Death-Lok's Kingmaker PbP


Play-by-Post

351 to 400 of 667 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Male Human Fighter 2 (Weapon Master)

So our plan is as follows:
1. We lie in wait for the patrol to get near. We will wait near the watchpost further out.
2. Once they're within reach, Garyn will snipe the bandit in the post. If he doesn't go down, I recommend Sil following up. Meanwhile, Strovan and I will attack the patrol.
3. We take out the patrol as fast as we can, then shag ass out of LoS of the remaining watchpost.

Does this sound about right?


Male Human Ranger 1
Cale nil Surtova wrote:

So our plan is as follows:

1. We lie in wait for the patrol to get near. We will wait near the watchpost further out.
2. Once they're within reach, Garyn will snipe the bandit in the post. If he doesn't go down, I recommend Sil following up. Meanwhile, Strovan and I will attack the patrol.
3. We take out the patrol as fast as we can, then shag ass out of LoS of the remaining watchpost.

Does this sound about right?

That just about sums it up. Simple and effective. I like!


Male Dwarf Exp: 500 Cleric 1

I would modify it as such, have Garyn and Silstaren move up 20 feet under cover so they are in los of where the patrol will patrol and can stand up and have good los to the tower while Cale and Strovan wait back a little outside of los. When the patrol is in the ambush position the two of us(and greehr if he is around) move up to where they are and then hit the ambush. Any thing we can do to make sure that Strovan doesn't have to make important stealth checks is a win for us. Garyn and Silstaren would probably lose the benefit of the guidance spell on anything other than their initial stealth check, but with the way orisons work now Strovan could keep guidance up on the other 3 and fresh for when combat starts. The signal by the two sneaky ones will be easy to see because of Strovan's darkvision, please poke holes in this modification if there are holes that you see.


Whenever you have a plan, position yourselves on the map, if applicable, referring to coordinates. Any place on the map requires a Stealth check.


Greehr walks back to the group, from watching the horses. "I don't use bows, never gotten the hang of it no matter how my tutors taught me. But these," He indicates his bombs, "I can throw well. Makes a hell of a noise though. Not to worry, I've prepared for going up close. I'll use these when there's no need for stealth."


Male Human Fighter 2 (Weapon Master)

We're not all going to go stealth, I think. Silstaren and Garyn can hide in L2 or 3 or nearby, and once they snipe the tower, we can rush the patrol. If we're 20ft off the side, we can still get close with a charge or double move.


Male Elf Ranger

"If our plan is to hit and run Strovan needs to be closest to the horses lest we leave him behind."

Dwarf base speed is 20'. In a foot race with the bandits Strovan is going to lose. On the other hand if the plan is to hit them with a volley of arrows and then go to general assault Strovan has one of the best ACs in the party.


Just want to put map on this page

Bandit Camp


Male Human Ranger 1

If Garyn can make it to T8 that puts him in an excellent position to rain arrows on anyone. With his Precise Shot feat he can fire at any target to offer aid where it is needed once he finishes the one in the tower. I suggest Garyn and Sil should be near each other, take out the guard in the tower, then Sil can rush the patrol while Garyn peppers them with arrows. If that is ok with everyone I'll go ahead and move there. Any thoughts?


Male Human Fighter 2 (Weapon Master)

Sounds great, let's get some rolls out. Remember that we don't want to stick around for a prolonged assault unless things are going really, really well!


It occurs to me that if we're going for the shock of the initial assault, bombs would certainly be shocking. And could be construed as a larger attacking force than 5. Just something I'd throw in.

If it devolves into a general assault, Greehr will be in the front, testing out the strength mutagen. Haha.


Male Dwarf Exp: 500 Cleric 1

Just to mention, again, my base speed is 30' and right now I am buffed for a base speed of 40', finally I can move through difficult terrain like the logs and underbrush without penalty, and I have darkvision. Oddly it makes me the most mobile combatant in this fight, even if I do sound like a bull in a china shop when I move.

With that being said I am not planning on sneaking on to the map for a surprise attack, but once you guys loose your arrows I will be up to you in a flash.


Male Human Ranger 1

Garyn nods to his companions. "Here goes nothing! Right quick, if we need to fall back and get out of the fight, someone call out...well I don't know. What should be the signal to retreat and regroup?" I can't think of a clever phrase to indicate the result, but I'm sure someone else can!


