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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Female Changeling - Osirion Cleric 4/Oracle 3

Knowledge, Local (to aid): 1d20 + 8 ⇒ (20) + 8 = 28


1d20 + 4 ⇒ (7) + 4 = 11


Do you speak the Common tongue?

Knowledge Local aid 1d20 + 12 ⇒ (17) + 12 = 29


Watching the creature go berserk he says So that's a no to speaking common then?


Female Aasimar Druid 7 (Noble)

Ariarh makes her way carefully and calmly to the cage holding the gorilla "beast man" and tries to calm him down.


Female Aasimar Druid 7 (Noble)

Ariarh hearing the communication between the other imprisoned creature and Shaezon decides to climb the ladder and speak to the caged creatures.

Tries to calm down the creatures with her calm speech and manner,

"I seek peace. We are not here to harm you."

Ariarh's diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19


Female Aasimar Druid 7 (Noble)

"I am an Aasimar, my people have a celestial bloodline. We are here to find friends and to defeat the enemy on this island. Why have you been imprisoned?"


1d20 + 11 ⇒ (14) + 11 = 25


Female Changeling - Osirion Cleric 4/Oracle 3

Isani holds onto her ankh, and prays to the great Everlight and channels a healing energy burst toward the creatures and Kae, Channel Energy # 2: 2d6 ⇒ (4, 6) = 10, hoping they feel the divine cleansing and repairing of the Light.


Female Changeling - Osirion Cleric 4/Oracle 3

Diplomacy with creatures: 1d20 + 12 ⇒ (6) + 12 = 18


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

Diplomacy
1d20 + 9 ⇒ (11) + 9 = 20

while demonstrating the healing


Female Changeling - Osirion Cleric 4/Oracle 3

Ariarh hands the dragon amulet to Isani so she can wear the amulet and channels energy two more times toward the creatures and Kae,

Channel Energy # 3: 3d6 ⇒ (4, 1, 6) = 11 heal
Channel Energy # 4: 3d6 ⇒ (6, 3, 4) = 13 heal

Leaving her 5 more channels this day.

Isani takes off and hands back the amulet to the Lady Ariarh, thanking her for the gift/use of it.


Shaezon - quick recap -

If the party explores the length of the room, at the end of the tunnel they observe four more “prisoners” – these prisoners are 1 “Gorilla Man” – alive; 2 Chimp’s Alive – and 1 Dead Gorilla. The dead one is female – the others are male.

The Gorilla is a named Grod (roughly 25 years in human).

The weaker of the two Chimps – the younger is – Dhoj (roughly 20 years human) – the leader is named Khang. Khang is the most senior of the party (roughly 30 years human) – and will explain their history – if the gang can not only free him and his companions –and offer aid.

The dead ape is female – name of Pella – but she was killed in experiment – Grod is hungry for revenge; but does not trust anyone that isn’t an Ape.

They are all healed to full by Isani. If the Gang heals the apemen – and offers diplomacy and aid – the apes will join to help. But he apes are afraid of magic – so, it will take some Diplomacy.

Khang will tell them that there were many kobolds here and they were taken to the ruined city in the west – but tonight is the blood offering – and it is happening now. They gang must hurry if they would help their friends – for the leader of the enemy folk is ready to sacrifice the lizard girl with wings – and the ritual will take place soon!

The party succeeds – and the apemen – or “beastial men” will now aid the party!


The apemen have decided to aid you - after a quick conference - Kae and Ariarh have decided to head up the path deeper into the mountain - hoping it will lead them to evidence of a way off the island - for the Apemen suggest that the silver kobolds - who were once prisoners - have been taken off the island and brought - as they overheard from one of the guards - to the ruined city.

Meanwhile - the party advances up the mountain path, inside the mountain...


If the party proceeds up the straight path they will eventually come to a wide area – open and stretched out. This room is nearly 400 feet in radius – but – the majority of the room is dominated by a large deep crater – at the bottom of it lava bubbles and steam rises.

The outer rim of the room is roughly 20 feet around the edge. However – to the far north of the room – on the opposite side of the lava – there is a wide flat space – roughly 100 feet wide – (in this case east/west) – and 60 feet in length (north/south) on which a group of people are congregating around a large statue. The room itself has no ceiling – only the open shaft from which the heat and steam rises. On the far side of the room is an altar with a dark idol on it – the idol is roughly 60 feet in height. The height of the walls are roughly 200 feet inside the cone of the volcano.

