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Kingmaker Solo Campaign

Kellermyre swings his morningstar in a broad stroke. It connects with a heavy thud against the head of the boarder at the top of the gangplank, who drops. Being unconscious and unable to grab onto something, the poor fool slowly slips over the edge of the gangplank and into the water. Not wanting to be pin-cushioned by the others, Kellermyre sidesteps and ducks behind the rail to get a bit of cover.

As Shari comes back up the stairwell, "Keep down, the rest got crossbows." She stays low as she moves to the rail's edge and pulls out a crossbow of her own.

[sblock=actions]
Kellermyre std: Morningstar attack (1d20+2=17) for damage (1d8+2=6), 5' step
Shari: move on deck, move action to draw her crossbow. [/sblock]
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Kellermyre Stormforge * Shari de Leye [sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3

Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 5, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Purify Food/Drink, Stabilize
1st Level: Bless, Bless, Longstrider (D)

Effect: Liberty's Blessing: Reroll 1 save, 8 rounds
Weapon in hand: morningstar and shield[/sblock][sblock=Shari mini-stats]Shari de Leye Move 20', Lowlight 60', Init +3, Perception +6, Sense Motive +0
HP: 8, AC 16, Touch 12, FF 14; Fort +1, Reflex +1, Will +2, +4 vs. Illusion

Club +1, 1d4
Lt. Crossbow, +2, 1d6
Dagger +2, 1d4

Special: Shift 5' 7/day, Summoner's Charm
Daily Spell-like: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Cantrips: Dancing Lights, Prestidigitation, Umbrella
1st Level: Grease, Color Spray, Sleep, Bonded Spell

Weapon in hand: crossbow
[/sblock]
 

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The two thugs in the water curse as their compatriot practically lands on top of them. One of snarls angrily and swims toward a mooring line with the intent of pulling himself up on board. Courage seems to have deserted the other swimmer -- or perhaps he's simply a better tactical thinker. He heads toward one of the ladders hanging off the dock into the water. Meanwhile, three more bolts fly out of the darkness, thudding into the wood around you.

[sblock=GM]One thug dead. One in the water and probably coming over the railing next turn or the turn after. One moving back to the dock/shore and out of the water next turn or the turn after. Three in cover on the dock firing at you. All missed.[/sblock]
 

Shari takes a shot at one of the crossbowmen on the dock, but the bolt misses, sticking in a crate in front of him. Kellermyre moves over next to the mooring line the boarder is climbing and readies to knock him back in the water.
[sblock=actions]Shari: std Crossbow shot (1d20+2=12) misses, move: reload
Kellermyre: move to intercept climber, Readied attack with morningstar (1d20+2=16) hits, morningstar damage (1d8+2=10) [/sblock]
Kellermyre_Stormforge_headshot.png
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Kellermyre Stormforge * Shari de Leye [sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3

Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 5, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Purify Food/Drink, Stabilize
1st Level: Bless, Bless, Longstrider (D)

Effect: Liberty's Blessing: Reroll 1 save, 7 rounds
Weapon in hand: morningstar and shield[/sblock][sblock=Shari mini-stats]Shari de Leye Move 20', Lowlight 60', Init +3, Perception +6, Sense Motive +0
HP: 8, AC 16, Touch 12, FF 14; Fort +1, Reflex +1, Will +2, +4 vs. Illusion

Club +1, 1d4
Lt. Crossbow, +2, 1d6
Dagger +2, 1d4

Special: Shift 5' 7/day, Summoner's Charm
Daily Spell-like: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Cantrips: Dancing Lights, Prestidigitation, Umbrella
1st Level: Grease, Color Spray, Sleep, Bonded Spell

Weapon in hand: crossbow[/sblock]
 

The brave thug manages to get an arm over the gunwale before your morningstar pulps his head and sends him splashing back into the water. The other swimming thug grabs hold of a ladder off of the wharf and starts pulling himself out of the water onto the dock. Another three bolts fly toward the ship, one of which grazes your neck not too far from the jugular. An inch over, and it would have been ugly. With the projectiles flying around him, your captive is panicking and shouting to be released.

Peet pokes her head out from belowdecks. "Grumpy's right behind m-- bloody hells!" she says, ducking a stray bolt.

GM: Peet is available this round. The thug on the ladder is flatfooted. You could get to him with a double move for an AoO, but it would leave you in the open and there's the issue of the greasy gangplank. You could attempt a jump down to the dock, however.
 