Male Human Fighter 2 (Weapon Master)

Cale shrugs. "Fall back, or Retreat works for me." He smirks at Garyn.


Male Human Ranger 1

"All right, fair enough," Garyn says, raising his hands in surrender. "Nothing like letting yer enemy know when they are soundly thrashing you. We'll give you all a minute or two to get where ye need to be. When we fire at the man on the platform, it means it's time to go." He returns the smirk, nods once, and disappears into the undergrowth, hopefully with Silstaren close by.

Stealth check - 1d20 + 7 ⇒ (15) + 7 = 22

Gods above and below! Garyn curses to himself as his feet nearly get caught in a tangle of dead heather. He nimbly leaps over the dry brush, landing in an easy crouch with nary a sound.

If Silstaren is anywhere near:

Spoiler:
"Best of luck, mate," Garyn whispers, almost inaudibly. "As soon as everyone is in position, we'll fire."


Male Elf Ranger

Silstaren asks the group to wait a moment before setting out. He inspects his arrows and pushes 10 point first into the snow. The ten best he returns to his quiver, nice and loose for easy removal. Then he pulls and pushes on a low branch to test its strength before wrapping his horse's reins around it. "OK. Thank you. "

At the start he walks close to Garyn. "May the Lady of Stars smile on us all."

Stealth 1d20 + 6 ⇒ (16) + 6 = 22

Deathlok, where were Garyn and Silstaren on the scouting trip?


You started at B12 through B19 (horizontally East) and then diagonally to D21 and D22, before you went back.


Male Elf Ranger

Silstaren will want to start somewhere in row D or E along the line of sight to the western sentry platform we had on the scouting trip, just a little closer. (D11 near the shrubbery?) That location has open ground in the direction of the camp so I should be able to move up quickly to support the others.

And this is definitely theplace for bombs. Good luck tossing those.


With his Stealth check, Silstaren easily reaches D12 without notice, crouching down (you need cover for stealth and there is none in D11).

Need to know what square Garyn is going to start in? Anybody else on the map?


Male Human Ranger 1

Garyn was originally going to try to sneak around and come at them from the other side, but I think he'll stop at H3 as long as it has a view of the bandit on the lookout platform.


Garyn, need another Stealth check from you to get to H3


Male Human Ranger 1

Stealth check - 1d20 + 7 ⇒ (18) + 7 = 25

Pushing his luck, Garyn crouches low and gingerly pushes the brush aside, positioning himself with a clear view of the bandit lookout.

Your arse is mine! Garyn thinks, with a tight smile. This one's for ye, Mum.

Waiting a minute or so for everyone to get into position before he'll fire at the bandit on the platform.


It is night but with the light from the fire and some torches placed around the camp (bandits on trees need to see too), there are no penalties to sight for either side.

Sweet rolls, you and Sil are in position. Let me know where the bandits who are patrolling in a circular pattern are when you shoot. Don't know where anyone else's position is, but if it's off the map, waiting for you to shoot and start the noise!


Male Elf Ranger

The dice have been very good for sneaking. This is where I roll the nat 1 to hit. Not sure exactly what the guard's path is. Somewhere m13-h16, is my guess. As agreed Silstaren will weight for Garyn to fire so let him pick the actual place. I'll roll now so I don't slow things down.

Silstaren nocks an arrow and crouches down in the undergrowth. He stares at the man on the platform as he raises the bow to line up his shot. He waits for the snap of Garyn's bowstring to cue him to stand and fire.

Initiative; 1d20 + 6 ⇒ (1) + 6 = 7 (-1 for armour included)

Attack 1d20 + 4 ⇒ (19) + 4 = 23
damage 1d8 ⇒ 6


Male Dwarf Exp: 500 Cleric 1

Strovan waits quietly cradling his crossbow carefully watching the woods ahead. As the seconds drag on he seems to be if anything more calm than at any previous time this night. I am glad those two are on our side, tis near impossible to see them if they set their mind to it. Now we just need to see if the spoiled brat and I can hold up our end of this ambush. Maybe I am being too hard on him, I guess we will see this night.

Strovan is waiting about 40' away from the wagon putting him about 10'-15' off the map if he can see either of the two stand and fire he will use that as his cue to move.

Rolls if appropriate

Perception -1d20 + 4 ⇒ (3) + 4 = 7

Initiative -1d20 + 1 ⇒ (13) + 1 = 14


Male Human Ranger 1

Garyn takes a deep breath and holds it, sighting down his arrow. He whispers as he sends an arrow whistling towards the sentry on the platform.

