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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Kalsgrim?


Kalsgrim will delay, nto sure what else he can do to help the others.


Round 2
Servayn calls upon forces from the distant planes, and Ember looks up with a start as his form begins to drift apart. A moment later, a kobold sized figure of mist appears, and Servayn attempts to command it, despite being unfamiliar with the tongue of the elemental spirits of the air. The elemental turns into a whirlwind (yellow e) that sweeps between Kriger and Davor, catching many bats in its wake in a roar of wind.

secret rolls:

Refl1a1d20 + 7 ⇒ (13) + 7 = 20
Refl2a1d20 + 7 ⇒ (10) + 7 = 17
Refl1b1d20 + 7 ⇒ (15) + 7 = 22
Refl2b1d20 + 7 ⇒ (3) + 7 = 10
damage1d4 + 1 ⇒ (2) + 1 = 3

The bats above Kriger hesitate a moment then are pushed sideways by the terrible winds blowing.

Kriger gets up. Fortunately, he’s not harmed by the bats.

Careful to circle the elemental, Davor gets beside Kalsgrim. In front he sees the tunnel widening again, with three openings and a corpse in the middle.

secret rolls:

damage1d6 ⇒ 4
For11d20 + 3 ⇒ (4) + 3 = 7
For21d20 + 3 ⇒ (10) + 3 = 13
For elemental1d20 + 4 ⇒ (19) + 4 = 23

Janku moves, albeit slowly, through the bats, getting some damage (-4 hp) from tiny cuts. He turns and focuses his spell on both swarms, catching the elemental also (-2 hp). The bats both get stunned by the spell, yet the elemental remains unphased.

Kalsgrim waits to see what happpens.

The bats, stunned, can’t focus on anyone.

Updated Map
Everyone’s action, then the bats again. For now, Kalsgrim can’t see what lies ahead.


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(AC 18, hp 15 of 77) Summoner 9

2 HD small elemental can only stay in whirlwind form for 1 round, so he's back to air-slamming stuff after that initial burst. As the whirlwind does AoE damage, it *might* do +50% damage to a swarm, or not. It's not real clear to me.

Servayn rushes forward, hoping to take advantage of the bats being blown about around and / or stunned.

Servayn ends in E/4.5, he passed through a bat square in C4, if that matters.


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 the wind blows everything atround, Kriger attempts to make his way over to Davor and Kalsgrim.

Move to F 4


Davor, Janku and Kalsgrim.


AC 24 (25) HP 30/30 AP 8/8

Janku takes a double move to join his companions on the other side of the swirling bats.


Kalsgrim will delay, not wanting to go into the darkness blindly or abandon his allies.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

"I'm afraid there is little for me to do. I hunt monsters, not vermin." he grunts not liking the looks of these things and looking to the rest of the groups in hope that they can do something about these swarms.


Round 3
The group crosses through the first chamber, the light of the spells finally allowing them to see what lies ahead. The chamber in front of them opens on all sides, with walls adorned with very old depictions of ancient air divinities. In the center of the room lie the remains of a man. Most of the clothes on its skeleton has rotten from age.

The elemental attacks the bats without effect, but the vermin keeps at it, aimlessly attacking the direct threat. For now...

secret rolls:

Sw11d6 ⇒ 5
Sw21d6 ⇒ 1

The elemental falters under their assault, but still fights.

Updated Map
Please post complete descriptions of actions and position.
Everyone’s action, then the bats again. For now, Kalsgrim can’t see what lies ahead.


(AC 18, hp 15 of 77) Summoner 9

Servayn mutters and incantation detect magic and, if there is no obvious warding magic protecting the room, pushes past the others and moves into the chamber to H/4.5, careful to avoid touching the inscriptions on the walls.

"Let's get these light sources out of the room with the bats, the elemental won't last forever..." he says.


Servayn doesn't detect any obvious wards, though he knows the spell would not detect traps easily.

Please roll appropriate skills when you actively do things.


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Please roll appropriate skills when you actively do things.

Servayn doesn't have knowledge - arcana, so no skill to roll (plus he didn't spend three round studying the area). He was just planning on not walking into anything that was glowing with magic, lacking the skill to tell if that glow was something dangerous or something harmless.

