Dain's King Maker Chronicles - Combat Thread

Game Master dain120475

This thread is dedicated to the players involved in Dain's King Maker Chronicles.


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

ride checks
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (2) + 7 = 9

and attacks
bite
1d20 + 5 ⇒ (17) + 5 = 22
1d4 + 5 ⇒ (3) + 5 = 8

hooves
1d20 + 5 ⇒ (10) + 5 = 15
1d6 + 2 ⇒ (1) + 2 = 3

1d20 + 5 ⇒ (3) + 5 = 8
1d6 + 2 ⇒ (1) + 2 = 3


Just FYI for intimidate all it allows you to do is

Success: If successful, the opponent will:
give you information you desire
take actions that do not endanger it
offer other limited assistance

Laz will have taken off at some point appropriate and gone off after the fleeing riders.

Arasmes has been silent and attempting to work out the manner of the ifrit and trying to sort through the verbal garbage flowing from him.

Reflex if Kae doesn't kill him 1d20 + 3 ⇒ (7) + 3 = 10

So 22-5 fire resistance = 17 fire damage if Kae doesn't kill him.

Sorry for my absence. Things have been really crazy for me lately.


F Elf Spellbinder Conjuration (teleport) Wiz 1

I didn't jump. I told Galen to prepare to jump.

However, if a fight is starting I have a better plan.


Arasmes ibn'Fayad wrote:

Just FYI for intimidate all it allows you to do is

Success: If successful, the opponent will:
give you information you desire
take actions that do not endanger it
offer other limited assistance

Laz will have taken off at some point appropriate and gone off after the fleeing riders.

Arasmes has been silent and attempting to work out the manner of the ifrit and trying to sort through the verbal garbage flowing from him.

Reflex if Kae doesn't kill him 1d20+3

So 22-5 fire resistance = 17 fire damage if Kae doesn't kill him.

Sorry for my absence. Things have been really crazy for me lately.

- no worries - however - under Intimidate - as we both know - you are able to get the party to grant you "limited assistance".

Appealing to a good aligned creature to release his bindings - because he is clearly your prisoner - and after being ambushed by your party with no cause (well - none you can prove) - then seeing his servants killed, and planning on going through his goods - and taking him off in chains or executing - well, that's pretty harsh treatment from a Neutral Good government. Very harsh, in fact; as other then the tip from a half-orc trader - you have no reason to believe this person is deserving of any assault - never mind an ambush, attack, and so on.

Remember - technically you have no proof at this time; and if anything - you guys are in the wrong - legally.

So, appealing to your good side - he basically "guilt trips" you into taking off the bindings - and that is the limited assistance you performed.

Now - her'es something to consider Arasmes (as your character would be clever enough to know this) - he's making a hell of a lot of assumptions about how to guilt trip you and get his way.

But for a good guilt trip to work you need to have advanced knowledge of what would make a person really feel guilty (+2 Bonus if you have the Trait - Jewish Mother ;)

But how could he know how to guilt you guys - unless he knows the disposition of your culture? Remember - he comes from a culture where slaves are common and intimidation is common and - in his own words - he says that people are either "predator or prey". This is completely contrary to the nature of the Council - and the nature of the culture you are in. In a world where killing a slave is no worse then damaging a piece of clothing - because the life of a slave has no value - other then the coin you paid for "it" - his ideas seem radically progressive and unusual - for someone who knows little of your land.

Unless of course - he knows more about your land... But if so - where did he come by this information and what does he plan on doing with it?

These are the questions that may be filter through Arasmes mind at this time...


Shaezon Silverfall wrote:

I didn't jump. I told Galen to prepare to jump.

However, if a fight is starting I have a better plan.

Excellent - let's toss some initiative then. By the way - they're roughly 20 feet from you.

1d20 + 3 ⇒ (18) + 3 = 21

Good luck!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae initiative1d20 + 6 ⇒ (20) + 6 = 26

Galen initiative1d20 + 2 ⇒ (17) + 2 = 19


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon takes a 5 foot step back and casts Grease on the square that they're standing in.