"For Da'."

Initiative - 1d20 + 6 ⇒ (15) + 6 = 21
Attack roll - 1d20 + 8 ⇒ (10) + 8 = 18
Damage roll - 1d8 + 3 ⇒ (6) + 3 = 9

Note that Garyn is using his own bow so he won't be penalized for not being strong enough to use the one that belonged to Happs.


Male Human Fighter 2 (Weapon Master)

Cale crouches next to Strovan. His patience runs short, waiting on Garyn and Silstaren to signal the attack. Once they're ready to go, Cale grins at Strovan and gives him a wink before rushing out, sword and shield at the ready. He closes with the bandit and swings recklessly, his sword missing by a mile, despite the bandit's state of surprise.

1d20 + 2 ⇒ (11) + 2 = 13 Initiative
1d20 + 5 ⇒ (1) + 5 = 6 Attack
1d8 + 3 ⇒ (1) + 3 = 4 Damage

Sil, you might want to double-check that penalty. I don't think that armor check penalties or max dex apply to anything other than skill checks and armor class, respectively.


Surprise Round

Initiative:
21- Garyn
8- Sil (You do not get armor penalty to initiative)
7- Strovan (you delayed till after Sil)
7- Cale (you delayed as well)

Summary

Garyn: Despite the branches providing the sentry some minor cover, Garyn's arrow strikes true, catching the bandit in the chest, causing him to drop his crossbow and tumble backwards off his stool and off the platform and come crashing down to the ground.

Silstaren: Silsatren's aim is also true, as his arrow catches the sentry in the back, causing him to scream with pain.

Cale: You are limited to a standard action in the surprise round and with a 30' move, you cannot reach anyone, so tell me what you do. If you move, tell me to what square; if you attack with a bow or something else, then you miss with that nat "1" you rolled; please advise

Strovan: You have plenty of move with longstrider cast, so give me an attack roll and coordinates. The patrolling bandits were at J12 and J13 when Garyn shot


Male Dwarf Exp: 500 Cleric 1

Strovan moves up to behind the broken down cart, using one side as cover and a stabilizing platform for his crossbow shot. He looks quickly at the two patrol members then at the bandit shot by Silstaren.

If the bandit shot by Stilstaren looks to be still living, and Strovan has a clear shot at him he will shoot at him. If not he will shoot at the closest patrol, I think the one at J12.

Attack roll -1d20 + 1 ⇒ (19) + 1 = 20

Threat confirmation -1d20 + 1 ⇒ (12) + 1 = 13

Damage -1d8 ⇒ 3

Critical damage -1d8 ⇒ 5


Strovan wrote:
Strovan moves up to behind the broken down cart, using one side as cover and a stabilizing platform for his crossbow shot. He looks quickly at the two patrol members then at the bandit shot by Silstaren.

Same conundrum, Strovan, only standard actions in surprise round. Choices are move or shoot. Since you rolled a possible crit, I'm assuming you'll choose shoot crossbow. Only the patrolling bandits are possible targets if you're off the map.


Male Dwarf Exp: 500 Cleric 1

Yes I will take the attack roll, sorry I misunderstood your post. I think I realize now, you were offering me the chance of a charge on one of the patrol members because of my movement? Lets just go with as soon as I saw Sil lose an arrow I fired with my crossbow.


Yes, exactly, I thought you were going to charge but then realized you had a crossbow in your hand. Waiting for Cale then to see if he is moving and if so to where? Remember, charge in a suprise round is not 2x movement


Male Human Fighter 2 (Weapon Master)

Cale will move closer to the bandits. I'm not sure what square that would put me in, but move me 30' closer to the patrol.


Summary of Surprise Round :

Garyn: Despite the branches providing the sentry some minor cover, Garyn's arrow strikes true, catching the bandit in the chest, causing him to drop his crossbow and tumble backwards off his stool and off the platform and come crashing down to the ground.

Silstaren: Silsatren's aim is also true, as his arrow catches the sentry in the back, causing him to scream with pain.

Cale: With sword and shield, Cale moves to F12.

Strovan: Strovan's aim is also true, as his bolt hits one of the patrolling bandits directly in the chest, causing him to scream in pain and bleed profusely, but he refuses to go down.

Both the sentry and the wounded bandit scream in pain, "Over here, we're under attack, we need backup now!"


