Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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M Human Cavalier /1st

Ox will hang back letting those with a bit more.Stealth about them do the infiltrating. He holds his lance high and at the ready, prepared to sweep through and clear this nest of vipers, with a paticular eye for any tent and the towers.


Male Human Ranger

Garick will motion to Corso and stealthily make his way to scout the camp.1d20 + 7 ⇒ (18) + 7 = 25


(AC 18, hp 15 of 77) Summoner 9

Servayn dedicates his charms to quieting the horses they've inherited, trying to keep them calm and still. Handle Animal, Take 10 for a 14. Ember plops down unceremoniously, staring up at Servayn with accusing eyes, having been increasingly surly with him as the day has progressed and the promised feast has not manifested.

Garick moves a touch too swiftly for Servayn to lend the force of magic to his stealthy efforts, but he quickly whispers an incantation to lend favor to Corso's efforts, if he accompanies Garick.

Guidance, +1 to Corso's next skill check (or attack, ability check or saving throw) within 1 minute.


AC 24 (25) HP 30/30 AP 8/8

Janku also keeps his horse still, as his metal armor is not silent at it's best. he hopes to be near a tree with a low enough branch, that he can use it to dismount when things start up.


Corso gives a nod of thanks to Servayn and follows Garick's lead, rady to switch path at a sign of him to get a different angle on the situation. He'll avoid talking and concentrate on reading his body movement. He also motions Garick, as soon as possible to be weary of alarm traps.

Corso's rolls:

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Sense Motive to read Garick's intentions: 1d20 + 4 ⇒ (3) + 4 = 7
Perception to find traps (with Guidance): 1d20 + 5 ⇒ (17) + 5 = 22
Perception to look at what's ahead: 1d20 + 4 ⇒ (19) + 4 = 23


Kalsgrim will follow Garick's lead now, since we are scouting.


Garick and Corso approach the glowing fire. It's flames lick hungrily several feet into the air. It seems to have died down a bit from when it was first started. The camp is surrounded by dense brush and trees giving plenty of opportunity to stay out of site, but hindering movement. The shrubs and lower branches of the trees are too thick to move through without causing a lot of sound or taking extra time.

The stealthy pair approaches from the south east corner of the camp from their vantage point they can spot four bandits sleeping on bedrolls spread around the fire. If they hadn't been given a heads up on the eastern watch tower it would have gone completely overlooked. It's nestled beside a sturdy oak twenty feet off the ground. Netting covered in leaves and branches hang down the sides of it. No guard can be seen at the post, but it's hard to tell.

The night is quiet except for the crackling fire and the snores of thieves. While approaching the camp Corso is foiled by the loose debris along the forest floor. Every few paces a twig snaps under his foot, or a leaf is crushed.

One of the bandits rolls over towards the pair and props himself up on an elbow, "Hope it's not them damn owlbears again..."

He peers through the forest sleepily.
Bandit Active Perception Check vs. Stealth
1d20 ⇒ 4

"Maybe just a squirrel," he grumbles, falling back to sleep.

As the two get closer the rogue is able to pick out a sentry standing up in the tower. A few leaves and branches are draped around him and he seems to be looking the other direction for now.

I'll have a map up with your locations tonight when I get home. For now you're SE of the fire and the tower is a little to the SW of it.


Male Human Cleric 1 (Unholy Barrister)

Staying back and mounted while the two went to scout ahead, Lukasz begins to think of how best to apply his arcane talents to the attack. Maybe I can make some sounds to draw a few away.


Male Human Ranger

Garick does his best to see if he can tell if there are any lookouts in the other treetop outpost before he will slowly back away to report to the group.


There are too many trees on this side of the camp to make out the other post. Would you like to make another Stealth check to maneuver to the far side of the camp? A new check will be required wherever you go since you're so close and there are guards.


Corso curses under his breath as the twigs remind him rudely that he's a little out of shape.

Looking at the site, he gestures to Garick to see if he wants to remain in place while he goes back and report to the rest of the group.