Perception, if that matters to avoid stepping into a more mundane trap of some sort. 1d20 + 8 ⇒ (18) + 8 = 26


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

Round 3

The group crosses through the first chamber, the light of the spells finally allowing them to see what lies ahead. The chamber in front of them opens on all sides, with walls adorned with very old depictions of ancient air divinities. In the center of the room lie the remains of a man. Most of the clothes on its skeleton has rotten from age.

For now, Kalsgrim can’t see what lies ahead.[/ooc]

Bolded for emphasis. So, can we see or not? I'm a little confused.


Good question: From earlier posts, I believe Servayn and Janku are your light sources.


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

Cool. Thanks.

"Yeah, I'm with Servayn. Let's move outta here. Plus, I wanna check out this dead guy." He says as he moves over next to it.

Move to H 4.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14


Kalsgrim, Davor and Janku.


Kalsgrim will move to H5, watching down the downward passage for any trouble from that direction. Check out the skeleton. It might give us a clue as to what this place is. I'll keep watch this way.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Davor nods as he looks to Kalsgrim.
"Me too. Don't know what might follow us." he says as he casts shield of faith upon himself

+2 deflection for 4 mins so it'll last a while. Not sure if I've forgotten to say OOC, but I'm away atm so posting is going to be erradic.


Janku?


AC 24 (25) HP 30/30 AP 8/8

Janku follows the group to H3, and inspects the remains.

1d20 + 3 ⇒ (11) + 3 = 14 Perception

1d20 + 9 ⇒ (13) + 9 = 22 Heal


Secret Rolls:

K: 1d20 + 5 ⇒ (10) + 5 = 15
J: 1d20 + 5 ⇒ (2) + 5 = 7
Sw11d6 ⇒ 2
Sw21d6 ⇒ 1

Round 4

Behind you, you hear the swarm of bats still fighting the elemental.

Kriger and Janku move forward to inspect the remains. The body has been there for decades, perhaps centuries even. All its belongings seem about to disintegrate at the lightest touch, except for a ring on its finger, that shows no sign of corrosion.

From the edge of you vision, you see the paintings on the wall shift suddenly. The figures move along the wall and blow a cold wind towards the two standing next to the dead body. Janku, of all people, manages to get out of the way, but Kriger, who was working on getting the ring free, gets caught.

Exhausted for 5 minutes; Fortitude save DC 19 to be fatigued instead.

From the dark recesses of each of the three openings, you feel something stir in the darkness, something that hadn't stirred for aeons. A dark voice booms from the darkness ahead: "You come here to rob me, fools!"

Updated Map
Everyone’s action, then the bats again, then something is coming out from the three openings in front of you. Don't forget it's quite dark, Servayn and Janku have light sources. Davor has darkvision.


AC 24 (25) HP 30/30 AP 8/8

Janku moves to J3 against the wall, and casts Sanctuary upon himself.


(AC 18, hp 15 of 77) Summoner 9

Servayn remains in place, but casts a spell towards the southern passageway.

grease for the next 4 minutes, Ref DC 16, in the 10 x 10 square including HI/5.5, HI/6, I/5.5 and I/6


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

Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10

Kriger just sighs as he stands, quite tired. "You are DEAD, stupid! You don't need the ring! Is everybody this dumb when they're dead?" Realizing he can barely move, "Man, I'm tired."

Stand up. If possible, draw my axe. Otherwise, just stand.


Exhausted


Kalsgrim will stay put, watching down the passage, delaying his action until they show themselves.


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

Yeah, I've got it set up on Hero labs. That's much easier than tweaking the character sheet.


Davor is not necessarily around, but given how important any action could be at this moment, I prefer to give him a bit more time to post.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp
Other Mastermind wrote:
Davor is not necessarily around, but given how important any action could be at this moment, I prefer to give him a bit more time to post.

As said, I was on holiday so barely able ot post. You could've posted for me.

Davor keeps back, not wanting to step too close to the dead body as he had heard in his studies of undead that would lurch up when pretending to be lifeless. He waits to see what happens when the group interacts with the skeleton.


No problem, I remembered you did not have regular access, and I didn’t mind giving you a chance to state your characters action at the onset of a big fight. Janku, would you mind giving DCs for your spell? That makes life a little simpler for me. Thanks.