I need reflex saves please. DC is 16 or they fall down.

Grease:

School conjuration (creation); Level bard 1, sorcerer/wizard 1 casting Time 1 standard action
components V, S, M (butter)
range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
duration 1 min./level (D)
Save see text; Sr no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must
make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick
up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Galen on his turn will use his flame jet ability (20'line) and fill their square with fire. Ref dc 15 for half damage Also that should be sufficient to set the grease on fire.


F Elf Spellbinder Conjuration (teleport) Wiz 1

How close are they to the cliffside? I'm hoping they might just fall off the side.


Shaezon Silverfall wrote:

Shae initiative1d20+6

Galen initiative1d20+2

Enemy 1's Reflex Save to avoid falling -

1d20 + 7 ⇒ (7) + 7 = 14

Enemy 2's Reflex Save to avoid falling -

1d20 + 7 ⇒ (10) + 7 = 17

FYI - they're far enough from the cliff side that they won't just fall off - even if they fall. However - they still need to make their own actions.

I am not aware of anything that grants you a bonus to Fire with the grease spell and am not sure if you can use it that way.

However - luck favors the bold! Therefore - on Galen's turn - depending on what happens - they will each suffer an additional 1d4 fire damage from the grease - not to mention the fact that he may be able to hit them outright for damage.


Shaezon Silverfall wrote:

Shaezon takes a 5 foot step back and casts Grease on the square that they're standing in.

I need reflex saves please. DC is 16 or they fall down.

** spoiler omitted **

Galen on his turn will use his flame jet ability (20'line) and fill their square with fire. Ref dc 15 for half damage Also that should be sufficient to set the grease on fire.

Okay – guy number 1 has fallen on his butt – guy number 2 is mad and is charging you.

As he rushes by Galen, the boy takes a moment to cold clock him with his staff – via attack of opportunity –

1d20 - 1 ⇒ (17) - 1 = 16

IF he hits –
1d6 - 1 ⇒ (4) - 1 = 3

With surprisingly good luck - Galen hit!

The enemy has drawn his scimitar and is attacking you, but has to move slowly through the grease. So no charge bonus – however; attack and damage here –

Attack
1d20 + 7 ⇒ (16) + 7 = 23

IF he hits –
1d6 + 2 ⇒ (6) + 2 = 8

After the enemy hits you, Galen then takes his turn to move a 5 foot step back diagonally – so that both villains are going to be hit his Fire Jet – (FYI – you got the DC for that wrong – it’s actually 16; +5 for Intelligence Modifier +1 for Elemental Focus: Fire, as this is a Fire Spell..). However – even after he hits these guys, they can make their Reflex for Half Damage – but, they cannot negate the 1d4 damage because of your Grease Spell. And, of course – next round they will be taking an additional 1d6 damage, unless they “Stop, drop, and ROLL” to put it out…

Galen rolls his attack which does –
1d6 ⇒ 3 PLUS 1d4 ⇒ 3 extra damage.

Enemy 1’s Reflex Save –
1d20 + 7 ⇒ (10) + 7 = 17

Enemy 2’s Reflex Save –
1d20 + 7 ⇒ (19) + 7 = 26

Okay – now enemy 2 takes his action to try to put out the fire by using Acrobatics – he is at a -5 penalty – and may even fall of the cliff if he rolls poorly. So – enemy 2’s acrobatics check –

1d20 + 3 ⇒ (3) + 3 = 6

Now we shall see what happens…

So - to sum up -

Enemy 1 just lost 3, 2, 3 damage - for a total of 8 damage.

Enemy 2 just lost 2, 3 damage for a total of 5. Oh - wait - with his -5 penalty - he got a total of "1" for Acrobatics - and in a surprising decision to put down the fire - rolled right off the cliff for an additional 5d6 ⇒ (4, 5, 4, 2, 3) = 18 falling damage!

The last thing you hear is him falling down the cliff screaming. It should be noted that as he tumbles down the cliff - he is still on fire - burning - so he will take an additional 1d6 ⇒ 1 damage - and is completely dead on impact - and still burning!