He will move back carefully and return to the group.

Corso's rolls:

Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception for traps: 1d20 + 5 ⇒ (19) + 5 = 24

A few questions: Do the thick plants serve as some kind of wall for the camp? Did we see pretty much the whole camp or could there still be a few other bandits? How many watch towers? Two? Thanks.


Male Human Ranger

Garick will nod to Corso with an arrow at the ready should anyone become alert of the impending attack Garick will be ready to give them his first arrow. I hope he makes it back and they return to attack before things get hairy. Taking on a whole camp alone might not be to much fun.


Back with the group, Corso explains the situation and draws a map of the camp.

"Garick remained behind to keep an eye on them. I could go back in silence and we could trigger an attack. Some of us would take care of the sleepers, but it's the towers I'm worried about. What do you say?"

EDIT: Sorry, went a bit fast here. I believed my roll should have been enough, but if I got spotted and things got hairy, we can adjust.


I'm willing to trust whatever strategy you and Garick think best. I'm reasonably good with the bow, and can help in that regard. Was there any sign of the hatchet-weilding woman?


Bandit Camp
Here's the map of the camp with markers for the currently visible enemies. The green bits are trees, shrubs, bushes, and branches. Consider them difficult terrain requiring twice as much movement to traverse with no 5ft steps. The little green bits are 5ft tall shrubs and can be shot over providing soft cover. The large green bits are full trees not able to be shot through.

K1 and K2 are the towers, B5 is the sentry on the east tower. The rest are laying down near the bonfire which provides a 20ft radius of normal lighting. Any place not directly under a tree (green stuff) has dim lighting form the moon and stars (concealment for 20% miss chance, please include this roll with your attack roll if you aim for such an opponent.)

Your return check is smooth Corso, no one spots you, and you spot no traps.


(AC 18, hp 15 of 77) Summoner 9

"It should be safe to assume that there will be a guardsman in the second tower. Someone will have to separate from the group and deal with that person at the same time as we deal with this group here." Servayn whispers, "You seem a stealthy sort, Corso, do you feel that you can handle what we hope to be the lone sentry in that second tower?"

He looks to Ember, "Ember could accompany you, but he may not be able to climb the tower, if they use a ladder to gain access. I could instead send a conjured eagle to assist you, although it will last only a single minute, and we would have to coordinate our attacks very precisely, as I expect that both tower-guards will have some sort of signal horn or similar item..."

Statting up augmented celestial eagle to throw in profile, in case one is needed for the upcoming fight.


"I can take care of the second guard tower. I could try to climb it in silence as Garick would shoot down the sleepers while you come in. It is likely you'll get spotted fast. That's why I say come slowly then open up the moment you hear us start."

"Who will take care of the other tower?" K2


M Human Cavalier /1st

I'll take care of that tower I'm going to have to wait til you wake em up or we are going to have to start once I get moving. Ox had been about as noisy as a halfling caravan, he and his horse are wearing armor. Ox will take the quickest path to the tree, once at the base he will make his way up.

climb1d20 ⇒ 12 +4 str -4Armor check.


Then the rest of us will be ready to rush in once we hear the first disturbance.


(AC 18, hp 15 of 77) Summoner 9

Servayn mutters a sibillant incantation and a brazen radiance seeps from his hand into Ember's hide, which shimmers for a second, as if dull red fire shone behind each scale. Mage Armor, +4 armor bonus to AC for 1 hour.

He then readies himself to call up a Celestial Eagle, to assist Ox in silencing the bandit in the nearest tower, counting on Corso to handle the one in the far tower.

I have no idea what tree Ox is climbing, or if he plans on using his bow from somewhere distant, but I figure I'll be ready to assist...


How about another Stealth check from Corso to approach the far tower.

It sounds like the party will approach the camp after he's silenced that guard, (I imagine he'll whistle or something once he's done that to signal the attack) then Garick will start shooting from the shadows while everyone rushes forward and Ox will try for K2. I will presume that everyone moves to thirty feet outside of the battlemap to await the fight.