Round 5
Janku moves to a corner and casts a spell of protection. An arcane thin veil covers his body.

Servayn spreads his fingers and conjures a layer of grease to cover the south passage.

The others stay put, waiting for trouble...

A cold wind sweeps through the tunnel and chills your bones. In the darkness, you see eyes lighting up, dozens of eyes... They dance swiftly in the darkness as skeletons after skeletons appear from both sides and charge on Kriger Janku and Servayn! They are armed with broken longswords and shields. Their body is protected by old and rusted pieces of armor.

Secret Rolls:

LW Save DC 14 1d20 + 8 ⇒ (2) + 8 = 10
1 Save DC 14 1d20 + 2 ⇒ (13) + 2 = 15
2 Save DC 14 1d20 + 2 ⇒ (18) + 2 = 20
3 Save DC 14 1d20 + 2 ⇒ (18) + 2 = 20
4 Save DC 14 1d20 + 2 ⇒ (19) + 2 = 21

7 Acrob. DC 10 1d20 + 2 ⇒ (9) + 2 = 11
8 Acrob. DC 10 1d20 + 2 ⇒ (19) + 2 = 21
9 Acrob. DC 10 1d20 + 2 ⇒ (9) + 2 = 11
10 Acrob. DC 10 1d20 + 2 ⇒ (4) + 2 = 6
11 Acrob. DC 10 1d20 + 2 ⇒ (15) + 2 = 17
12 Acrob. DC 10 1d20 + 2 ⇒ (15) + 2 = 17


Janku’s protection seem to have worked only on a small number of animated corpses, while Servayn’s spell only managed to make one slip... (Servayn gets an AoO vs 8)

Their swords lash at the companions.

Secret Rolls:

1 1d20 ⇒ 6; 1d6 ⇒ 2
2 1d20 ⇒ 5; 1d6 ⇒ 1
3 1d20 ⇒ 18; 1d6 ⇒ 2
4 1d20 ⇒ 6; 1d6 ⇒ 6
5 1d20 ⇒ 3; 1d6 ⇒ 2
6 1d20 ⇒ 7; 1d6 ⇒ 2
7 1d20 ⇒ 19; 1d6 ⇒ 2
8 1d20 ⇒ 1; 1d6 ⇒ 6

Their swords clash through the darkness, but only one manages to slip his blade through your defenses. Servayn bleeds a little as a skeleton breaks his skin. (Servayn -3 hp from skeleton 7)

From the depth of the eastern tunnel charges a skeletal warrior of great stature. Its crimson eyes shine with a singular malevolence. His armor and greatsword do not show any sign of aging as he moves swiftly, ignoring Janku, aiming for Kriger...

Secret Rolls:

charging PA LW1d20 + 12 + 2 - 2 ⇒ (14) + 12 + 2 - 2 = 26; 2d6 + 14 ⇒ (3, 2) + 14 = 19

The Lonely Warriors’ blade comes down in a swift arc and smashes into his shoulder! Blood gushes everywhere and the ranger’s knees go weak for an instant, as though his very life was being sucked through the dark blade. (Kriger -19 hp from LW, For save DC 18 or one level energy drain...)

Secret Rolls:

Sw11d6 ⇒ 2
Sw21d6 ⇒ 1

Meanwhile, the bats keep munching at the elemental... The conjured creature falls under their assault and disappears into oblivion. They fly around, crazed and looking for a threat...

Updated Map
Everyone’s action. Skeleton are fragile. If you do more than 4 hp, proceed as though it's vanquished.


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

Fort: 1d20 + 7 ⇒ (15) + 7 = 22

AC 15; Hp's 16

Kriger's face goes stark white. "Now THAT hurt! What in the Hells are you!" He says as he raises his greataxe with all the strength he can muster and hopes to give a little payback.

Making LW my ranger focus.

+1 Greataxe: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d12 + 2 + 2 ⇒ (7) + 2 + 2 = 11


AC 24 (25) HP 30/30 AP 8/8

Round 6

Janku steps to J4, and channels positive energy to injure (DC15)

2d6 ⇒ (5, 1) = 6 CPE damage


Is Janku's channel going to wipe out most of the population of skeletons? It stands to drastically change what Kal might do to help out.