Ka'etil Malas'rae wrote:

ride checks

1d20+7
1d20+7

and attacks
bite
1d20+5
1d4+5

hooves
1d20+5
1d6+2

1d20+5
1d6+2

Sorry - the Ifrit's results here

Kae - sorry, I forgot to post the results last night - so - here they are:

Your damage clearly wounds him (technically you dropped him to - literally - 0 HP - he is up but staggered).

Bad luck for him that Khonur gets to attack!

The bite tore out his throat - leaving him in negative and bleeding out - but the hoof pulped his skull into a nasty, melon-like explosion!

Meanwhile - you are all somewhat distracted to look up and see a falling man wreathed in fire - who hits the ground with a sickening thud.


Arasmes ibn'Fayad wrote:

Just FYI for intimidate all it allows you to do is

Success: If successful, the opponent will:
give you information you desire
take actions that do not endanger it
offer other limited assistance

Laz will have taken off at some point appropriate and gone off after the fleeing riders.

Arasmes has been silent and attempting to work out the manner of the ifrit and trying to sort through the verbal garbage flowing from him.

Reflex if Kae doesn't kill him 1d20+3

So 22-5 fire resistance = 17 fire damage if Kae doesn't kill him.

Sorry for my absence. Things have been really crazy for me lately.

Meanwhile - Laz - seeing what has happened, and guessing that things are well in hand - takes to the sky and flies south quickly after the riders to assist Garith, Khromm and the other soldiers in tracking those out there.

She will take time to reach them - but not long - as she can move fast over the top of the cliffs and doesn't need to stop for tracking - merely quickly gazing over the tops of the cliffs down into the canyons - and can see where the "good guys" are going - you cannot see the bad guys yet - they are farther in front of you - but you'd guess they are now riding hard over the plains south.

As to where - you don't know - but, after a bit toss up a Perception roll - please let me know how high you are up when you do it - and you remember that (so far) all the bodyguards are armed with bows, and have had no trouble using them from horseback....


F Elf Spellbinder Conjuration (teleport) Wiz 1

Grinning wickedly Shae points a finger at the remaining man in a very arcane gesture and motions with his othe hand for him to drop his weapon.

Readied action to finish a spell if the man doesn't understand/ comply.

readied action:

If the man moves aggressively:
Shae says "I tried to save you" to the man.

Scorching ray touch attack 1d20 + 5 ⇒ (17) + 5 = 224d6 ⇒ (2, 5, 2, 6) = 15

If it misses;
swift action to teleport 15 feet away from the man using the teleport school power. Use your best judgement for exact placement.


Shaezon Silverfall wrote:

Grinning wickedly Shae points a finger at the remaining man in a very arcane gesture and motions with his othe hand for him to drop his weapon.

Readied action to finish a spell if the man doesn't understand/ comply.

** spoiler omitted **

Remember - you have already lost 8 HP - however...

The man lets out a fierce roar and charges at you - even as you light him up!

Also - in addition to the damage you do - he takes another 1d6 ⇒ 1 damage from Galen's flame spurt - not that it matters - you pretty much incinerated him!

"Heh, flame on, then..." Galen says in hushed whisper, an eager gleam in his eyes as he watches the burning corpse smolder in front of him.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:
Shaezon Silverfall wrote:

Grinning wickedly Shae points a finger at the remaining man in a very arcane gesture and motions with his othe hand for him to drop his weapon.

Readied action to finish a spell if the man doesn't understand/ comply.

** spoiler omitted **

Remember - you have already lost 8 HP - however...

The man lets out a fierce roar and charges at you - even as you light him up!

Also - in addition to the damage you do - he takes another 1d6 damage from Galen's flame spurt - not that it matters - you pretty much incinerated him!

"Heh, flame on, then..." Galen says in hushed whisper, an eager gleam in his eyes as he watches the burning corpse smolder in front of him.

To Galen, "It's a shame really. If he wasn't so foolish I would have preferred to spare his life. Such is the way of things though. " With the last comment Shae pushed the corpse over the side with his boot (if he's far from the edge he'll roll him a few times for the same effect).