(AC 18, hp 15 of 77) Summoner 9

Sounds good

Once in position, Servayn prepares himself, waiting for Ox to charge forward before summoning a celestial eagle 30 ft. ahead of his position (and up in the air) to attack the man in tower K2. He holds his action for Ox's charge, expecting that Ox will make a fair bit of noise in the process of scaling the tower...

The eagle has darkvision, and should be able to avoid attack penalties / concealment for that, at least.


AC 24 (25) HP 30/30 AP 8/8
Servayn Krolz wrote:

"It should be safe to assume that there will be a guardsman in the second tower. Someone will have to separate from the group and deal with that person at the same time as we deal with this group here." Servayn whispers, "You seem a stealthy sort, Corso, do you feel that you can handle what we hope to be the lone sentry in that second tower?"

He looks to Ember, "Ember could accompany you, but he may not be able to climb the tower, if they use a ladder to gain access. I could instead send a conjured eagle to assist you, although it will last only a single minute, and we would have to coordinate our attacks very precisely, as I expect that both tower-guards will have some sort of signal horn or similar item..."

Statting up augmented celestial eagle to throw in profile, in case one is needed for the upcoming fight.

Just out of curosity, how are you getting a full minute out of Summon Monster I, if that's what you're using?


Male Human Ranger

If Garick can manage to do it quietly i.e.by taking 10 or with the previous roll He would move up closer to the camp preferably getting with in point blank range of the closest bandit. Summoners get to summon monster per min instead of round/level


Since Garick is not in combat, or being overtly distracted it would seem that you are able to take 10 with a stealth check. At least by what I read.

Summon Monster I (Sp):
: Starting at 1st level, a summoner
can cast summon monster I as a spell-like ability a number
of times per day equal to 3 + his Charisma modifier. He
can cast this spell as a standard action and the creatures
remain for 1 minute per level (instead of 1 round per
level).

Here's the map with Corso on it, the small player tokens are the direction I'll have you come from 30 ft away. If you want a different spot holler.

Corso would you like to make 2 stealth checks and a climb check to approach the tower and climb it (perhaps a perception to look up there first maybe? you're call). You can Take 10 or roll as well. I'll describe what happens based on your rolls, cool?


Corso removes his rapier and takes off any unnecessary items, keeping only his bow, ten arrows and two daggers. He keeps a sunrod beside his dagger in his right boot.

He'll ask once more for Servayn's guidance.

He approaches the tower with great care.

Corso's actions:

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

He then takes a few moments to get a feel for the tower and see if he can spot a guard.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Then proceed to climb the tower stealthily, dagger in his mouth.

Climb: 1d20 + 2 ⇒ (2) + 2 = 4
Stealth with guidance: 1d20 + 9 ⇒ (20) + 9 = 29

I don't see a link for the map in your last post.
Edit: added a roll.


AC 24 (25) HP 30/30 AP 8/8
Garick Nowicki wrote:
If Garick can manage to do it quietly i.e.by taking 10 or with the previous roll He would move up closer to the camp preferably getting with in point blank range of the closest bandit. Summoners get to summon monster per min instead of round/level

Cool. Thanks guys. I hadn't really read the new classes yet, but I'll have to check that one out. I love playing conjurers, and this might even be a better way


Mastermind:

Funny, I added the climb roll I had forgotten in the edit, but I inserted it before the last stealth roll. The dice roller kept the (2) of the stealth check and rolled a new one for stealth (20). Didn't know it would behave that way!


(AC 18, hp 15 of 77) Summoner 9

Servayn casts Guidance on Corso before he heads off, per his request.


Oops, this looks more like a map.

Those old feelings begin to come back to the rogue. How to carry a step, which way to position a toe, twist around a branch. Corso is able to move to the base of the short tower and easily spot the sentry in the platform above.