You believe that on the far side of the volcano the people busy with some sort of ritual – but it is difficult to tell – you are roughly 760 feet from the far side of the northern edge – which holds the idol and the group of people.

From what you can tell, they are fairly intent on whatever they are doing – and you don’t believe that any have seen you yet, as they are focused on the statue and the ritual they are conducting. You have a moment or two to plan your move – then take action.

A little quick math will tell you that half of the circumference of the edge of this volcanic surface is still 1,256 feet. It will take time to run around the side – even so – flying across the lava itself could be dangerous.

Glancing down – you believe the depth of the shaft to be at least 500 feet before it melds with the lava – even so – that is not a pleasant fall…


"So - now what?" Brett asks the group.


Quick recap -

Hit points

Arasmes - 42/42
Ariarh - 45/45
Brett - 43/43
Cali - 37/37
Clari - 36/36
Dior - 25/25
Isani - 31/31
Kae - 47/49
Shaezon - 39/39

Further notes
Isani cast - Burning Disarm, Cure Moderate, channel 5/9, Magic Weapon
Ariarh cast - Burst of Nettles, Exhausted all Wildshape, speak with animals, Hydraulic Push,
Arasmes cast - Grease, Arasmes has 3 summon monsters left and has used 1 second level spell. That leaves him with 4 second level and 4 first level left. That being said Arasmes is going to cast Mage Armor on Caliphana which will last 6 hours leaving him with 4 first level spells left. OF: Summoner (Evolutionist) Spells Known
2 (5/day) Glitterdust (DC 19), Haste (DC 18), Slow (DC 18), Summon Eidolon
1 (6/day) Enlarge Person (DC 17), Mage Armor (DC 18), Grease (DC 18), Unfetter (DC 17)
0 (at will) Resistance (DC 16), Mage Hand, Read Magic (DC 16), Detect Magic, Message, Arcane Mark

Shaezon cast - +1 CL teleportation spells – teleported 2 times today
Memorized
0 DC14 (10+sl+int)
- Detect Magic
- Mage Hand
- Dancing Lights
- Prestidigitation
1 DC 15
c- Mage armor **
- Vanish
- True Strike
- Feather Fall
B- Grease
2 DC16
c- Gust of wind
- Burning Gaze
- Scorching Ray
- Levitate
B- See invisibility
3 DC17
- Haste
- fireball
Kae - raged 1 rounds so far, has 2 shields left,
Clari - illusion of calm

If anyone has any adjustments - please let me know - also - when are we meeting again? Please let me know?


F Elf Spellbinder Conjuration (teleport) Wiz 1

Looks good to me. Are we continuing by post in the mean time?


We can - but I have to say - this next combat is going to be a bit - snarly.

Unlike the earlier skirmishes - this particular combat is designed to be a bit tough, so using the Skype format can probably help speed things up, and make things clearer. However - we can do Play-By-Post combat if everyone is up for it.

I need to know what people want, though - if Skype - then what day/time. If Play-by-Post - what is your next move?

Shae - I'm totally down with Play-by-Post - but I was hoping the rest of the group would let me know what is going on - and what they want to do. So far - I've only heard from you on the matter; though I'm hoping the rest of the group tosses up something soon :)


Female Aasimar Druid 7 (Noble)

I'm open to Skype or play-by-post - will go along with the general consensus. I can work my Skype schedule around those of you in the US, however I cannot Skype on my weekends.


Okay - I guess I'm just waiting on Kae and Ras.

Cool!


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

i'm not totally sure when i can skype... I know i can next sunday for sure but that's almost a week away...

I'll check on when i'm free but at this point, i dunno what evening is good...

anyway, we should plan right now, till we know when we could skype...

The ritual area is 1200 ft we take a full run, moving at 4x our move speed, Brett's 20ft/round movement moves him at 80/round, so it'll take him 15 rounds running, i believe. Correct me if i'm wrong...

or it would take 120 rounds to move with stealth. (moving half speed of 10 ft/round)

I think running may make sense... but what do the others think...

Also i used 1of 5 rounds of claws, and clari used a point from her arcane pool


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae can run. He's still a young elf at just over 100.


I'm not sure when I will be able to skype. It'll have to be after 9pm eastern time in any case for me.

