Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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This round you can reach Marcel and heal him, or play favourite between Kriger and Marcel ;)


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

As Kriger now finds himself equally as beaten as Marcel, he spits a wad of blood out and yells, "This sucks! We gotta move, fellas! This thing'll kill us before we even realize we're dead!" Kriger then withdraws from the golem.

Withdraw 40' I guess? Wherever he can withdraw to and stay out of the reach of this thing. But he's not gonna withdraw farther than Marcel/Kalsgrim/Mal/Oberlin.

Plus, Kriger's move should eat the AoO this thing will get. That way, Marcel doesn't have to take it. Well, as long as this thing doesn't have Combat Reflexes that is. :P

AC: (HA! Like it matters); Hp's 91/146


I completely forgot the Grease spell!

Secret Rolls:

1d20 + 8 ⇒ (1) + 8 = 9

The golem lands flat on its back, slipping in thick grease. It keeps attacking quite convincingly though.

Ok, so please let me know if that changes anything to your actions for this round. It didn't change the outcomes of the previous round.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I think Kriger and Marcel can take it down this round with a little luck. It's prone at -4 AC and between us we hit like a freight train - if we can roll - and we flank it. I'm staying in it, and I'm posting to hope to get Kriger to stay.

Am I in the grease?: 1d20 + 16 ⇒ (5) + 16 = 21

Seeing the golem go down, Marcel spits blood and says through gritted teeth "Now Kriger! Hit it with all we've got!"

Attack 1: 1d20 + 17 ⇒ (10) + 17 = 27
damage w SA: 1d8 + 7 + 6d6 ⇒ (8) + 7 + (5, 4, 2, 5, 3, 5) = 39
Attack 2: 1d20 + 12 ⇒ (2) + 12 = 14
damage w SA: 1d8 + 7 + 6d6 ⇒ (1) + 7 + (2, 5, 6, 3, 3, 2) = 29


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Grease?! Okay, I TOTALLY forgot about the Grease spell myself. Okay, change of actions for Kriger then.

Eyes going wide at such a golden opportunity, "You don't have to tell me twice!" he says to the rogue as he swings with anticipation at the fallen golem with everything he's got.

Attack #1: +1 Impact Greataxe w/PA: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 3d6 + 19 ⇒ (5, 1, 2) + 19 = 27

Attack #2: +1 Impact Greataxe w/PA: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 3d6 + 19 ⇒ (2, 5, 6) + 19 = 32

Attack #3: +1 Impact Greataxe w/PA: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 3d6 + 19 ⇒ (4, 6, 5) + 19 = 34

Crying out loud, the thing is laying on the ground and I still can't hit the stupid thing. Only with a Natural 20 on the +7. Yet I can't hit the blasted thing with a +20! It's a wonder Kriger still lives.

Crit confirm(Although, I don't think you can crit a golem)
Attack #3: +1 Impact Greataxe w/PA: 1d20 + 7 ⇒ (7) + 7 = 14 Yeah I didn't think it would matter anyway.

AC: 25; Hp's 91/146


Despite being on its back, the golem manages to evade most of the attacks, as though doing a strange rhythmic dance, but finally, both Marcel and Kriger manage to land deadly blows, and the construct ceases to function properly, brought down to a miserable and annoying grinding.

You are in a vast circular chamber, with four massive columns holding the domed ceiling. Two sets of double-doors lead out. To the right is the one Marcel has opened, leaving another to the left.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I’ve got another ten rounds with the archons and 8 with the Foo Lions, let's open a door and send them through!


Malaswyn, do you go to the unlocked door and open it?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

”Very good.”

Malaswyn heads over to the unlocked doors, ”We May want to explore this room but these divine allies will not be with us much longer. Let’s put them to use.”

Malaswyn opens the door.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Invisible Oberlin speaks nearby.

"I do understand we are in some matter of a hurry, but we need to be a bit more cautious. We have activated traps now in 3 of the 4 rooms that we have entered. I do not believe that this ratio can continue indefinitely without some casualty."

"Also, we should probably heal whomever needs assistance before pressing forward. I am certain that the rooms of spinning blades, acid rain, crushing walls and a hundred undead warriors ahead will need our warriors to be in top physical form if we stand a chance to overcome them."