It takes Corso a few frantic moments of trying to figure out how to climb the tree before he realizes that there is a rope ladder one could climb easily. The ladder sways dangerously through the air but supports his weight as he clambers up. With utmost care he eases himself upon the platform behind the bandit who remains non-the-wiser that he has company a breath away.

Yes it remembers all dice rolls in the exact order you place them. So if you have 2 d20 rolls and put a third one in the middle. The first two will remain the same and the third one will be rolled. So be very careful about editing in new dice that are the same as other dice later on.


M Human Cavalier /1st

Ox waits for everyone to get into position before Guiding Noir around the tree and to the base of the scout tower looking for the easiest way up he will attempt to make it as far up the tree as he can as quickly as possible.


When the action starts you will be able to reach the tree with two move actions. Might be a good idea to try a DC 20 ride check to dismount as a free action after that movement. If you fail you can deal with that on the next round.

You can take out your roll and what not. When Corso signals the group I'll roll initiative and call for the surprise round (if there is one) and your actions therein.


(AC 18, hp 15 of 77) Summoner 9

Servayn whispers to Ember, "When the action starts, charge past the fire and kill that fool farthest from us, if you would be so kind."

Ember replies in a low growl, "They better have meat here or I'm eating that horse...", but crouches and pads quietly forward to near Garick's position.

Ember's stealth 1d20 + 14 ⇒ (20) + 14 = 34

It is possible that a shiver runs down Garick's back as Ember sneaks past him with ghostly silence and crouches in preparation for the attack, practically invisible in the gloom.

Surprise round actions, posted so that no one has to wait if I'm not on immediately;

Spoiler:
Summon celestial eagle, 10 ft up and 20 ft forward, which can fly at 80 ft. to attack the (probably flat-footed) bandit b5 (at post K2) with a flying charge. The eagle Smites Evil on the bandit (+1 damage to all attacks, if he's evil). Eagles AC is 12 until next round, due to the charge action.

2 talons, 1 bite;
1d20 + 5 ⇒ (4) + 5 = 9 +2 for charge counted in
1d20 + 5 ⇒ (2) + 5 = 7 +2 for charge counted in
1d20 + 5 ⇒ (7) + 5 = 12 +2 for charge counted in
damage
1d4 + 2 ⇒ (3) + 2 = 5 +1 if evil
1d4 + 2 ⇒ (3) + 2 = 5 +1 if evil
1d4 + 2 ⇒ (3) + 2 = 5 +1 if evil

After casting, Servayn moves forward as much as he can, barring undergrowth, but his longspear remains unready, gripped in only one hand.

Ember charges past the sleeping b3 and attacks b1. His AC is 18 (counting the +4 for mage armor) because of the charge action.

bite
1d20 + 5 ⇒ (7) + 5 = 12 +2 for charge counted in, subtract 2 if he can't charge because of the undergrowth!
damage
1d6 + 2 ⇒ (1) + 2 = 3

Woot! On four attack rolls, I got a total of 20! That's an average of 5 on each roll! :/

Edit to remove Initiative roll, since DM is handling that!


FYI; The eagle would only get one attack on the charge since it can't pounce. I will assume the bite with 12 to hit, and 6 damage. Remember you may only charge in a surprise round if it's a standard action charge, which is your normal speed. (yours actions are fine, just a reminder for folks, it's an easy one to forget)


(AC 18, hp 15 of 77) Summoner 9
Mastermind wrote:
FYI; The eagle would only get one attack on the charge since it can't pounce.

Cool, I couldn't find any rules in the Bestiary about how monsters attacked, since they no longer have an 'Attack / Full Attack' distinction and just have all their attacks listed, in most cases, as primary anyway. These little changes never fail to confuse me...


Male Human Ranger
Servayn wrote:
These little changes never fail to confuse me...

Agreed


Male Human Cleric 1 (Unholy Barrister)

Lukasz summons up his inherent arcane energy once more to gird himself in arcane armor before drawing his sickle and readying to move in to attack.

Casting Mage Armor on self before the actions starts, Now AC 16


Moving with great caution up the ladder, Corso makes no noise.

