Haps takes a shot at Halden.

att v Halden: 1d20 + 6 ⇒ (1) + 6 = 7

His shot go wildly amiss.

Sovereign Court

Oleg steps back to get a clear shot at the bandit that closed with him and fires his crossbow at point blank range.

1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d10 + 1 ⇒ (1) + 1 = 2

Though his shot barely glances, the hits from Halden and Signy combine to drop the bandit.

Sovereign Court

Teryll, Pyros, and Kern are up.


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Teryll moves to the edge of the platform to get a clear shot, aims, and fires an arrow at the remaining bandit closest to Signy and Oleg.

Mwk Composite Longbow Attack, Divine Favor: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, Divine Favor: 1d8 + 3 ⇒ (8) + 3 = 11

Actions:
Free - 5 foot Step
Swift - N/A
Move - Activate Martial Flexibility (Rapid Shot)
Standard -Attack with Bow

Current Status:
HP 19/19,
AC 20, Touch 13, Flat-Footed 17 (+6 armor, +1 Shield, +3 Max Dex)
Spells Remaining: (Lvl 1) 1/2
Judgment Remaining: 1/1
Martial Flexibility Remaining: 3/4
Current Buffs: None
Conditions:


Male Half-Elf Fighter (Aldori Defender/Steelbound) 5 VMC Magus: HP 8/53 : AC: 28, T: 21, FF: 18 (+1 after full attack, +4 if fighting defensively): Fort: +8 Ref +6 Will: +2 (+2 vs Fear) : Perception +12, Low-light vision, Init +4 Fighter (Aldori Defender/Steelbound) 5 VMC Magus

Caught off guard by the speed at which combat began, Pyros drops his bow, draws his dueling sword, and steps into the fray. Attacking the bandit at J11.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Free Action: Drop Bow
Move Action: Draw Dueling Sword
Standard Action: Attack, fighting defensively.

AC is currently 21 Touch 17, Flat-Footed 14
HP: 14/20


Male Half-Elf HP: 19/19| AC 20| T 13| FF 17| CMD 17| Fort + 7, Ref + 6, Will + 5 (+ 7 vs Enchantments, + 9 vs Disease, Fatigue, Exhaustion) | Init + 4| Perc +12 Senses: Low-light Vision| Speed 20 ft. Inquisitor (Erastil) 1/ Brawler 1 Judgements 1/1, Spells: Level 1 - 2/2, Martial Flexibility 4/4

Sorry. Forgot to say I was attacking the guy in J-18.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8 Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects: Barkskin (60 mins), Magic Stone (30 mins)
Galahad0430 wrote:
Faerin, at exactly what point do you center it? So I can draw its area.

A, 13

Sovereign Court

Pyros cuts down the bandit that struck him, while Teryll's initial shot goes wide.

Just waiting on Kern, but Harrim, Signy, Halden, and Faerin are up after him so you guys can go as well. FYI, the guys with green squiggles are entangled.

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