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Dain's King Maker Chronicles

Game Master dain120475

Introduction

This is the Kingmaker Campaign, yet it is filled with many deviations from the boxed set. The "Campaign Information" page is meant as a quick resource to help sum up the thousands of posts quickly.


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Kyton-spawn Tiefling Evolutionist Summoner 7 (Noble) (Init +1 / F +7 R +4 W +7 / Perc. +11 / AC 14 /HP 53

Heading to bed. Night all.


Arasmes ibn'Fayad wrote:
Heading to bed. Night all.

Night, dude!

Does anyone want to NPC Shae? I kind of want to do more then 1 round per night...

FYI - Since Ras's final elemental didn't attack this round - does anyone want to roll for him?


Female Aasimar Druid 7 (Noble)

The remaining Water Elemental transforms itself into a whirlwind (standard action) (undertaking a Vortex special attack) to trap/slow the dire crocodile down.

A creature that comes in contact with the whirlwind must succeed on a Reflex save DC 15 (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.

Damage this round if Dire Crocodile doesn't succeed on reflex save: 1d6 + 5 ⇒ (3) + 5 = 8


HP: 47 AC: 14 Hexblade 5

the elementals appear, but he still gets a full round of actions

Clari just lost her spell, and not wanting to use her limites magic so early in the day she enchants her blade swift action with her arcane pool, and readies an action to attack when the beast closes in.

Readied action:

Attack
1d20 + 9 ⇒ (20) + 9 = 29
for
1d6 + 6 ⇒ (4) + 6 = 10

Confirmation
1d20 + 9 ⇒ (20) + 9 = 29
for
1d6 + 6 ⇒ (4) + 6 = 10


Ariarh Kane wrote:

The remaining Water Elemental transforms itself into a whirlwind (standard action) (undertaking a Vortex special attack) to trap/slow the dire crocodile down.

A creature that comes in contact with the whirlwind must succeed on a Reflex save DC 15 (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.

Damage this round if Dire Crocodile doesn't succeed on reflex save: 1d6+5

Okay - Reflex Save -

1d20 + 8 ⇒ (19) + 8 = 27

Heh - could have been a "to hit" roll, right?


HP: 47 AC: 14 Hexblade 5

triple threat?
1d20 + 9 ⇒ (12) + 9 = 21
for
1d6 + 6 ⇒ (1) + 6 = 7

Never used those before


Clari Miali'ahel wrote:

triple threat?

1d20+9
for
1d6+6

Never used those before

Meh - I got no worries, right? It's a little tough - so, yeah...


Male commoner 1

Posting for Shae?

Shoots at the Crock as not to burn magic this round...
1d20 + 4 ⇒ (7) + 4 = 11
for
1d8 ⇒ 2

i think these numbers are correct...

anyway, as he fires off his ineffectual shot into the rain, Shaezon directs the elementals in a south-western course, getting the boat almost directly south of the creature and about 40 feet from it in order to maneuver around the creature.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:


Okay - Reflex Save -

1d20+8

Heh - could have been a "to hit" roll, right?

Not that this is going to make any difference (to the previous reflex save which goes down by 1) but following the rules on the spell as I have read it. Arasmes cast Slow on the dire croc last round and the dire croc didn't succeed its will save (DC was 18 and croc only got 17). Thus, an affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The duration of the spell is 6 rounds, so I am supposing the dire croc will need to make a new will save each round, in addition to the penalties?


Ariarh Kane wrote:
Dain GM wrote:


Okay - Reflex Save -

1d20+8

Heh - could have been a "to hit" roll, right?

Not that this is going to make any difference (to the previous reflex save which goes down by 1) but following the rules on the spell as I have read it. Arasmes cast Slow on the dire croc last round and the dire croc didn't succeed its will save (DC was 18 and croc only got 17). Thus, an affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The duration of the spell is 6 rounds, so I am supposing the dire croc will need to make a new will save each round, in addition to the penalties?

Indeed - with luck, wits, skill - and a hell of a lot of elbow grease - you just might make it to the island! Remember - you're over half way there, so, like - only a mile away!


Male commoner 1

new save for what?
Not slow, that hit the creature, so he's slowed for the 6 rounds. simple and sweet unless that's not the save you were referring to


Creature dives deep under water - you can no longer see it - no doubt it probably just swam away...


Female Aasimar Druid 7 (Noble)
waiph wrote:

new save for what?

Not slow, that hit the creature, so he's slowed for the 6 rounds. simple and sweet unless that's not the save you were referring to

No, that was the save I was referring to. I wasn't sure if it was as simple as the full 6 rounds. Thanks for clarifying, Waiph.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

Creature dives deep under water - you can no longer see it - no doubt it probably just swam away...