I have an idea but it is extremely dangerous as one wrong move could send someone plummeting to their deaths but it would send us across a lot quicker. I could use my muleback cords on Cali's wings, then enlarge her upping her ability to carry significantly. At which point we could all be tied off under her using ropes to carry across the chasm quickly. Of course a big issue lies with falling into molten lava so there is a down side lol.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Arasmes ibn'Fayad wrote:

I'm not sure when I will be able to skype. It'll have to be after 9pm eastern time in any case for me.

I have an idea but it is extremely dangerous as one wrong move could send someone plummeting to their deaths but it would send us across a lot quicker. I could use my muleback cords on Cali's wings, then enlarge her upping her ability to carry significantly. At which point we could all be tied off under her using ropes to carry across the chasm quickly. Of course a big issue lies with falling into molten lava so there is a down side lol.

Shae will also inform you that he has feather fall prepared so he can prevent up to 6 people at one time from falling to their deaths. Of course slowly floating into lava would probably be worse than doing so at full speed. Also, he has levitate that can carry up to 600 lbs. Perhaps he could put it on something (or someone) to effectivly lighten the load. Alternately levitate could save someone should they fall.


Well - you guys do have some time - theoretically - at this point you are (at closest) 400 feet away from the enemy with a chasm of molten lava.

Remember - as it is raining - there is a massive amount of steam in the chasm itself - and the boys across the chasm are pretty focused on what they're doing...

As that is the case - they don't technically see you for now, so you have that time.

However - Brett will add (quite adamantly) that he is NOT in favor of riding ACROSS the molten lava, for exactly the reason Arasmes suggested.

Brett adds this one basic caveat, however

Arasmes's plan is not bad - but; Brett is equally (if not more) effective as a range fighter. Dropping him on top of a bunch of bad guys may not be useful to him - or you.

If Arasmes wanted to do what he was planning - then it may be better to take only melee fighters - and have the range fighters hug the side of the walls with stealth.

In this way the melee fighters can drop down into combat, be just as effective - and do damage - while the range fighters hug the walls and use their weapons/spells to pick off the bad guys while slowly moving in for the kill as the melee fighters do their work.

Any thoughts to this plan?

Yeah - I have one: that idea is good... almost too good - it seems like the situation will be pretty easy if this plan happens. So what gives? Why even make the suggestion? Why make it easier then it needs to be, Mister GM? I thought you were opposed to that sort of thing?

Re: Yeah - : Thank you - glad you asked. Well - the short answer is - doing that strategy is a good one, Brett would have suggested it - and I already assumed that you guys may have considered the option. See, the problem is - even if you use this plan, this is supposed to be a challenging combat - so, yeah - that plan SHOULD work - but, it won't change the fact that even with all the best bets - i.e. buff spells and so on - this is going to be only moved to "Challenging" - so, if anyone else has buffing spells - yeah, it may be a good idea to use them, too. Just saying...


Meanwhile -

Okay - so; here's what I'm thinking - for now we go round by round until next Sunday. It will be a bit slow - a bit clunky - but it can work until then.

Meanwhile - when I get home from work tonight I'll try to have a basic battle map up for you guys to look at so you can actually plot your moves.

For now - please tell me your "buff spells" - if any.

Oh yeah! I forgot you still have the "ape men" with you - which means that though Arasmes does have a good idea, they won't be able to get on - however - if it helps - none of them WISH to get on - they do not like magic, and would just assume NOT ride a magical flying creature...

So they will be helping, but probably not by flying over.

SO - any buff spells you have - Bless, Aid, whatever - well...

Light 'em up gang - you're going to need it.

Also - remember; rules for death/dying do apply. Dead players can decide they want to "come back" as a new character - but I will have to decide what happens to them when they do/if they do. Meanwhile - try not to die...


If Cali doesn't want carry everyone Mister May (and I stress MAY) be able to carry someone also if he can use the muleback chords.

WIth the chords his strength is 15. That makes a light load 66 lbs (full 60' flight) and a medium load 133 (reducing flight speed to 40').

Basically he might be able to carry Brett by grabbng him by the back depending on exactly how much he weighs. We may want to rig a harness made of rope in an "X" formation over Bret's chest/over the shoulders.


