LoF: The Carrion King; Day Six - Taking Back Kelmarane

The wishes unleashed over the ages by two genies have warped the Pale Mountain region to keep alive both a terrible beast and a heroic protector. These wishes have subtly warped the weave of the world to put a handful of adventurers on a trail to Kelmarane. It is these adventurers who will tread the path of fate at its most treacherous juncture, and it is they who will ultimately chart the course of history.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Benji » Wed Jul 21, 2010 3:23 pm

Casting the spells would give away any element of surprise we could have. If tonight is going to be a full moon, then I suppose we could manage, Katja might struggle a bit, but I'm sure she could handle it. He affectionately rubs his companion's head as he speaks.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby larenee » Wed Jul 21, 2010 11:22 pm

Looks like tonight it is. I'll go with east, as well.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Wed Jul 21, 2010 11:57 pm

Ok that settles it. Lets gather information from afar in preparation for tonight then Ox says.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby UnknownDobo » Thu Jul 22, 2010 4:09 pm

I'd like to head north if we're going to watch their movements, maybe i can get a clearer idea on what sort of heavy gear they have. Eli says.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 4:49 am

Erin starts preparing herself for the battle to come...
thinking over what she all has seen and heard.. THINKING: harpy's werewolves... all bad things... and ... how does one kill those creatures??
if one of our enemys is a werewolf, what do we know about those creatures? we need to be sure that we know what we are up against.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Fri Jul 23, 2010 9:29 am

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Are we looking at a scouting mission, or is someone going to climb the rock formation you're nestled in to gain a better view of the town?

Currently, where you are is slightly below town, because Kelmarane is on a low plateau. The Monastery is at a higher elevation than Kelmarane and then there's the mountains, a slightly further distance.

A Climb Check is needed for the rock, DC 15 I think. Then a Perception Check, or few.

A small group, of two or three, might be feasible to slip into town and scout about. Might incur a stealth check or diplomacy/intimidate check depending on if there's an encounter.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 10:21 am

Erin looks to see how to climb the rock
let me try to climb the rock to get a better view...
she grabs her climbing kit (+2 bonus) from her gear and she climbs the rock for better view (1d20+11+2=24)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Fri Jul 23, 2010 11:34 am

Arpat wrote:Erin looks to see how to climb the rock
let me try to climb the rock to get a better view...
she grabs her climbing kit (+2 bonus) from her gear and she climbs the rock for better view (1d20+11+2=24)

Erin scampers to the top and scans the scene. She can see a group of roughly a dozen humans moving about, but they are not all positioned as one group. They are in smaller quads, but all within easy reach of each other. There's activity within town, but it seems to be just commoners living their lives. She spots enough suitable terrain that she expects the group could get within ranged attack fair enough and remain unnoticed, but knows that some amount of stealth would be useful.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Fri Jul 23, 2010 2:14 pm

Erin scans the location to try to find out if there is something that gives away where the harpy or the werewolf could be.
She holds her hand above her eyes and follows everything she can see, looking for clues (1d20+8=21) when she knows enough she climbs down again and reports every detail
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby tdsprouse » Fri Jul 23, 2010 2:26 pm

“I'm all for getting some more information through scouting, but I couldn't be stealthy if i stripped down to my cloth.” Simi says quietly.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Benji » Sat Jul 24, 2010 7:58 am

Laron once again sends Katja into the air to keep surveilance, asking her to help Erin with her recon.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby larenee » Sun Jul 25, 2010 11:17 am

Kroft joins the scouting team. He focuses on the western approach, but circles the entire town (if possible). Keeping to the ruins, using their cover to avoid detection.
Stealth (1d20+10=23)
He carefully observes the disposition of the enemy watchers and guards, trying to get an idea of their capabilities and to confirm the numbers determined earlier.
Perception (1d20+6=24)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Sun Jul 25, 2010 11:26 am

Arpat wrote:Erin scans the location to try to find out if there is something that gives away where the harpy or the werewolf could be.
She holds her hand above her eyes and follows everything she can see, looking for clues (1d20+8=21) when she knows enough she climbs down again and reports every detail
There's no hint of the harpy and cannot make out where this werewolf thing is. The building make it difficult to see everything she would like.
Benji wrote:Laron once again sends Katja into the air to keep surveilance, asking her to help Erin with her recon.

Katja returns to the sky and soars up high. Soon the bird returns and relays to Laron, who then tells you all, nothing really new. two groups of a dozen humanoids at the east and west, a group of six dog-men at the bridge with equipment, a group of four dog-men and a wolf-like creature to the south in the ruined cemetery. There are no signs of lookouts about or on the battle market, it has no windows and only one balcony near the top. She does note that humanoids entering and exiting from the doors of the market.