How come the creature goes before Brett as Brett is before the dire croc in initiative order? Or is Brett still holding action at this point?


Okay - now - what's the plan?

If you have Shae's elementals doing their thing - you can now push 60 feet a round - for 8 more rounds - which means you'll nail - shall we say 500 feet (why not?)

Unless anything happens between then and now - no sign of the croc

.... though you do hear a tic-tock...


Ariarh Kane wrote:
Dain GM wrote:

Creature dives deep under water - you can no longer see it - no doubt it probably just swam away...

How come the creature goes before Brett as Brett is before the dire croc in initiative order? Or is Brett still holding action at this point?

Brett is holding a spear - his black powder won't do much in the rain and the water - he's got it in his satchel, sadly. So he is just holding action - and seriously praying that everything goes great!


Female Aasimar Druid 7 (Noble)

Ry's cries out, "Where did it go? Can anyone see it?"

She looks down into the water, trying to discern a shape or shadow (of the dire croc) 'neath the choppy waves and then toward the island about a mile away.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

"We need to get to shore quick! I don't want it to surprise us from under the sailboat!"

Holds action until she knows more.


”Is that it? Is that all? Is it – is it finished?” Brett calls out over the chop and rain!

Shae’s elementals now fade out…

You’re now back to a nice cruising speed of 20 feet a round… Luckily the island is only 5,000 feet away!

da-dum

”What was that?” Brett calls out nervously…

da-dum

da-dum

”Oh for gods’s sake!” Brett roils, gripping the beat ups spear badly…

It has now been another two minutes – you’re all desperately looking around you – with no other options or suggestions – you are free to make a perception check – the light spells still active in the chop…

Brett’s Perception –

1d20 + 11 ⇒ (10) + 11 = 21


Croc's Stealth Check -

1d20 + 8 ⇒ (8) + 8 = 16


Female Changeling - Osirion Cleric 4/Oracle 3

Isani, trying to keep the sails in the right place as the water elementals pushed them faster toward the island, hears the Lady Ariarh's question and scans her eyes toward the shore/island, unable to really see down into the water from her position at the centre of the sailboat where the mast is situated.

Aid to Ariarh re Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Isani holds action for now.


"For gods's sake - look out!" Brett calls out!

A massive dark shape is charging the boat - but it is apparently aiming the charge at the bottom of your boat!

You have the surprise round gang - if you have any spells - be my guess!


Female Aasimar Druid 7 (Noble)

Ariarh in Aquan commands Arasmes single water elemental to dive and charge the dire crocodile who is trying to charge up under the boat.

Water elemental slam attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Okay, I'm presuming the water elemental can fight under water ... if I'm wrong, my apologies.


Ariarh Kane wrote:

Ariarh in Aquan commands Arasmes single water elemental to charge the dire crocodile who is trying to charge up under the boat.

Water elemental slam attack: 1d20+7
Damage: 1d6+5

Okay, I'm presuming the water elemental can fight under water ... if I'm wrong, my apologies/

Though that missed - does anyone else wish to attack?


Female Aasimar Druid 7 (Noble)

How far from the bottom of the boat is the dire croc currently?


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1

not much I can do here...

how long would we have been sailing slowly, and did we not have time to re-summon elementals to keep pushing us?

Shield is still active, and Clari's got nuthin useful.

Raz could try summoning more elementals?


Ariarh Kane wrote:
How far from the bottom of the boat is the dire croc currently?

Oh - it's coming - you can hold actions as soon as it's in range!

It will be hitting the hull in about this round...


Ka'etil Malas'rae wrote:

not much I can do here...

how long would we have been sailing slowly, and did we not have time to re-summon elementals to keep pushing us?

Shield is still active, and Clari's got nuthin useful.

Raz could try summoning more elementals?

You totally had time to do so - including now - you may make your move - retcon whatever elemental you like! Just keep tabs on it...


Ka'etil Malas'rae wrote:

not much I can do here...

how long would we have been sailing slowly, and did we not have time to re-summon elementals to keep pushing us?

Shield is still active, and Clari's got nuthin useful.

Raz could try summoning more elementals?

Raz would have to dismiss his first one - but he could totally do that - just retcon for him, if you want

Good hunting!

Sorry I'm a little punchy - I got 3 hours of sleep last night, so I'm not at full capacity tonight :(


Female Aasimar Druid 7 (Noble)

Arasmes dismisses the previous, sole remaining water elemental and summons (SMIII) 1d3 ⇒ 2 new small water elementals and instructs them to push the boat fast toward the shoreline!

Keeping tabs on the # of summonings: 4/9


Male commoner 1

K and clari hold action.

Think the elementals may have been better off just getting in the way of the Crock to block its charge, but dunno.

lets see what happens next...