"We'll be of no further use up here, apprentice. Lets join the others."

With that Shae walks to the edge closest the group with his apprentice. Shae takes his hand, "Jump with me and I'll keep the fall from harming us. Worry not."

With that the two leap from the side of the plateau falling with the speed one would expect, but before they hit the ground Shae says a word and the air itself seems to congeal around them slowing and softening their fall.

The two land gracefully on the ground and proceed over to the assembled group.


Arasmes looks around at the smashed man, looking as if he was just about to open his mouth...before closing it abruptly when the man is smashed into a pulp.

Looking around at the rest of the group he says Well that was...unpleasant.


Fly Check if needed1d20 + 13 ⇒ (5) + 13 = 18

Perception 1d20 + 5 ⇒ (8) + 5 = 13

Lazurien is flying relatively low until she gets in sight of the group of men. Once there she will fly around and past them a ways to set herself up to start taking shots on them. She is going to be trying to bring down the horses first.


To Laz

During your flight you see two pack horses clustered about 50 feet from the entrance to the canyons. You also see what looks like another pack horse about 100 feet to west of the canyon - and beyond that - you see two riders riding hard for the south west.

I assume you are going after the men you see - how close do you get when you decide to fire - I will need to know distance in footage, please.

Thanks!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon to Kae and whomever else may be present,

"So what's the plan now?"


Female (totally, totally) Succubus

- Bamf! -

"Right - here's an idea Mister Green - why don't you rustle up your tasty treat there," you hear from a strange and mysterious voice as a ghostly looking figure is now perched on Arasmes' shoulder - and points at Galen.

Then - we search the bodies - then rush over to the cave; check to make sure there's no other totally cool surprises inside that may have been stashed away while everyone's been gone - then, after we do that - we grab our horses - er, your horses - then ride after the bad guys who should be easy to track as we already have lots of flying folks up in the sky to track them - then, we catch up with them; tie them up, try them - hang 'em or... er... um... make them think deep thoughts about bad stuff that they do - and, um... anyhow - yeah - that's what we're going to do, right? Right!"

"Tasty treat?" Galen says, looking at you with a strange expression after seeing this mysterious stranger.

"Still, Master - in such times as these bold men are those who take risks - and with those risks can come great reward. I see that you, like myself - are eager for action. Come then - let us not wait - there are things to search, and potential treasure to have. If this cave is the destination of the enemy that we destroyed, then it is logical to assume that they had goods and gear stored there. As no one bothered to even search it - if we search it now - we may find interesting things there. And, meanwhile - why should we not search the bodies of the dead? There could be valuable things in their packs!"

Shae - it seems as your apprentice is suggesting unilateral action without delay. If you are agreeable - then advance to whatever course you wish.


To all -

Anyone who wants to do something - just toss it up - we go from there. When I hear more - you'll see more.


Female Changeling - Osirion Cleric 4/Oracle 3

"Yes, most unpleasant Mister ibn'Fayad. Unfortunately his actions and duplicity led to his demise." She rubs at the ankh around her neck.

Turning to the others, "Have we heard anything in regard to the other riders and second robed leader? This one here, gesturing to the strewn remains, was hoping to buy them time with his verbal posturing. We need to stop that shipment and I am assuming the other robed man may have magic as well."

"We should move as soon as possible. I will go find my horse and prepare to ride toward the cave."


Isani Isu wrote:

"Yes, most unpleasant Mister ibn'Fayad. Unfortunately his actions and duplicity led to his demise." She rubs at the ankh around her neck.

Turning to the others, "Have we heard anything in regard to the other riders and second robed leader? This one here, gesturing to the strewn remains, was hoping to buy them time with his verbal posturing. We need to stop that shipment and I am assuming the other robed man may have magic as well."

"We should move as soon as possible. I will go find my horse and prepare to ride toward the cave."

Excellent! You grab your horse, and move north to the cave mouth.

It is about ten feet in width, you look down the tunnel and can see it stretches nearly into the cliff wall for a smooth straight line, then turns to some other tunnel - at a 90 degree turn. You have no idea what is around the corner - but you know during your entire preparation that no one checked this mysterious cave...