Shari reloads and goes for the easier target of the one on the ladder with his back to her. Shooting, she strikes, just wounding him. Peet moves to the rail beside her, shortbow in hand. She fires, but the arrow goes into the water below instead of the climber. Kellermyre decides to repair some of the damage he has taken while waiting for the grumpy one to get up within buffing range.
[sblock=actions] Shari: move to reload, std to crossbow shot at flat footed climber (1d20+2=13) doing damage (1d6=2)
Kellermyre: move to duck if needed, std to channel healing (1d6=2)
Peet: move to rails edge, std to fire shortbow attack (1d20+3=7) miss
[/sblock]
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Kellermyre Stormforge * Shari de Leye . Wholesome Peet . .
[sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3

Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 7/9, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Purify Food/Drink, Stabilize
1st Level: Bless, Bless, Longstrider (D)
Channels: 1d6, 5/6 per day available

Effect: Liberty's Blessing: Reroll 1 save, 7 rounds
Weapon in hand: morningstar and shield[/sblock][sblock=Shari mini-stats] Shari de Leye Move 20', Lowlight 60', Init +3, Perception +6, Sense Motive +0
HP: 8/8, AC 16, Touch 12, FF 14; Fort +1, Reflex +1, Will +2, +4 vs. Illusion

Club +1, 1d4
Lt. Crossbow, +2, 1d6
Dagger +2, 1d4

Special: Shift 5' 7/day, Summoner's Charm
Daily Spell-like: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Cantrips: Dancing Lights, Prestidigitation, Umbrella
1st Level: Grease, Color Spray, Sleep, Bonded Spell

Weapon in hand: crossbow
[/sblock][sblock=Peet]Peet, Move: 30', Darkvision 30', Init: +3, Perception: +4, Sense Motive: +1

Energy Resistances: Cold 5, Electricity 5, Fire 5
HP: 9/9, AC: 16, Touch 13, FF 13, Fort +2, Ref +5, Will +1, CMB +2, CMD 15,

Melee: Shovel (+3/1d8+7/20x3) ??
Ranged: Shortbow (+3/1d4+3/20x2, 20ft.) ??

Special: Know direction at-will.
[/sblock][sblock=ooc]I can't figure out either of Peet's weapons from your original post of her. I think the shovel should be +3 to hit, +3 damage or +2 to hit with Power Attack and +6 damage. I don't see where improvised weapons get x3 crit modifiers. The shortbow just looks wrong too. And, 30' for darkvision? Shouldn't that be 60'? Also curious about know direction as her spell-like.[/sblock]
 

Shari's crossbow attack is more than enough for the climber, who bolts for the darkness of an alleyway. It doesn't seem as though he'll be coming back.

The other thugs continue firing from the darkness, although you can hear something that sounds like a whispered conversation about tactics. It seems as though the remaining thugs are debating whether it's acceptable to light their bolts or not. The unlit bolts that they're firing all go wide.

[sblock=OOC]Your stats for Peet look right. I'm not sure what I sent you originally, but I suspect it had some copypasta errors.[/sblock]
 

As soon as Udar gets up within sight, Kellermyre lets loose with a burst of energy intended to improved the odds of being victorious in this skirmish. Shari reloads again and fires again at one of the crossbowmen hiding behind a barrel. Even though only the top of his head is sticking out, she nails her target and the man slumps over. Peet takes another shot, but is not sure if she hit a man or a crate. Udar gets topside and looks out, "Well squire, where are they?"

[sblock=actions] Kellermyre: cast Bless
Shari: move to reload, std to crossbow attack (1d20+3=20) hits, damage (1d6=6)
Peet: std to fire shortbow shot (1d20+4=15) hits partial cover, possible damage (1d6=1)
Uder: move to get deckside, free talk
[/sblock]
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Kellermyre Stormforge * Shari de Leye . Wholesome Peet . . Uder Gormengeist
[sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3

Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 7/9, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Purify Food/Drink, Stabilize
1st Level: Bless, Bless, Longstrider (D)
Channels: 1d6, 5/6 per day available

Effect: Liberty's Blessing: Reroll 1 save, 6 rounds, Bless 10 rounds
Weapon in hand: morningstar and shield[/sblock][sblock=Shari mini-stats] Shari de Leye Move 20', Lowlight 60', Init +3, Perception +6, Sense Motive +0
HP: 8/8, AC 16, Touch 12, FF 14; Fort +1, Reflex +1, Will +2, +4 vs. Illusion

Club +1, 1d4
Lt. Crossbow, +2, 1d6
Dagger +2, 1d4

Special: Shift 5' 7/day, Summoner's Charm
Daily Spell-like: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Cantrips: Dancing Lights, Prestidigitation, Umbrella
1st Level: Grease, Color Spray, Sleep, Bonded Spell

Weapon in hand: crossbow
[/sblock][sblock=Peet]Peet, Move: 30', Darkvision 60', Init: +3, Perception: +4, Sense Motive: +1

Energy Resistances: Cold 5, Electricity 5, Fire 5
HP: 9/9, AC: 16, Touch 13, FF 13, Fort +2, Ref +5, Will +1, CMB +2, CMD 15,

Melee: Shovel (+3/1d8+2/20x2)
Ranged: Shortbow (+3/1d6/20x3, 60ft.) ??