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

Intiatives:

Kalsgrim: 21
Kriger: 17

Creatures: 14

Servayn: 11
Davor: 7

Can't find where Janku rolled intiative.


Resolving Janku's action:

Janku crosses the path of the skeletons to pick a central spot.

Secret Rolls:

1 1d20 ⇒ 14; 1d6 ⇒ 4
2 1d20 ⇒ 5; 1d6 ⇒ 3
3 1d20 ⇒ 12; 1d6 ⇒ 5

The skeletons attacks are to weak for his strong defenses, and he gets to unleash a wave of destructive divine force across the room.

Secret Rolls:

1 Save DC 15 1d20 + 2 ⇒ (14) + 2 = 16
2 Save DC 15 1d20 + 2 ⇒ (15) + 2 = 17
3 Save DC 15 1d20 + 2 ⇒ (15) + 2 = 17
4 Save DC 15 1d20 + 2 ⇒ (5) + 2 = 7
5 Save DC 15 1d20 + 2 ⇒ (1) + 2 = 3
6 Save DC 15 1d20 + 2 ⇒ (17) + 2 = 19
7 Save DC 15 1d20 + 2 ⇒ (6) + 2 = 8
8 Save DC 15 1d20 + 2 ⇒ (8) + 2 = 10
9 Save DC 15 1d20 + 2 ⇒ (10) + 2 = 12
10 Save DC 15 1d20 + 2 ⇒ (17) + 2 = 19
11 Save DC 15 1d20 + 2 ⇒ (5) + 2 = 7
12 Save DC 15 1d20 + 2 ⇒ (11) + 2 = 13
LW Save DC 15 1d20 + 8 ⇒ (14) + 8 = 22

For an instant, all the skeletons seem to waver, then six of them disintegrate before your eyes!

Updated Map


Kriger Eilifsson wrote:

Intiatives:

Kalsgrim: 21
Kriger: 17

Creatures: 14

Servayn: 11
Davor: 7

Can't find where Janku rolled intiative.

I'm grouping the initiatives. I find it's simpler this way. Now the whole group acts before the skeletons.


AC 24 (25) HP 30/30 AP 8/8

Round 7

Janku steps back to J-4? and channels again.

(DC15)

2d6 ⇒ (1, 2) = 3 CPE to injure


Little eager there Janku ;-p Let's see what your colleagues and the skeletons do first. (I forgot to move you on the map! Sorry.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Davor seeing the skeletons attack drops his greatsword and draws his heavy Flail, swinging it violently at the skeleton in front of him. (number 4 I believe.)

attack: 1d20 + 7 ⇒ (9) + 7 = 16

damage: 1d10 + 6 ⇒ (4) + 6 = 10

I assume that obliterates the skeleton


(AC 18, hp 15 of 77) Summoner 9

The earth shudders behind the skeletal warrior menacing Kriger as a halfling sized elemental of earth and stone erupts from the soil, striking at the creature before it.

summon augmented earth elemental appears in HI/3 and power attacks X, providing flanking bonus to Kriger 1d20 + 9 ⇒ (4) + 9 = 13
damage 1d6 + 9 ⇒ (3) + 9 = 12

earth elemental stats

Spoiler:
Augmented Earth Elemental; Small Outsider (elemental), Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size); hp 17 (2d10+6); Fort +6, Ref -1, Will +3; Speed 20 ft., burrow 20 ft., earth glide; Melee slam +8 (1d6+6); Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Base Atk +2; CMB +6; CMD 15); Feats Improved Bull Rush, Power Attack; Skills Appraise +1, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7; SQ earth glide, earth mastery, elemental traits, outsider traits


Davor Mason wrote:

Davor seeing the skeletons attack drops his greatsword and draws his heavy Flail, swinging it violently at the skeleton in front of him. (number 4 I believe.)

attack: 1d20+7

damage: 1d10+6

I assume that obliterates the skeleton

That skeleton had already been vaporized. You can post another action if you want.