If Shae dies I want to modify Mister's stats for a PC and give him Sorcerer levels and make that my main character. ;-) Of course Shae isn't going anywhere, but I do like the idea of a tiny sorcerer.


Mister as a sorcerer would be hilarious!

Those that can fly or levitate should go over concealed in the mist to make see how far the ritual has gone while the others head around the edge as fast as possible. That way if we see something we can intervene and harrass them until such time as the rest of the group arrives. Basically Arasmes is just worried about people dying because we didnt get there in time.


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

Kae's got an expeditious retreat extract, so he can boost his movement speed, and run there significantly faster, maybe get close, fire some arrows, retreat, and harass them till the rest of the party can arrive and provide support.

Bringing in elementals could be good to, although that shouldn't be till the caster is right there so they don't poof too soon... although an air elemental can run 400 ft in a round, and attack the next round, so Ry could SNA and toss the air elementals into the frey whith Kae a while before the rest of the party gets into range... although Kae likely WILL need healing as son as the party gets close...

So Kae can Run it
Cali can carry folks
Clari could Reduce Person so she'll be small and easier to carry for cali

We should try to avoid Overloading Caliphana, so maybe some of the characters run around the outside ring, then Cali flys over a couple more Melee capable characters that need to get close.


Okay -

So - I need to know hard facts for buffs - who has what buff or what.

Also - battlemap will be later tonight.

Also - anyone wants to toss up a Knowledge Nature check? Thank you!

FYI - the steam isn't THAT thick - you can see through it - clearly enough that you are able to see folks on the other side already - though not very well; though no one has really done a Perception Check yet...


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

Kae's perception
1d20 + 11 ⇒ (3) + 11 = 14

K(Nature)
1d20 + 6 ⇒ (16) + 6 = 22

Kae's got his expeditious retreat, enlarge extracts, Shield spell, and Mutagen that he can use when he gets closer to the enemy


Dain GM wrote:

Okay -

So - I need to know hard facts for buffs - who has what buff or what.

Also - battlemap will be later tonight.

Also - anyone wants to toss up a Knowledge Nature check? Thank you!

FYI - the steam isn't THAT thick - you can see through it - clearly enough that you are able to see folks on the other side already - though not very well; though no one has really done a Perception Check yet...

YIKES! Sorry - I meant - Knowledge: Religion Check, not nature - though you could do both, I guess....


Ka'etil Malas'rae wrote:

Kae's perception

1d20+11

K(Nature)
1d20+6

Kae's got his expeditious retreat, enlarge extracts, Shield spell, and Mutagen that he can use when he gets closer to the enemy

Yes, but I need to know WHEN you are using them - so that when the enemy notices you - eventually - we'll be going round by round.

This will be somewhat easier once you get the battle map - and you can tell me (For example) - I intend to use this ability when I reach "This point" on the map.

However - that means I need to do the map! I will do that soon - expect it in about 2 hours tops.

Meanwhile - um... yeah, I meant religion not nature... However - your nature check indicates that the rain, while thick - is mostly evaporating and steaming down the shaft of the volcano beneath you - you are seeing mostly steam and soot in front of you - but it really ins't that thick.

Even so - the enemy is still 400 feet from you - so... yeah - you at least know there is SOMETHING there... What it is - you don't know - yet... You can try another Perception when you get closer.


HP: 47 AC: 14 Hexblade 5

Clari's Perception
1d20 + 10 ⇒ (6) + 10 = 16

Clari's got Reduce Person, and Cat's Grace, and has spent one point of her arcane pool.

Don't have K:religion, so the others will have to roll that one... Brett's got it right?


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

Buffs depending on what we decide to do.

Who's flying over to the other side with Cali, who's walking around the outside, who's got their own way to fly?

Basically, Kae can use his Expeditious Retreat for faster movement so He'll walk. What other people do will determine when he Drinks his stuff. He'll cast shield before he goes and everyone splits up


HP: 47 AC: 14 Hexblade 5

Clari can ride on Cali, using her Reduce person to be lighter, and lash herself onto the Eidelon,

Hers lasts for 4 minutes...