Special: Know direction at-will.
[/sblock]
 

One of the thugs keels over backwards with a half-sized crossbow bolt sticking out of his windpipe. Seeing that they're thoroughly outnumbered, the remaining two bolt for the alley. For the time being, combat seems to be over.

The gnome looks a little green. "Did I ... is he dead?"

Uder snorts. "If by 'dead' ye mean a quart low and not breathing, then in me expert medical opinion, I'd say yes, he's rather in the way of being dead. Deceased, ye might say. Offed. Kaputski. Ye've shuffled him off the mortal coil, right proper. That there be an ex-thug." He lights his pipe and takes a few puffs. "'Twere a nice shot, though."

Peet glares at the dwarf. "You're an ass."

Uder shrugs. "I been soldiering for longer than you've been walking, Red. You know how many young ones I've seen take their first blood?" To Shari he adds, "Come down into the mess hall, lass ... er, gallery. Galley? Eh, whatever the hells these sailor-boys call the place ye eat at. I'll pour you a mead or three and tell you some stories."
 

Looking at the callous Uder, "Well, your rather damn lazy. They ain't quite dead yet, well her's at least." Looking back to Shari, "Living things like to gurgle a bit before kicking off completely. Ungrease the gangplank and I might be able to save that last one. Those breathing water, well, too bad for them."

She gets busy dismissing her spell, and Kellermyre moves down quickly to throw a stabilize spell from a distance. "Come on."

"Eh, still breathing. Okay. They attacked, they lost. Strip him to his underwear and tie him to the dock. Can't let good armor go to waste." Kellermyre goes over to the ladder and tries to fish out the two floaters. If successful, he will loot them as well and leave their bodies next to the unconscious one. "Use a bit of that one's blood and leave a message on the plank. 'Theifs failed" Make sure to spell it the way they like in this port."

Once they have laid out the attackers, looted them and returned to the ship, "Well dear, you can show compassion and mercy after a battle, but NEVER during. They were here to kill you. Thank the gods they failed today. As it is, if this port is true to its nature, the constable will probably kill off that last one anyways. His problem, not ours."

Kellermyre_Stormforge_headshot.png

Kellermyre Stormforge
 

Uder ambles down the gangplank and watches the rescue with mild interest. "I'd've let the wee gel have her kill. It was a good shot, and he's not likely to get anything near so clean from the rest around here." Suddenly, the dwarf draws his war-axe and moves to a defensive position. A moment later, you also see the light of approaching torches coming around a bend in the road. Peet slips into the shadows, and Shari glances at you and retreats up the gangplank.

As the lights approach, you can hear muttered conversations. When the torches finally round the bend, what comes into view is the entire crew of the boat being escorted by a selection of rough-looking men. Most of the sailors appear to be at least partially drunk, and one is actually being carried on a stretcher.

Their chaperones are fairly heavily armed, but their weapons remain in their sheaths. For the most part, they ignore you and simply begin ushering the sailors up the gangplank and back onto the boat. The sailors are clearly unhappy with the state of affairs, but aside from some very quiet grumbling about having their evenings cut short, none of them argue, which suggests that the pecking order has already been clearly established, and the crewmen have found themselves at the bottom of it.

While the sailors are shuffling on board, a female halfling (who seems to be in charge of the operation) and one of the chaperones pause to examine your unconscious prisoner of war. "Know him?" the halfling asks.

"Don't know the name, but I do know the face. Runs with an independent bunch of wharf rats on the south side, I think. He's not one of King's."


The halfling snorts. "So King's trying to cover his tracks, and this is the best he could do? How utterly pathetic." After a moment, she looks up and acknowledges your presence. "Mister Stormforge, I presume? I represent Mister Cato of the Western Sea Syndicate. He understands that you have a ... friend of his on board. Since we're here already, we thought we might escort him safely back home." She smiles sweetly at you, but it doesn't reach her eyes at all. Despite her size, she suddenly seems very, very dangerous.

"What in the blue hells is going on?" Uder mutters.


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. . . ???? . . . . . . Uder Gormengeist .
 
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Into the Woods

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