I'm thinking we have enough detail. says Hargk.

The fades on and the sun soon sets. As Hargk said, the moon is full and bright. While not the best of light to see far, it's well enough that none of you need light to move about.

 OUT-OF-CHARACTER:   
Sorry, I messed you the direction. The Bridge is to the east, so the information remains the same, just that the bridge guard is west, the dozen are north and south, and the quad and the beast are west.
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Torches are lit at each location and the guard posts are easy to see. They seem to be sitting and waiting.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Sun Jul 25, 2010 11:45 am

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So we are crystal clear, could you please clarify the meaning of "G1/3" and the other tags Please? Thank you!!
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Sun Jul 25, 2010 12:06 pm

admin wrote:
 OUT-OF-CHARACTER:   
So we are crystal clear, could you please clarify the meaning of "G1/3" and the other tags Please? Thank you!!

 OUT-OF-CHARACTER:   
Wow. I didn't expect that would be hard to make out, but...

G1 = Group 1 - 3 of the 12 as indicated in the above posts.
G2 = Group 2 - 3 of the 12 as indicated in the above posts.
The Six = The six and equipment at the bridge as indicated in the above posts.
The 4 & 1 = The four gnolls and one creature as indicated in the above posts.

This was all clearly given and explained in the above posts. I don't see why I need to do this, But I'll be sure in the future to to spell every little detail out since it's so hard to follow. :thumb1:

Since that was so hard to figure out, I'll remind you that East is at the top of the map. No, I'm not going to rotate the map. Make due. :D
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Sun Jul 25, 2010 3:08 pm

Erin tilts her head aha, i was looking all wrong... now i know how and why...she peers at the map... so... when are we going to take action and what is the first step?
she looks at Ox THINKING: the planner and then to Laron THINKING: the leader eager to get things going... want me so scout straight ahead? she points to the closest camp north..
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby UnknownDobo » Sun Jul 25, 2010 3:47 pm

Eli traces her finger along the southern ridge to the east untill she gets it closer to the buildings and then slides it north to the bridge and the building at B1.We could almost come up behind the ones on the bridge, hit them from the cover of the buildings. Or are we just going to take on these patrols? If we're going for the bigger groups i'd nominate hitting one of the end groups, that way we can deal with their friends if and when they arrive and it means we aren't likely to get attacked by all three together.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Sun Jul 25, 2010 4:01 pm

Erin
with her finger on the map she points out: maybe a simple strategy of going counterclockwise in killing the guards G1/3 slowly eastwards to B2 then return all the way west check if there are changes and then clockwise the 4 &1 then slowly east on the other side. The six should be the last to take out. They are the only ones that can get reinforcements we dont know about yet. (over the bridge)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Benji » Mon Jul 26, 2010 7:03 am

Laron simply waits and allows the others to make the plans whilst he thinks. Suddenly, he comes up with something. This wolf creature... As it's standing apart from the four guards over there, it might not be part of the group. We should probably assume that it is hostile, but there's a chance it might help us out.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Mon Jul 26, 2010 9:07 am

Humans take too long to decide. These three are separated far enough, Hargk says pointing at the three G1/3. We go, we attack, we get in town. That's it. That's simple. You can't make your minds up on a battle plan, how you humans still able to survive is beyond me. Hargk signals for his gnolls to exit and they promptly depart.

 OUT-OF-CHARACTER:   
I decided enough of this decision making. Since you continue to come up with different plans instead of organizing a single plan, I'm going to start limiting your planning options to a few selections to keep the PbP moving forward. We'll see how that works, and try something else if not.

Also, I'm having trouble saving the campaign now, so with each new map, I'll need to reposition tokens after reloading tokens onto the new map.

You have no light sources with you. You are currently unseen by your target. Hargk has begun getting into position to attack the south west group of three first. You have all followed the gnolls out and are grouped together.

Simi has control of Hargk in combat while the rest of you each have a single gnoll to manipulate. From your position, you can see the other two guard posts.

Remember wrote:The gnolls will not allow themselves to be sacrificed foolishly, but their savagery means they easily fall into violent fights that could very well spell their end. They never flee from a fight once it has been engaged.

Everyone has weapons drawn and ready for use. Single Action Only.

The guards are north of your position. Top of the map is east. That's all the clarifying of the map I will do.