Servayn Krolz wrote:

The earth shudders behind the skeletal warrior menacing Kriger as a halfling sized elemental of earth and stone erupts from the soil, striking at the creature before it.

summon augmented earth elemental appears in HI/3 and power attacks X, providing flanking bonus to Kriger 1d20+9
damage 1d6+9

earth elemental stats
** spoiler omitted **

X is the dead body with the ring. It hasn't got up. You can choose another target for the elemental.


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
X is the dead body with the ring. It hasn't got up. You can choose another target for the elemental.

Doh. Is the green LW the skeletal warrior? If so, can I have the elemental appear in IJ/4 and do the 'flank the skeleton with Kriger' thing I'd originally intended?

If not, it just smashes at number 6, but gets no flanking bonus to hit.


Servayn Krolz wrote:
Other Mastermind wrote:
X is the dead body with the ring. It hasn't got up. You can choose another target for the elemental.

Doh. Is the green LW the skeletal warrior? If so, can I have the elemental appear in IJ/4 and do the 'flank the skeleton with Kriger' thing I'd originally intended?

If not, it just smashes at number 6, but gets no flanking bonus to hit.

All good.


Kalsgrim Lodovka wrote:
Is Janku's channel going to wipe out most of the population of skeletons? It stands to drastically change what Kal might do to help out.

Kalsgrim?


Kalsgrim drops his bow and nocked arrow and moves to H/I 4.5, drawing his sword as he goes. Once there, he strikes out at the skeleton warrior, putting all his might into a two handed blow.

To hit 1d20 + 4 ⇒ (5) + 4 = 9
Damage 1d8 + 10 ⇒ (5) + 10 = 15


Round 6
Kriger's face goes stark white. "Now THAT hurt! What in the Hells are you!" He says as he raises his greataxe with all the strength he can muster and hopes to give a little payback. Unfortunately, his axe is sidestepped by the corpse. It appears it has kept most of its ancestral skill...

Janku, having moved and escaped the skeletons attacks, summons Milani’s Grace and obliterates half of the skeletons.

Servayn summons an earth elemental behind the lonely warrior. The elemental’s swing misses the undead.

Davor moves in and smashes a skeleton (6) to pieces.

Kalsgrim drops his bow and nocked arrow and moves in, drawing his sword as he goes. Once there, he strikes out at the skeleton warrior, putting all his might into a two handed blow. He doesn’t manage to take the corpse by surprise, and his blow misses its mark.

The skeletons move forth, two of them engaging Davor, while one stays on Janku.

Secret Rolls:

1 1d20 ⇒ 13; 1d6 ⇒ 1
2 1d20 ⇒ 6; 1d6 ⇒ 2
3 1d20 ⇒ 19; 1d6 ⇒ 6

Their attacks don’t prove to be much of a challenge for the companions...

The lonely warrior strikes back at Kriger, trying to take advantage of its weaker defenses.

Secret Rolls:

PA LW1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28; 2d6 + 14 ⇒ (3, 2) + 14 = 19

The blade opens the ranger’s stomach. Blood comes up to his mouth as he crashes to the floor. (-19 hp to Kriger, roll stabilize check.) The lonely warrior lets out a guttural laugh: ”I will feast on this one!”

The bats move to the closest threats. They engulf Davor and slash at his flesh.

Secret Rolls:

Sw11d6 ⇒ 6

(-6 hp to Davor) The bats will soon engulf Kriger and Servayn as well!

Updated Map
Everyone’s action. I didn't put Janku's round 7 as he might change his mind after the results of this round.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Davor will move 5ft and strike number 1

attack: 1d20 + 7 ⇒ (3) + 7 = 10

pretty certain that's a miss unless it's somehow hampered.


(AC 18, hp 15 of 77) Summoner 9

Servayn moves adjacent to the skeletal warrior, hoping to take attention off of Kriger, swinging his morningstar at the creature.

move diagonal SE to HI/5 then NE to I/4.5, provoke AoO from skeleton 12.

morningstar on LW 1d20 + 5 ⇒ (6) + 5 = 11
B/P damage 1d8 + 2 ⇒ (1) + 2 = 3

The conjured earth elemental continues attacking as well.

elemental on LW 1d20 + 9 ⇒ (3) + 9 = 12
damage 1d6 + 9 ⇒ (5) + 9 = 14

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