Ariarh Kane wrote:

Arasmes dismisses the previous, sole remaining water elemental and summons (SMIII) 1d3 new small water elementals and instructs them to push the boat fast toward the shoreline!

Keeping tabs on the # of summonings: 4/9

Ras - if I know him - will keep these puppies out for a total of the whole 6 minutes.

As they can go 60 feet - at the end of 6 minutes - he will have gone a total of 3,600 feet - plus you had 500 feet previously - HOWEVER - the time between when Shae's elemental's fade out - and the time when you saw the croc charging was a total of 280 feet - for a total of:

4,380 feet -

Less then 1,500 feet from the shore!

Huzzah - provided this croc doesn't have a swim speed of 30 and do a double move - you should be great!


Male commoner 1

Kae and clari ready actions to attack if it gets into their range. Kae has reach, which factors in to what is in range.


M Elf Spellbinder Conjuration (teleport) Wiz 2

Readied action to cast a spell on the crock should it get within 40' (Charging or no)

Chain of Perdition:

School: evocation [force]
Level: cleric 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S, M/DF (chain link)
Range: close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. chain
Duration: 1 round/level (D) (D)
Saving Throw: none
Spell Resistance: yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).

The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.

As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.

If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.


Female Changeling - Osirion Cleric 4/Oracle 3

Since she previously held action, she now takes her turn, hoping to give them a little time so they could travel the last 1500ft to the shore,

She directs her spiritual weapon (magical scimitar) toward the dire croc and attacks for a second time:

Attack 2/3: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Well, that was uneventful. Got to love rolling those 2's.


Ry - make a knowledge nature check please...

(this is a free action, by the way)


Female Aasimar Druid 7 (Noble)

Knowledge, Nature: 1d20 + 10 ⇒ (10) + 10 = 20


Ariarh Kane wrote:
Knowledge, Nature: 1d20+10

Ry - your mind quickly tacks course back to the conversation with Robert Tyrell - his theory about such a aquatic guardian - how it may have left the lake to find new food source - it seemed fairly reasonable...

Yet it seems that the data may be incorrect - the croc is hot on your tail!

Still - if you were master of this island - and you wanted to force a Dire Crocodile to ravenously patrol the lake - desperate to eat anything that comes in the water - risking its very life simply to devour anything in the water, and pursuing you with all speed, despite the fact that you have used magic on it...

Odd that it would follow you so... shall we say... ravenously?

Further - it had little interest in the water elementals - it didn't bother to pursue the one that you left behind - it instead followed you directly...

This creature can't be that smart - why you specifically - why not the other thing in the water - the water elemental - and why you?

It's almost like he has a true hunger for your party for some reason...

Other then that - Ry - no doubt you'll have to use your wits - hope the above information was food for thought!


Female Aasimar Druid 7 (Noble)

"See how it pursues us so relentlessly, like an instinctual drive? Robert Tyrell mentioned to us how the water guardian may have left the lake to find new food source or risk dying of hunger. What if he is starving and he is solely after us as we are fresh meat he could eat and satisfy his hunger? He did not pursue Arasmes' lone elemental and if it were just about the battle or the protection of the island, it would have. Anyone have anything they could toss overboard, any beef, chicken or elk preferably, to at least waylay his attention, slow him down whilst we get to the shore?"


M Elf Spellbinder Conjuration (teleport) Wiz 2

"I didn't bring my elk with me today i'm afraid. Cant you summon something substantial that it would attack not knowing that the summoned creature will vanish before it dies?" Shae yells over the roar of the storm.


Female Aasimar Druid 7 (Noble)

Dior is a great hunter but in the current storm and with all the mists, is it plausible to send him out in search of livestock or forest creatures to bring back as fresh tidbits for the dire croc?


Female Aasimar Druid 7 (Noble)

"I could, but it may take me a little time one round casting, and I don't know if the creature will wait until I conjured and served him a magical delicacy or enticement. I can try."


Ariarh Kane wrote:
"See how it pursues us so relentlessly, like an instinctual drive? Robert Tyrell mentioned to us how the water guardian may have left the lake to find new food source or risk dying of hunger. What if he is starving and he is solely after us as we are fresh meat he could eat and satisfy his hunger? He did not pursue Arasmes' lone elemental and if it were just about the battle or the protection of the island, it would have. Anyone have anything they could toss overboard, any beef, chicken or elk preferably, to at least waylay his attention, slow him down whilst we get to the shore?"

Hmm... Ry - if that theory is correct, well - water elementals would smell like... well - water! And they would not smell like... blood... Do you have anything that can... bleed? Croc's can smell blood - so I've heard.


Ariarh Kane wrote:
Dior is a great hunter but in the current storm and with all the mists, is it plausible to send him out in search of livestock or forest creatures to bring back as fresh tidbits for the dire croc?