Even as you get your horse ready - the thought that something mysterious may be in the cave is on your mind - and you also know that six others (including Khromm, Garith - the two men with Garith - Laz and Mister) have traveled south after the others, with quite a good head start.

Who knows what is in the cave - but, perhaps - you may find clues or evidence to help you on your case...

But, you may also find traps...

Meanwhile - the bodies of the dead lay rotting in the noonday sun; untouched and unmarked...


Female Changeling - Osirion Cleric 4/Oracle 3

Point of clarification please: when you say bodies, do you mean all the riders? Hakim's throat was torn out and his head squished, the rider that fell off the cliff was incinerated, so no rotting body there and there is also the other one still atop the plateau dead.


Isani Isu wrote:
Point of clarification please: when you say bodies, do you mean all the riders? Hakim's throat was torn out and his head squished, the rider that fell off the cliff was incinerated, so no rotting body there and there is also the other one still atop the plateau dead.

Sorry - that was poetic license on my part.

Yes - two of the bodies are scorched completely - and one of them is ripped apart - however; there were 8 bodyguards there; not to mention horses.

If you may have noticed via their combat tactics - they deliberately were getting off their horses and leaving their horses to clutter the battlefield so you all couldn't go charging off through the canyons off of their friends.

Their plan was to climb onto the rocks and shoot your horses out from under you while you attempted to flee - however; that means at least 6 bodyguards are laying around dead, but only with sword play and some magic (re, the one by the fireball, and one by summoned monsters).

They left their horses there to deliberately "clog up the works" so it would be hard for you to rush after the main guy - who left a while ago.

Nevertheless - their horses are also still there, not to mention their personal effects.


Female Changeling - Osirion Cleric 4/Oracle 3

Perception (to determine number of horses and see if anything of value amongst the personal effects): 1d20 + 7 ⇒ (20) + 7 = 27


F Elf Spellbinder Conjuration (teleport) Wiz 1

"Galen, please check the bodies for valuables an Intel. Join me and the others in the cave mouth when you are finished."

Galen checks bodies. Shae goes to the cave mouth.

Shaezon snaps and four glowing spheres play around him lighting the cave.

Shaezon looks around and slowly proceeds into the cave looking for valuables and danger.

Percep 1d20 + 8 ⇒ (3) + 8 = 11


Mister is hauling after the man on the horse. His action plan is to land on the horse and sting it until it succumbs to the sleep toxin in his tail.


Laz is flying 100' off the ground. High enough to see a good distance but not so high as to make it impossible to make out any detail. She will start shooting from ahead of them when they are a bit more than 500' away. She will be aiming to bring down the horses, the ones with any robed figures first. Before they get to within 300' feet she will take off and start flying away to set up shots again. Harrying them as much as possible.

FYI for ranged weapons while mounted. You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.


Isani Isu wrote:

Perception (to determine number of horses and see if anything of value amongst the personal effects): 1d20+7

Quite a bit, actually - if you "Take 20" - between you, Galen and Shaezon - as well as Kae and Arasmes, you should be able to find the stuff all good in about five minutes (there is a lot of "space" to cover, as the bodies are scattered around the area).

I will post the full list later tonight...


Shaezon Silverfall wrote:

"Galen, please check the bodies for valuables an Intel. Join me and the others in the cave mouth when you are finished."

Galen checks bodies. Shae goes to the cave mouth.

Shaezon snaps and four glowing spheres play around him lighting the cave.

Shaezon looks around and slowly proceeds into the cave looking for valuables and danger.

Percep 1d20+8

The hall seems like a 10x10 square cut tunnel - obviously man-made - however - more on what you discover shall pop up soon - when I get home.

Galen is moving quickly to search the horse of the Ifrit at this time; and shall report the discoveries to you as soon as possible.


Lazurien wrote:

Laz is flying 100' off the ground. High enough to see a good distance but not so high as to make it impossible to make out any detail. She will start shooting from ahead of them when they are a bit more than 500' away. She will be aiming to bring down the horses, the ones with any robed figures first. Before they get to within 300' feet she will take off and start flying away to set up shots again. Harrying them as much as possible.