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

We're back?


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Back one again...


And again? It was down all weekend from what I could tell.


Malaswyn opens the double doors, revealing a wide staircase digging further into the hill in what looks like a natural cavern. From the darkness ahead, just as Oberlin finishes his commentary, a frightening wail shouts through and echoes in the wide circular room, followed by the sounds of numerous boots scrambling on rocks.

You have a round worth of action for now. Marcel, Kriger, the archons and the lions are one move away from the doors, Malaswyn is at the door, and Kalsgrim and Oberlin are two moves away from the doors.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Marcel, holding one arm over his bleeding abdomen, harrumphs at Oberlin. "We did not 'activate' three traps. We disabled most of what we saw, and a golem isn't a trap anyway."

Then Malaswyn opens the door...
Stealth!

Marcel finds a dark corner next to the door and ducks into it, reaching into his belt for a potion.

Stealth: 1d20 + 28 ⇒ (6) + 28 = 34 Cure Moderate for next round. HP 38/93.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Malaswyn sends the summoned creatures into the room, commanding the archons to illuminate the room continual flame at will.

Who needs healing?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger motions to those behind him to hold a moment as he himself attempts to remain as quiet as possible.

Stealth: 1d20 + 16 ⇒ (17) + 16 = 33

Kriger's at 91/146. But he also has a Cure moderate potion so he'll go ahead and use that for next round as well. That way you can save your healing for now. Unless Kalsgrim or Oberlin need it.


Kalsgrim is good to advance.

Kalsgrim advances with the others. When he gets up to Kriger, he rests a hand on his arm.

Lay on hands, healing for 6d6 ⇒ (4, 4, 3, 2, 1, 5) = 19


Oberlin?


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Oberlin moves silently forward to sand near the group but to the rear, still invisible.


As the lions and archons charge through the darkness, they are met with a hail of arrows, ensues a terrible clash. From where you stand, at the top of the stairs looking into the dark cave, you can make several undead warriors, eight or so, fighting the summoned menagerie. They seem much better than your usual skeletons though, and have the advantage.

Next round. All of you are up.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I definitely need healing, 38/93. Even after this potion.

Marcel, crouched in the corner next to the door, pops the wax seal on the vial in his hand and quaffs it.

CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11 HP: 49/93


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Nodding, "Thanks, Kals. That sure worked out a few sore spots." Kriger then pulls out his potion and just as he's about to pop the top and drink it, he notices Marcel still a bit worse for wear. "Here, friend, take this one too. The way you look, you need it more than I do." He then hands it to him before finishing with, "But it ain't gonna help you look prettier than me," he remarks, chuckling as loud as one can through a closed mouth and giving a wink.


Kalsgrim, Malaswyn, and Oberlin are up.


Assuming Marcel doesn't advance this round, or at least out of reach of Kalsgrim...

Kalsgrim advances towards the sound of battle. En route, he lays a hand on Marcel's shoulder, sending Erastil's blessings into the brave scout.

Ready bow, move towards the conflict and lay on hands on Marcel, healing 6d6 ⇒ (1, 3, 6, 1, 6, 5) = 22


Malaswyn? Oberlin? I'm guessing you're waiting to let the summoned fight for you? I'll leave a bit of time just in case.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Malaswyn appeals to Her divine fire to bless Marcel with healing radiance.

ccw: 4d8 + 11 ⇒ (5, 8, 2, 2) + 11 = 28
28 x 1.5 = 42 points of healing in total to Marcel.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

All healed up, thanks you guys!


The battle between summoned and undead rages for a little while, then the few undead survivors advance on you, but you make short work of them.

The chamber is a wide natural cavern. A thorough search reveals nothing of interest.

A set of double-doors lie at the far end of the cavern. No sounds can be heard beyond, and the door is not trapped, but magically locked.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Spending time making sure there was nothing to find in the cavern, Marcel moved to examine the doors. Not surprisingly, the locks were arcane in nature. He turned back and looked to make sure the others were ready before he began working. Once again, the tin of dust came out and he started to disable the lock.