Initiative

21- Garyn
16- Kressle
14- Bandits
8- Sil
7- Strovan
7- Cale

Bandits: 1d20 + 5 ⇒ (9) + 5 = 14
Kressle: 1d20 + 1 ⇒ (15) + 1 = 16

Garyn, you're up, it does not appear as anyone has noticed you yet as the bandits start to mobilize to counterattack.


Male Human Ranger 1

Garyn takes aim at the bandit Silstaren stuck with an arrow.

If the one Strovan shot is closer, Garyn will instead attack that one.

Attack roll - 1d20 + 8 ⇒ (15) + 8 = 23
Damage roll - 1d8 + 3 ⇒ (2) + 3 = 5

Please subtract 1 from both rolls if the bandit is not withing 30 feet.

Also, Stealth check (with a -10 for sniping) to remain hidden - 1d20 - 3 ⇒ (17) - 3 = 14


Garyn Avery wrote:

If the one Strovan shot is closer, Garyn will instead attack that one.

Also, Stealth check (with a -10 for sniping) to remain hidden - 1d20-3

Strovan's bandit is definitely closer and more wounded. The arrow catches him in the side of the head, ending his miserable existence.

The sniping penalty is -20, so your total is 4


Male Human Fighter 2 (Weapon Master)

I'm still not sure where I am relative to the bandits, so feel free to adjust this.

Cale continues to hustle toward the bandits, resisting the urge to charge wantonly into melee. As he closes, he swings his sword in a neat slice toward the first bandit he comes into contact with.

1d20 + 5 ⇒ (7) + 5 = 12
1d8 + 3 ⇒ (4) + 3 = 7


Kressle delays

Bandits' Turn:

B1 and B7 are dead.

The B8 bandit's (at J13) Perception check: 1d20 ⇒ 19. At seeing his friend's death, he sees the arrow come from the east, looks over, and sees Garyn, just as he ducks into the bushes. He yells, "We've got archers over here!". He pulls his longbow out and aims a shot at Garyn, screaming "You bastard!", but his aim is poor, as the arrow flies into the shrubbery.

Attack roll: 1d20 + 2 ⇒ (2) + 2 = 4

The sentry on the platform (B2) curses at his attacker and aims a bolt at Silstaren, that hits him square in the chest, but luckily does not penetrate his armor. Attack roll: 1d20 + 2 ⇒ (13) + 2 = 15

Bandits B3 and B4 stand up from prone and move to F21 and F22 respectively.

Bandits B5 and B6 stand up from prone and move respectively to N21 and N23.

Kressle's turn: ?

Rest of the party's turn


Cale moves to I12 and swings at B8 (in J12), but the bandit is elusive and jumps away in the nick of time.


Male Dwarf Exp: 500 Cleric 1

Strovan quickly blesses himself, and then moves up to a position where he can support either Cale or Silstaren. The first salvo went well, but now we are way too spread out, we need to support each other.

Strovan casts guidance on himself, and then moves up to F10


Initiative 1d20 + 6 ⇒ (8) + 6 = 14

Greehr cursed, a momentary lapse in attention losing his part of the surprise. Running after Cale and Strovan into the ongoing battle, he uncorks the stopper of his mutagen and drinks up.

Giving up surprise for that. Strength mutagen drunk, moving to H10, or however close to Cale and Strovan as he can, given my starting position.

(Possible)Future Actions:
Unless I post within any allotted time, Greehr will delay till after Cale's turn, and will closely support his assault, going 2-handed melee with his cane, or if needed, will pitch a bomb at sentry B2 if told to. Greehr will otherwise defer to Garyn or Silstaren's experience during the battle.

Short Rant:
Sorry about the intermittent posting, it's close approaching finals season, and my schedule's gone all to hell with requirements being piled up in the last minute. It'll reach its inevitable end in 2-3 days, when the last requirement is passed, after which I'll be back to normal posting rate. Until then, I'll post when I can, at the very least aiming for once a day.


Male Elf Ranger

The sentry screams and Silstaren swears to himself. Surprise is gone now. Then the sentry on the second platform gets the elf's attention. Lucky. Very lucky. The elf considers his targets. Cale is engaged with one. The platform.