FYI for ranged weapons while mounted. You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

With your Perception roll you are now hot on the trail of the two men riding south west - you are able to see the three pack horses already mentioned.

Quick question - when you say you are "shooting from ahead of them" - do you mean you plan on flying past them - turning and shooting?

It's no worries - you don't even need the fly check if you are at that range - as you have some time to maneuver- just want to know where you are when you are shooting in relation to them.

At this stage you see these men you are passing are both "bodyguard" types - you don't see the robed man at this point - and know there are at least 2 other bodyguard types, and 3 pack horses unaccounted for.

Hopefully Garith and Khromm can find those men and deal with them - while you hit these men - and then move to offer help.

Meanwhile - if you are indeed aiming for their horses - go ahead and toss out a shot - just remember, if you are 100 feet off the ground to factor that in for your range penalties (as these guys have to do the same).

If it is easier for you - they are standard "Heavy War Horses" - max HP - if that helps. That way, if you read this when I go back to work - you will know the Horses AC and HP.


To all -

Still waiting on Arasmes, Garith, and Kae - once I know more - you'll know more.

Kae - it should be noted that, as you where at this place before - you are able to remember that the cave had a rather nasty trap on the mouth of it before. It may be there again, and possibly worse, since the cave had been disturbed -

Kae - you see Shaezon going to the mouth of the cave - but he easily failed his Perception roll to notice the trap - if you want to warn him about traps - you can potentially forestall him from becoming hurt by the trap - presuming you let him know.

Okay - I need to go back to work - swapped shifts with someone - so I came home early, now I need to leave again for second job - will be back later to post results - you're almost done with these guys - and there's loot to boot besides!

Oh yeah - one more thing - good hunting!


Female Changeling - Osirion Cleric 4/Oracle 3

Why would I take 20 when I rolled a 20 in my previous posting (for a total of 27 for Perception)? Or were you just trying to be funny?


F Elf Spellbinder Conjuration (teleport) Wiz 1
Isani Isu wrote:
Why would I take 20 when I rolled a 20 in my previous posting (for a total of 27 for Perception)? Or were you just trying to be funny?

"Trying" ;-)


Isani Isu wrote:
Why would I take 20 when I rolled a 20 in my previous posting (for a total of 27 for Perception)? Or were you just trying to be funny?

No - rolling a natural 20 is going to grant you better bonus's then "Taking 20" - I was merely pointing out to anyone else who wanted to search - if they didn't want to roll - they could just use the time to "take 20" - that way, if there was any doubt - no problem.

The other issue is that there are several bodies strewn about a wide range or area. Perception for purposes of "searching" - as opposed to a general glance around you (such as using it to observe if there is something out of the ordinary in the trees) - that type of search is generally limited to a 10x10 square.

Since there are multiple bodies, and you may want to thoroughly go through for, I don't know - hidden pockets or something - that could take you a long time per body - if they were all dumped in a heap, sure - it would be faster.

Again - whenever a player rolls a "natural 20" - generally good things follow as a bonus - so, even though the bodies are all over the small valley - you can search them all relatively quickly - but, if your friends move to help - they will need to make their own rolls - and could get natural ones - unless they simply "took 20" - which was all I was suggesting. It had nothing to do with your character specifically. Meanwhile - Just got home, typing up the list of things you find currently... posting it soon...


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Gear on the bodies –

1. There were 8 riders in the valley – 2 of them had their gear destroyed by the massive fire damage (re: damage done by “Fireball” – and other types spells). Therefore – only 6 of them have gear worth noting on the bodyguard types. That is as follows –

Masterwork Breastplate
Masterwork Composite longbow (+3 Strength Pull) – 10 arrows left on each man
Masterwork Scimitar
Masterwork dagger – note; the dagger has an ornate symbol on it – it looks like a strange serpent – but it is not a snake. You would guess it is a religious motif – but are not sure. However, it is non-magical.
Waterskin – filled to the brim with water; nothing more.
Each man has small pouches filled with metal “claws” in them. The claws look like they could fit on the fingertip of a person – and are metal, and seem to be artificial.
Note: If anyone wears theses claws and attempts to use them as a Bare-Handed attack – they are considered “armed”. In other words – any punch or kick while wearing these little one-fingered claws does 1d3+Strength damage – however; this damage is “lethal” – not sub-dual.
Each man has a pouch with 4 of these claws on them.