Of course - but, as you are 1,000+ feet from the nearest shore - it may take you a while...

That said - also - it seems odd that the Croc never bothered to forage for its own food on the island...

Meanwhile - the Croc is charging up -

Shae - you want to make your held action - please do so, the creature is ready to plow into the hull of your boat!

If it does - well; I hope you can swim - AND are resistant to being swallowed!


Female Aasimar Druid 7 (Noble)
Dain GM wrote:
Ariarh Kane wrote:
"See how it pursues us so relentlessly, like an instinctual drive? Robert Tyrell mentioned to us how the water guardian may have left the lake to find new food source or risk dying of hunger. What if he is starving and he is solely after us as we are fresh meat he could eat and satisfy his hunger? He did not pursue Arasmes' lone elemental and if it were just about the battle or the protection of the island, it would have. Anyone have anything they could toss overboard, any beef, chicken or elk preferably, to at least waylay his attention, slow him down whilst we get to the shore?"
Hmm... Ry - if that theory is correct, well - water elementals would smell like... well - water! And they would not smell like... blood... Do you have anything that can... bleed? Croc's can smell blood - so I've heard.

Okay, so I'm stuck and if anyone in my party has some great idea about where to find blood to entice the croc then I am all ears. Unless, I kill one of my companions and throw them overboard but that isn't such a good act ... and Ry is good. I could cut Dior and have him fly away from us and let his blood drip into the lake (enough for the scent to draw the croc away) and then heal Dior afterward, but I don't want him getting too weak and bleeding out. But maybe if I cut him right that he bled but it didn't kill him ... I'm out of ideas.

Shouting over the sound of the storm, "The scent of blood will draw the creature!"


M Elf Spellbinder Conjuration (teleport) Wiz 2

As the creature gets close Shaezon says an arcane word and ...

Concentration check 1d20 + 10 ⇒ (13) + 10 = 23

... WIth an arcane gesture a chain of force energy springs to life and wraps around the croc.

WIth obvious mental effort Shae attempts to entangle the creature

CMB 1d20 + 10 ⇒ (19) + 10 = 29

...Which should be sufficient to keep it from properly attacking the boat


M Elf Spellbinder Conjuration (teleport) Wiz 2
Ariarh Kane wrote:


Okay, so I'm stuck and if anyone in my party has some great idea about where to find blood to entice the croc then I am all ears. Unless, I kill one of my companions and throw them overboard but that isn't such a good act ... and Ry is good. I could cut Dior and have him fly away from us and let his blood drip into the lake (enough for the scent to draw the croc away) and then heal him afterward, but I don't want him getting too weak and bleeding out. But maybe if I cut him right that he bled but it didn't kill him ... I'm out of ideas.

the Dior idea is pretty good if You can get him to cooperate. Of course there is also the bloody cloth that Shae has been coughing into for the last few weeks due to the whole "tree in his lung" thing. Of course he cleans the cloth, but it would have blood from today and cleaning it may not totally remove the scent. Just a thought that hasn't occurred to Shae since he rolled poorly on nature.


Female Aasimar Druid 7 (Noble)

Heal check (to determine the right way to cut a creature so they bleed but not bleed out or weaken drastically and die from loss of blood): 1d20 + 10 ⇒ (16) + 10 = 26

***

Not wanting to divulge Shaezon's condition but currently having no choice as whispers were not practical during a storm, she shouts out to him, "Shazeon, my apologies, but do you still have your kerchief, mayhap it could be useful for its bloody scent."


Kyton-spawn Tiefling Evolutionist Summoner 7 (Noble) (Init +1 / F +7 R +4 W +7 / Perc. +11 / AC 14 /HP 53

Hearing the discussion going on above the wind Arasmes concentrates for a moment before finishing the discussion for them. Calling out across the planes, Arasmes taps into the natural prey cycle of the wild and brings forth a succulent meal for the croc. Summon Monster Spell like ability summoning an Aurochs for it to chow down on.


Kyton-spawn Tiefling Evolutionist Summoner 7 (Noble) (Init +1 / F +7 R +4 W +7 / Perc. +11 / AC 14 /HP 53

Aurochs just fyi.


M Elf Spellbinder Conjuration (teleport) Wiz 2
Ariarh Kane wrote:

Heal check (to determine the right way to cut a creature so they bleed but not bleed out or weaken drastically and die from loss of blood): 1d20+10

***

Not wanting to divulge Shaezon's condition but currently having no choice as whispers were not practical during a storm, she shouts out to him, "Shazeon, my apologies, but are you still coughing up blood? Where is the kerchief you use to soak up the blood, mayhap it could be useful for its bloody scent."

SHae reaches into a pocket and draws forth the handkerchief and hands it to Ariah.

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