Disable: 1d20 + 26 ⇒ (13) + 26 = 39


The door is easily convinced to open. At this stage, you have two clear possibilities: the door in the circular room where the iron golem stood (where you just were), and this one in the cavern where you dealt with skeletons.

Let me know which you choose.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I'm wondering if we should get the door back in the golem room to avoid leaving something behind us.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Be fine with me. I'm up for any ol' thing.


Kalsgrim sees their scout glancing back the way they came. Knowing that he was proven to be no coward, Kal understood his concern.

"Yes," he said to the unsaid comment, "let's make sure there's nothing coming up behind us from that unopened door."


This massive door is locked just like the others, but Marcel manages to convince it to let you through. The passage is filled with heavy fog and you can't see beyond your hands. A set of stairs going down extends underneath your feet.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

"Then again, maybe not." Marcel mutters as he looks dubiously at the fog.

Now I'm perplexed. Not really sure which way would be 'best'. I've got the doors open, any ideas? OM, can I hear anything in the fog?


"I would take this as a good sign. The heavy fog must be magical somehow, and that means someone values and wants to protect this passage." But with the visibility reduced so low, Kalsgrim stows his bow and draws forth his sword.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Malaswyn shakes his head, ”Does the Tuger Lord command such magic, or is it the tomb’s creators?”


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Oberlin sighs.

"We discussed this. The fog fills all stairs and corridors. I expect the stairs to be webbed as well. And to be honest, I doubt that the Tiger Lord has access to these arcane spells, I imagine that the tomb itself is able to be activated in some way for defense. That would correlate well with the ancient runic inscription at the waterfall, and the rolling rocks." Oberlin pontificates.


Marcel tries to listen through the fog, but his comrades' discussion makes it impossible. All he hears is scholarly debate.

;)


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

"So...which way?"


All eyes turn to the king.

So if they die, it's your fault... ;)


Kalsgrim considers. "With the noise we made here dealing with the skeletons, we risk drawing foes from ahead as much as we do from behind. Let's press on." He moves to the doors in the skeleton room, and watches from the way they came as Marcel and Kriger deal with the door.

Let's go through the door in the skeleton room. We'll keep plowing ahead until we hit a dead end. And this may circle back to meet up with the other door in the golem room anyway.

Spoiler:
I was really tempted to say (in jest)... "We best split up, for the time being. We don't want to miss any clues. Marcel, take Oberlin and Malaswyn and go back through the golem room. Kriger and I will take this door. We'll meet up ahead, or circle back if you hit a dead end." Surely that would have been the better plan. :)


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I believe I already dealt with this door.

Marcel nods. He pulls up his balaclava and and drops into a half crouch. He moves forward, silent as the grave...

Stealth: 1d20 + 28 ⇒ (18) + 28 = 46

The grave...get it? 'cause there were skeletons in here...


Silent as a grave, Marcel leads the group through the mists. You deal with a few side passages, losing a bit of time as the mist confuses your mind, but eventually make your way further and deeper into the great hill's tunnels.

The cave turns back into proper carved tunnels and opens on a much wider room, almost a hundred feet across, filled with columns reaching into the darkness of the room's ceiling. The columns form multiple rows and resemble armed soldiers. Two churning fountains take up alcoves on both sides of the room.

Ahead, about fifty feet away are two brazeros, whose red glow illuminate two massive statues of Gorum, bathing their dark iron in blood-red light, which flank a staircase digging deeper still...

You're all on the edge of the chamber. There are no doors.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

"Two iron statues of Gorum? What are the odds these are more golems? I mean...really..." Marcel whispers. "Wait here..."

He sets out quietly, approaching the statues. Trying to make himself as small as mouse, he observes the iron sculptures to see if there is any sign they have moved in the past.

Stealth: 1d20 + 28 ⇒ (17) + 28 = 45
Perception: 1d20 + 15 ⇒ (3) + 15 = 18


alsgrim whispers back "Followers of Gorum aren't known for excessive creativity. Be careful."

Now that they've come to a larger area, Kalsgrim quietly stows his sword and readies his bow.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

If we can see all over the room... Malaswyn sheathes his scimitar and draws his bow.


Kriger, Oberlin, Any action, or words of farewell?

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