Isani’s natural 20 results –
Isani notices, on closer inspection – that the claws have strange looking ichors on them – like some sort of resin or dried gum. She barely noticed it – but she does see it now. This would take a Craft: Alchemy to deduce what the resin on them is, and what it does.

Under the left armpit of the man she is searching she observes a strange tattoo – the mark is a hieroglyph – in ancient Osirion – its meaning is vague – but you recognize it as “Snake”. Further, an addition to the glyph shows that there is a demarcation which amends it be either “positive” or “negative” – the mark suggests “negative”. This can have many meanings – including the concept that the snake is “bad”, “dangerous”, “deadly”, or “destructive” – you are not sure what specifically the true meaning in this case is – but are free to infer whatever you wish.

As an afterthought – you examine all the men and fine that they all have a similar tattoo in the same place…

2. Though there are only 6 men to search – there are 9 horses to search. The first 8 belong to the bodyguards – and are universally stocked.

The horse is considered a Heavy Warhorse – and is war trained
Each horse has about 2 days of rations on it
1 bedroll
1 flint and steel
1 set of manacles (normal)
20 “Blunt” arrows –

Note: Blunt arrows are essentially the same as normal arrows – except that they have no sharp tip, and the tip is actually coated with a heavy, dull lead. The range increment for these arrows is half – and they do sub-dual damage only. You instantly deduce that if you wanted to catch a person (such as an escaped slave) a few shots with these arrows would knock them unconscious – and allow you to take them.

3. The horse and body of the robed Ifrit

Sadly – there are no spellbooks on the horse, nor on the Ifrit itself. If this creature was a wizard – he does not have his spellbooks on him now. Galen wonders aloud if, perhaps – the Ifrit was a Sorcerer – this is not impossible – and seems to coincide with what Khromm said earlier about the cultures of the south – via City States being very protective of magic. Anyone who can posses magic can be powerful – a spellbook is too sure a giveaway of that power – therefore, a sorcerer would keep his powers to himself.

You also notice that there is a hidden dagger on the Ifrit – it is magical, definitely. It looks like it is wholly bronze – both blade and hilt – its “blood gutter” runs through the blade itself – and the hilt has a covering on the base of the pommel that stretches around to protect the fingers – and up to the hilt itself – this covering looks like a curled snake – and its eyes are ruby colored.

The man has a expensive bedroll; linens and heavy wool
A flask of fine wine
Expensive trail rations (3 days)
Full waterskin
A small crystal globe, about the size of an orange – also magical

- All told the men have coin on them worth the following –
- 217 gold pieces
- 37 silver pieces
- 89 “Bronze Pieces” – approximate value of a “Bronze Piece” – 5 Silver; but this is not a common metal for coinage, and strikes you all as odd. It should be noted that on the coin, one side is a rising serpent – the other side is a symbol like pyramid.

Okay – that’s pretty much it. Shae – when I hear more from Kae, I’ll let you know about that trap you’re about to step into. It’s not a good one, by the way – Kae would remember and tell you. I’m going to give him a chance to toss up a response soon, then we’ll go from there.

More information on the value of the items – such as the expensive wine – can be discovered with a Appraise check – spellcraft can discover the nature of these magical items as well; when applied.


F Elf Spellbinder Conjuration (teleport) Wiz 1

I'll hold off tossing up spell craft rolls until after I *ahem* survive the trap. hopefully.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon coughs a bit and reflexively brings his handkerchief to his mouth to catch any bloody sputum that may have escaped as he walks toward the cave.


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

Shaezon, wait! The last time we were here, there was a foul trap unleashing a powder inflicting the disease "Mummy Rot" and it may be worse at this point. Before entering please allow me to examine the area."