SHe depends on who else rides over and when things happen, so i'm waiting on that the others plan on doing.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae
Religion 1d20 + 8 ⇒ (3) + 8 = 11
Perception 1d20 + 10 ⇒ (18) + 10 = 28

Mister
Religion 1d20 + 1 ⇒ (1) + 1 = 2
Perception 1d20 + 8 ⇒ (4) + 8 = 12


Female Changeling - Osirion Cleric 4/Oracle 3

Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge, Religion: 1d20 + 10 ⇒ (19) + 10 = 29

Buffs: Shield of Faith & Protection from Evil.
Has holy water and oil with her.


Female Aasimar Druid 7 (Noble)

Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge, Religion: 1d20 + 4 ⇒ (19) + 4 = 23

No buffs.
Has holy water and oil with her.


Female Aasimar Druid 7 (Noble)

Any of the spellcasters who can summon elementals could always summon a Magma Elemental, for example, as support in battle ... A burrowing magma elemental can pass through stone, dirt, lava, or almost any other sort of earth except metal as easily as a fish swims through water. Hmm or a small Obsidian Quasi-Elemental (are we or Arasmes permitted to summon one of these?).


No idea on the quasi elementals Ry. Enlarge will last 6 minutes when he casts it on Cali so that some can ride and some can be carried. Should be more than enough time to get everyone across and for the battle.


Battle Map up - so - yeah.

Brett intends on moving up slowly to:

-C, -28

He'll hold position there with his musket and watch what the others do.

At this range he uses his Perception and Spyglass -

1d20 + 11 ⇒ (15) + 11 = 26

The spyglass lowers his range difficulty significantly - and he cries out - seeing something has clearly upset him.

He can't tell you what it is until I know who is where and what they are doing...


Mister stealth fully flies over to Brett to quietly see what's the matter.

Stealth 1d20 + 19 ⇒ (1) + 19 = 20

Mister lands next to Brett and crocks his head quizzically.

Edit: Balls. Well, 20 is still not terrible.


Isani's Religion Check - with "Ry's Aid"

You think you have some time to maneuver- Isani's guess is that - based on what the apemen said - these folks are involved in some sort of religious ritual.

As such - they are likely going to be distracted.

However - this may mean that Anuk-su is really in trouble...


Mister wrote:

Mister stealth fully flies over to Brett to quietly see what's the matter.

Stealth 1d20+19

Mister lands next to Brett and crocks his head quizzically.

"It's the young lass! They got her fixed to be tied up and knifed something fierce out there..." he says with a choked voice.

Again - you are able to see them at 200 feet, but they may be able to see you = though it is possible that they'll see the suddenly enlarged Cali hurling over the volcano. If anyone is riding Cali - I need to know who they are - I need to know also what they are doing - and you'll have to make an Ini check in the center of the volcano to test against being seen - just saying; those on Cali need to tell me what they are doing, and where they are when they do it.


Mister flies back and relays the message to the others.


Arasmes is on Cali and she has the muleback cords around her shoulders and wings. He would also offer a seat behind him for Isani. Arasmes will enlarge her right before they take off. I think Clari is coming as well. We can tow Shae if he levitates. Cali could carry two more under her with them tied off.


Female Changeling - Osirion Cleric 4/Oracle 3

Isani will accept Arasmes' offer of the seat behind him on Cali. "As you suggest, I will ride with you on your Eidolon. If I can travel between the party, I will be more useful as a healer for therein lies my strength."

Having heard Mister in her mind relaying what Councilman Rowan had seen, she quietly has a word to Arasmes,

"To ensure the dark ritual is successful there must be an idol and a sacrifice. Our group should decide which of us will directly secure the rescue of the dragon Princess Anuk-su and who will topple or destroy the dark idol. Sadiqi, I feel you and I should try to find a way to remove or destroy (or temper the power of) the tall idol (roughly 60 feet in height) for without its potent dark energy the ritual cannot succeed. I can cast a Protection from Evil spell on you to ward you from some harm for the idol or the dark priests will do all in their power to stop us from destroying it. And since you control the Eidolon, they may single you out first."

Remembering the black sand of the beach and having heard the stories from the Council of a dark stone that draws magical energy and extinguishes it, she gives warning, "We must be careful that the idol is not made from that Black Stone the Council have encountered. It makes magic users quite impotent. We cannot afford to be stranded around such dark forces without our full powers."

Turning to the Lady Ariarh, "My lady, when the time is right, I can also cast a spell on you to aid in your protection. I shall place a Shield of Faith upon you. May Sarenrae's Light cast the darkness from this place once and for all."

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