    Round 0, Surprise Round
  1. Ox + Gnoll 5 <--- At Bat
  2. Simi + Hargk <--- At Bat
  3. Kroft Gypsum + Gnoll 3 <--- At Bat
  4. Erin Ookapala + Gnoll 2 <--- At Bat
  5. Guards <--- No Action
  6. Elisandra + Gnoll 1 <--- At Bat
  7. Laron Jilliet + Gnoll 4 <--- At Bat
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Mon Jul 26, 2010 9:44 am

Erin grins THINKING: finally action and goes stealth to move into positon to attack from 'behind' (1d20+13=24)
she moves to Hargk “Hargk, i'll attack them from behind, the will focus on me, turn around, you attack them when they are distracted by me”
Without waiting she moves as fast as she can covered by darkness to get behind the enemy. (moving around the guards and then move in from BI -5 or so)
Last edited by Arpat on Mon Jul 26, 2010 3:11 pm, edited 1 time in total.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby tdsprouse » Mon Jul 26, 2010 10:13 am

Simi and Hargk (acknowledging Erin) both move directly forward at half speed, as quietly as possible.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Mon Jul 26, 2010 12:42 pm

(Single action only - as silently as possible)
Ox moves to BK34, his bow at the ready
Gnoll #5 moves to BJ34
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby larenee » Mon Jul 26, 2010 10:46 pm

With his bow at the ready, Kroft sneaks northwest, to BP-30, allowing the main group to draw the enemy's attention.
Stealth at 30 ft speed (1d20+10-5=15)

G#3 moves straight forward, to BH-33, with the bulk of the group.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby UnknownDobo » Tue Jul 27, 2010 4:32 pm

Eli and the g1 follow with the rest of the group. Advancing slowly to allow people to get into positions.

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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Wed Jul 28, 2010 7:14 am

Erin still using stealth moves to BI 5 (from behind) and attacks the guard from behind
sneak + full attack guard 1 with dagger + sneak attack second attack with dagger (1d20+4=24, 1d3+2=4, 1d6=4, 1d20+4=19, 1d3+1=2)
confirm crit attack 1 = confirm roll attack 1 (1d20+4=7) not confirmed
confirm crit attack 2 = attack 2 (19) confirm crit (1d20+4=20) confirmed

attack 1 = 24 / dmg 4 + sneak dmg 4 = 8 dmg | attack 2 = 19 / dmg 2 x2 = 4 for a total dmg: 12
she knows that when she attacks the others will attack too and that the surprise will be complete for these guards who presumably look to the outside of the city to locate enemys.

//OOC: After reading some articles: i think i can't make a FULL attack when i am sneaking up behind a target? Unless i could have sneaked up to the intended square without bieng noticed... So that would make my initial strike 4+4 = 8 dmg. Or am i interpreting it wrong?
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Wed Jul 28, 2010 9:46 am

 OUT-OF-CHARACTER:   
Round 0 is still not complete. Waiting on Laron.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby admin » Wed Jul 28, 2010 10:43 am

 OUT-OF-CHARACTER:   
Arpat wrote://OOC: After reading some articles: i think i can't make a FULL attack when i am sneaking up behind a target? Unless i could have sneaked up to the intended square without bieng noticed... So that would make my initial strike 4+4 = 8 dmg. Or am i interpreting it wrong?

You are incorrect on two counts: First, we are in round zero (Surprise round). The rules for the Surprise Round are covered here. Second, for the Full attack, you can't move more then 5' if you do a Full Attack (unless you have a special ability like Pounce). This is explained here.
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Arpat » Wed Jul 28, 2010 11:06 am

//ooc i read the parts, but for me it's not always logical - i wasn't aware that we where in round 0. I thought that the surprise round would start as soon as someone initiated something that actually would end up in detection or combat. As Erin just did - or tried to do... I was under the impression that i would sneak around (which is a lot of squares to move) then position myself at the edge of light, initiate combat by surprising the guard(s), enable the other party members to attack the guards when they are surprised. and aying attention to erin. As i see it would be just as easy to do a frontal assault. I guess i think to much :-)
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Re: LoF: The Carrion King; Day Six - Taking Back Kelmarane

Postby Duniagdra » Wed Jul 28, 2010 11:52 am

Arpat wrote://ooc i read the parts, but for me it's not always logical - i wasn't aware that we where in round 0. I thought that the surprise round would start as soon as someone initiated something that actually would end up in detection or combat. As Erin just did - or tried to do... I was under the impression that i would sneak around (which is a lot of squares to move) then position myself at the edge of light, initiate combat by surprising the guard(s), enable the other party members to attack the guards when they are surprised. and aying attention to erin. As i see it would be just as easy to do a frontal assault. I guess i think to much :-)

 OUT-OF-CHARACTER:   
Being that you're all within ranged distance, you are in combat round. That's one action per round. The surprise round continues until the guards see you, or you attack.
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