Kae takes a 20 to find the trap that he already thinks should be there, and looks for any new traps as well.


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shae stops mid stride. "oh. Good to know. "

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Garith and his two men ride along with Khromm, seeking the fleeing riders, keeping in step with the Mul and not getting in his way. "Men, be ready to attack once you see the enemy, support Khromm, and follow his lead."

Then to Khromm, "Are you able to track these riders without too much difficulty?"


Male Half-dwarf - also known as a "Mul" Gladiator... and others... 6th level

Khromm tacks his course hard and fast - but he is less interested in the riders right now then the pack horses.

"Who cares for the riders - we have gear here to take!"

Seeing your look, and how you seem more eager to charge after the riders, he rolls his eyes then lets out a frustrated sigh.

Slipping off the horse - he moves slowly to one of the horses, quietly and slowly - so as not to spook the horse. When he gets less then 5 feet from the beast, he punches it hard in the head.

The horse neighs in pain, then collapses to the ground - unconscious.

"I'll search that one later," he mutters.

Then, he glances around him, then peers hard at the ground.

"I'd warrant that the riders split up in many directions to stab forth and be that much harder to track. The tracks are confused and scattered here - we could hunt them - but who? Which rider - the flying one there is after those riders," he says waving his hand at Laz on the horizon...

"Yet - there are other sets of tracks - two sets run to the south - one set to south east... You're some kind of authority figure with this township - which do you want us to follow?" he says flatly, turning to Garith.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

"Let's go to the South-East first. Slay that one, and see what sort of valuables he is holding, as not to allow him to escape with his loot, and then continue on to the rider who went straight south. Hopefully the others can meet with us then so we can maintain superior numbers."

Garith hopes to appeal to Khromm's sense of thoroughness, in that letting any escape lessens how much gear and goods they can collect.


Male Half-dwarf - also known as a "Mul" Gladiator... and others... 6th level

"Bah - you did not listen, "captain" - there were two riders that went south - by all accounts! But - as you wish - we strike south east!" Khromm retorts, then swings himself into the saddle and kicks his mount into a fast gallop for the south east...

He spares no backward glance - trusting to Garith and his men to come with him...


Lazurien wrote:

Laz is flying 100' off the ground. High enough to see a good distance but not so high as to make it impossible to make out any detail. She will start shooting from ahead of them when they are a bit more than 500' away. She will be aiming to bring down the horses, the ones with any robed figures first. Before they get to within 300' feet she will take off and start flying away to set up shots again. Harrying them as much as possible.

FYI for ranged weapons while mounted. You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

Seeing your presence - the men call out to each other as a Free Action - then divide...

One of them uses his ride check to stop his horse suddenly and do a fast dismount - then pulls his horse to the ground and uses it for partial cover...

Ride Check -
1d20 + 7 ⇒ (2) + 7 = 9

The other tacks hard west to the heavy trees...


Shaezon Silverfall wrote:
Shae stops mid stride. "oh. Good to know. "

Galen is moving to follow Shae - after a moment - giving the others a brief glance...

- Opposed roll verse his "Sleight of hand" if you wish...

1d20 + 7 ⇒ (14) + 7 = 21


F Elf Spellbinder Conjuration (teleport) Wiz 1

Did my apprentice just rob me? lol

Percep 1d20 + 8 ⇒ (6) + 8 = 14


F Elf Spellbinder Conjuration (teleport) Wiz 1

I guess I may never know.


Hard to say - more on that to come, though...

FYI - I'm starting to get into the rhythm of Galen's personality, and a good analogy I would think is the kid "Pyro" that was introduced into X-Men 2; but, you'd have to combine him with a lot of book smarts, a bit of tension/condescending attitude for "ignorant people", and a lot of personal insecurity for being a weak kid that can get his butt kicked - kind of like Sheldon - from The Big Bang Theory.

If you've seen either of those two characters - preferably both - put them both together, make the kid roughly 14 with no worldly experience to guide him, and you've pretty much got your boy.

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