As he arrives to the top of the tower, he settles in a crouching position, outside of the guards view. Dagger between teeth, he makes his way behind the guard, hearing his sleepy breath and the guards struggle to stay awake. Easy, just rest will you. He takes his dagger in one hand and the sunrod in the other.

Suddenly he pounces, dagger in hand, aiming for the guards throat.

Dagger: to hit 1d20 + 4 ⇒ (20) + 4 = 24
Damage 1d4 + 2 ⇒ (1) + 2 = 3
+2 damage vs FF
Sneak Attack damage: 1d6 ⇒ 1
Critical confirm: Rapier: to hit 1d20 + 4 ⇒ (4) + 4 = 8
Extra damage 1d6 + 2 ⇒ (5) + 2 = 7

His blade aims true, but a piece of armor catches the guard and stops it from entering too deep.

Spoiler:
If the man's down, Corso will signal the group with a soft whistle.

Sorry for the delay, we sleep in different time zones. Feel free to take control of Corso if you want next time.


Throat slit, the guard gurgles to the floor of the watch tower. Corso gives this signal to attack.

initiative
Corso 1d20 + 10 ⇒ (2) + 10 = 12
Garick 1d20 + 3 ⇒ (3) + 3 = 6
Janku 1d20 ⇒ 7
Kalsgrim 1d20 + 2 ⇒ (4) + 2 = 6
Ox 1d20 + 2 ⇒ (11) + 2 = 13
Lukasz 1d20 + 2 ⇒ (4) + 2 = 6
Servayn 1d20 + 2 ⇒ (10) + 2 = 12

This is a surprise round. I already know the actions or Ox, and Servayn. Everyone else remember you are 30 feet from your location on the map I put up before. You can include your first rounds actions as well if you like.


Kalsgrim Action, Surprise Round

Spoiler:
Kalsgrim will move closer with a move action, putting him ten feet off the map. If bandit 2 survives to Kal's intiative, he'll get a Deadly Aim arrow. If not, it goes to bandit 1.
To Hit: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

In Kal's defense, that squirrel in the distant trees was CLEARLY an agent of the bandits.


Male Human Ranger

Surprise Round:

Spoiler:
Garick lets fly at B3 with his longbow 1d20 + 7 ⇒ (16) + 7 = 231d8 + 5 ⇒ (6) + 5 = 11. I want to see results of surprise round before I decide on round 1


AC 24 (25) HP 30/30 AP 8/8

Janku dismounts on the surprise round, and casts magic weapon on his greatsword.

He then takes a move action forward, to move 20' towards the action. If a bandit approaches he will attack with Destructive Smite activated. If not he will close the remainder of the distance to battle with another move action.


Corso's action for the surprise and first round:

Corso dashes in all haste to climb down the tower (he'll jump down if it's faster) and move to the northern end of the clearing, so as to catch any bandit that would attempt to flee that way.

Acrobatics to jump down the tower, landing right in front of it: 1d20 + 8 ⇒ (4) + 8 = 12

Perception to spot a surprise on the way: 1d20 + 4 ⇒ (14) + 4 = 18

I just move. Hopefully, I can get a Run on the first round to move 4x my speed. The way I see it, I can, with a double move, get at least passed the northern river crossing.


Male Human Cleric 1 (Unholy Barrister)

Surprise round:

Waiting until Kalsgrim fires of his arrow, Lukasz will turn to the paladin and whisper, "May my friend be guided by the hands of fate." Then reaching out to touch the young man on the shoulder, energy seems to flow through Kalsgrim as fate seems to guide his arm.

Using Touch of destiny on Kalsgrim, +1 to Attack for 1 round. For what Lukasz plans to do for the first round, it all depend on where everyone will be standing, so I will hold off.


Surprise Round, Bandit Camp

(13) Hearing Corso's whistle Ox rides forward towards his target.