Sighting on the man on the second platform, Silstaren nocks another arrow, draws and looses.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 7

He moves up to support Strovan and Cale. (G11)


Round 1 Summary

21- Garyn (shot and killed bandit, currently at H3)
14- Bandits (got up from prone and moved, 2 shot at party and missed)
14- Kressle (?)
14- Greehr (drank mutagen and moved to C2)
8- Sil (shot and missed, moved to G12, G11 was in middle of the river)
7- Strovan (cast guidance and moved to F10)
7- Cale (engaged bandit in melee but missed, currently at I12)

Sorry for the delay!


Round 2

21- Garyn
14- Bandits
14- Kressle
14- Greehr
8- Sil
7- Strovan
7- Cale

Garyn is up


Male Human Ranger 1

Garyn sets his sights on the bandit who called him a bastard.

"I'm a bastard?" Garyn says, rising to fire at the bandit. "Clearly, that's the anvil calling the cauldron black, ye ugly wanker!"

Garyn looses another arrow at the bandit. Can't get the map to open for whatever reason, so please subtract one from the attack and damage rolls if the bandit is not within 30 feet.

Attack roll - 1d20 + 8 ⇒ (3) + 8 = 11
Damage roll - 1d8 + 3 ⇒ (4) + 3 = 7


If he didn't move, Garyn is not within 30 feet, but it does not matter, as the arrow sails over the bandit's head.

The bandit (B8) smiles, drops his longbow, pulls his short sword and attempts to gut Cale but his swing is awkward and catches nothing but air. Attack: 1d20 + 2 ⇒ (2) + 2 = 4. He then steps back to K14 and screams, "Where the hell are ye, boys??? They're ganging up on me!"

"Quit yer whining, Hoss, we're here!", says one bandit, as he and his friend (B3 and B4) come rushing out behind the bushes. B3 stops at F16 and takes a shot a Strovan but misses. Attack: 1d20 + 2 ⇒ (10) + 2 = 12.

"Damn, you're the worst, Buck, watch this!", says B4 to B3, as he moves to F17 and takes a shot at Silstaren. As he lines up the shot with his longbow, he says, "Hey, ain't that the elf we was chasin' before, who got away?? You should have stayed away punk!" Attack: 1d20 + 2 ⇒ (3) + 2 = 5. The bandits' lack of skill is glaring, as the arrow strikes the floor before reaching the elf.

For Silstaren:
Now that he is close to them, he clearly recognizes this as the band that waylaid Cale's father and the caravan, although he does remember them shooting a whole lot better before

The sentry (B2), tries to take advantage of Silstaren's distraction, and shoots: Attack: 1d20 + 2 ⇒ (13) + 2 = 15, again hitting the elf, this time in the arm, but the bolt again fails to penetrate.

B5 comes from behind the bushes and moves to K18 and unleashes an arrow at Cale but misses poorly. Attack: 1d20 + 2 ⇒ (2) + 2 = 4.

B6 comes out at K20 and also takes a shot at Cale, screaming, "For the Staglord!", but the battle cry does not help, as his arrow bounces off Cale's armor. Attack: 1d20 + 2 ⇒ (12) + 2 = 14.

This die roller sucks!


A dagger flies out of the trees, aimed at Cale (flatfooted), that strikes him with great strength, burying itself deep, almost to the hilt in his chest, penetrating armor, and almost killing him outright, as blood gushes out of the wound. Cale struggles to maintain consciousness, although he sees the female culprit responsible for the attack. (Cale is at 0 hps and disabled).

Attack: 1d20 + 3 ⇒ (14) + 3 = 17 (took into account -2 range penalty)
Damage: 1d4 + 5 ⇒ (3) + 5 = 8

"That's how you do it, you incompetent bastards!", says Kressle, as she steps from behind a bush into H18. "My, my, the elf who escaped, and who'd you bring me?" She stares at Cale for a couple of seconds and says, "My goodness, is that kid there family of that stupid noble I beheaded about a week ago?! Come for revenge, have you? Ha! I'm going to chop off your head too!"

Perception check: 1d20 + 8 ⇒ (6) + 8 = 14

Rest of the party is up!


Male Dwarf Exp: 500 Cleric 1

Strovan winces as he sees the dagger hit Cale, then moves to stand behind Cale and quickly casts a spell on him. "Ach boy, careful with her, I have a spell that will help but ye needs to stay alive."

Strovan moves to I11 and casts Cure Light Wounds using up his Doom spell.

Cure Light Wounds -1d8 + 1 ⇒ (2) + 1 = 3

351 to 400 of 667 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Death-Lok's Kingmaker PbP All Messageboards

Want to post a reply? Sign in.