(12) Corso leaps over the edge of the tower and starts off to the north side of the camp. Now that his eyes have adjusted to the dark he notices a form up ahead returning to the camp.
Non-lethal Fall Damage 1d6 ⇒ 3 -thunk-

(12) Working his hands in an arcane swirl Servayn opens a small portal to the realm Celestrial, "Shqiponja e shenjtë të dalë!"

Hearing the call of a summoner the celestial eagle darts forth in a burst of light attacking the man his summoner has willed as a target. His vicious beak tears at the bandit's face leaving strands of hanging flesh.

As commanded Ember moves forth hindered by the logs and fire laying in it's path, but still able take a bite of the sleeping man.

(7) Janku drops from his stead charging his weapon with holy energy. It glimmers in the moon light like the smile of a Gorum berzerker.

(6) As the night starts to fall into chaos Garick grimly looses an arrow at one of the sleeping forms. True aim leads the strike through the mans throat and he does not wake.

(6) Seeing Kalsgrim readyan arrow, Lukasz will turn to the paladin and whisper, "May my friend be guided by the hands of fate." Then reaching out to touch the young man on the shoulder, energy seems to flow through Kalsgrim as fate seems to guide his arm.

(6) As fate would have it Kalsgrim catches his arm on a branch when he pulls the string back, releasing it before his aim is steady. It wobbles into the night boucing feebly off of a form approaching from the west of the camp. A gruff feminine voice can be heard shouting, "What the hell's going on here you c**k s**king sons of b***hes. I left to answer nature for five minutes and we're under attack by an bastard runt of a tatzylwyrm! Get the f**k up everyone of you motherless sons."

Enemy Status:
Kressle, Healthy
B1, slightly bit, Prone
B2, Healthy, Prone
B3, slapdash tracheotomy (unconcious)
B4, Healthy, Prone
B5, birded
B6, dripping blood down a tree (unconcious)

Huzzah Action! I know Ox and Corsos' actions (neither can see Kressle by the way, and feel free to change your action if you like) I think I need stuff for everyone else for the next round though. The water on the map is only 3 feet deep. So no hindrance.


Male Human Ranger

Round1

Spoiler:
Garick will fire on bandit B4 1d20 + 7 ⇒ (13) + 7 = 201d8 + 5 ⇒ (2) + 5 = 7


(AC 18, hp 15 of 77) Summoner 9

Round 1

Spoiler:
The celestial eagle, with feathers that shine white in the moonlight and beak and talons that appear cut from solid gold, takes a full attack at the bandit before him, attempting to finish the task.

2 talons, 1 bite;
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (13) + 3 = 16

damage
1d4 + 3 ⇒ (2) + 3 = 5 +1 for smite counted in
1d4 + 3 ⇒ (1) + 3 = 4 +1 for smite counted in
1d4 + 3 ⇒ (2) + 3 = 5 +1 for smite counted in

A veritable explosion of blood washes away from it's feathers, refusing to sully it's perfect whiteness as it shrieks during it's frenzied attack.

Ember takes another bite of the bandit, attempting to silence him before he fully awakens, lifting his blood-soaked maw to hiss at the approaching woman, "Run. Chase. Kill!"

bite
1d20 + 3 ⇒ (9) + 3 = 12
damage
1d6 + 2 ⇒ (5) + 2 = 7

Servayn continues to advance forward, readying his longspear and standing a pace away from the closest bandit b4, ready to AoO if he tries to get up, taking advantage of the longspears' reach to not be within melee range of the man himself , but unable to take further action at this time. He loudly proclaims to the bandit on the ground, "Do not attempt to get up. The law of Brevoy has come to these lands, and there will be no escape."

I noticed after posting that I'm threatening the same one Garick is shooting, so he'll probably be dead soon after I threaten him anyway...


AC 24 (25) HP 30/30 AP 8/8

I did list Janku's 1st round actions as well...Move 20' if no target presents itself, move 20' more to close


Round 1

Spoiler:
Kal will move toward bandit 4 from 10 feet off the map. From there, he'll do a deadly aim attack on bandit 2.
To Hit: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

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