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

Janku will continue his channel, and move to I5.

Sorry Kriger. I'll get you back up next round.

"Everyone else, concentrate on the big guy that took Kriger down"!


Janku Tolliver wrote:

Janku will continue his channel, and move to I5.

Sorry Kriger. I'll get you back up next round.

"Everyone else, concentrate on the big guy that took Kriger down"!

All of the skeleton vaporize as Milani's grace emanates from Janku.

Only the lonely warrior (LW) remains...

Oh yeah, and the bats!


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

No worries, Janks! I think your odds are better with me lying on the ground. :)

Seeing his guts spill out, Kriger's only thought before he blacks out is, Not again!

Stabilization: vs. DC 13 1d20 + 7 ⇒ (7) + 7 = 14


Kalsgrim?


Kalsgrim roars in rage as Kriger falls, and lashes out again at the skeletal monstrosity.

Kalsgrim will use a move action to confirm that this thing is evil, and assuming it is he will use a swift action to activate Smite Evil against the creature. +4 deflect bonus to his AC vs. it.

To hit 1d20 + 8 ⇒ (5) + 8 = 13
Damage 1d8 + 18 ⇒ (1) + 18 = 19


Kriger, please roll a Fortitude save DC 18 for last attack from the Lonely Warrior.
Round 7
Davor moves out of the cloud of bats and strikes at a skeleton, but misses the walking corpse.

Servayn moves adjacent to the skeletal warrior, hoping to take attention off of Kriger, swinging his morningstar at the creature. As he does so, the skeleton in the grease takes advantage of his movement and strikes.

Secret Rolls:

12 1d20 ⇒ 2; 1d6 ⇒ 5

But misses by a barn...

The conjured earth elemental continues attacking as well, but fails to pierce the warrior’s defenses.

Janku summons Milani’s grace: "Everyone else, concentrate on the big guy that took Kriger down"! All of the skeleton vaporize as Milani's grace emanates from Janku.

Seeing his guts spill out, Kriger's only thought before he blacks out is, Not again! Stable, still a fortitude save to make for the energy drain.

Kalsgrim roars in rage as Kriger falls, and lashes out again at the skeletal monstrosity. He can sense the darkness in the warrior’s soul and invokes his inner valor to confront the undead. He strikes at the warrior, but is easily sidestepped.

The lonely warrior’s eyes light an instant at the paladin. With what could be thought as a smile, he raises his greatsword and smashes it at Kalsgrim.

Secret Rolls:

PA LW1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11; 2d6 + 14 ⇒ (5, 1) + 14 = 20

The paladin easily blocks the blade. The Lonely Warrior then steps away from the paladin, looking for the wall to cover its back.

The bats engage the group next. One swarm engulfs Davor once more, while the other moves towards the rest of the group.

Secret Rolls:

Sw11d6 ⇒ 5
Sw21d6 ⇒ 3

(-5 hp to Davor); (-3 hp to Kalsgrim, Servayn and Kriger (yes, one more stabilization...))

Updated Map
Everyone’s action.


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 ⇒ (15) + 7 = 22

Stabilization check:

vs. DC 16 1d20 + 7 ⇒ (7) + 7 = 14

Hp's -7


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

Janku moves to H4 and Channels

2d6 ⇒ (3, 2) = 5 CPE


Kalsgrim steps to I5, not wanting to let the monster get away. He lashes out again with a two handed strike.

To hit 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d8 + 18 ⇒ (6) + 18 = 24


(AC 18, hp 15 of 77) Summoner 9

Servayn steps back to HI/4.5 (the space Kalsgrim just vacated) and casts a spell to enhance his allies.

Haste on Kalsgrim, Davor, Janku and the earth elemental for four rounds.

The earth elemental continues attempting to attack, with two strikes this round, due to haste.

elemental on LW, attack 1 1d20 + 8 ⇒ (16) + 8 = 24
damage 1d6 + 9 ⇒ (1) + 9 = 10

elemental on LW, attack 2 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 9 ⇒ (1) + 9 = 10


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

What is creature x? Will take a swing at it, if it's standing.

Davor moves out of the bat swarm, now hasted and swings hard and fast, attempting to obliterate that final skeleton.

attack: 1d20 + 8 ⇒ (2) + 8 = 10

attack: 1d20 + 8 ⇒ (17) + 8 = 25

damage: 1d10 + 6 ⇒ (8) + 6 = 14


x is the dead body you found lying on the floor. It's still lying still. You can review your action if you want. I'll only be able to update in a few hours at best.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp
Other Mastermind wrote:
x is the dead body you found lying on the floor. It's still lying still. You can review your action if you want. I'll only be able to update in a few hours at best.

can it be redirected to the thing in J?


Round 8
Janku moves away from the warrior. It takes a swing as he lets his guard down to get near Kriger.

Secret Rolls:

PA LW1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22; 2d6 + 14 ⇒ (5, 5) + 14 = 24

The living corpse’s blade misses by a hair, swooshing loudly near the cleric’s head.
Janku the channels. Milani’s grace springs forth from the cleric, engulfing you in a freshness that, if for an instant, pushes back the damp thick air of the crypt. +5 hp everyone, Kriger is at -2 hp.

Kalsgrim steps forward, not wanting to let the monster get away. He lashes out again with a two handed strike. His blade cuts clean through the corpse, though he doesn’t show any pain. Kal, you’re bonuses are off. Please review them and count the smite. I think it should be +11 to hit.

Servayn steps back and casts a spell to enhance his allies. Haste! Servayn, I’ve put you where there are no bats. It’s easier to cast...

The earth elemental continues attempting to attack, with two strikes this time. Both slam in the undead, smashing ribs.

Davor moves out of the bat swarm, now hasted and swings hard and fast, attempting to obliterate that final skeleton. His flail crashes loudly into the skeleton’s back.

With pieces falling all around him, the undead warrior jerks and moves swiftly, albeit differently. Once again, he aims his ancient anger at the paladin.

Secret Rolls:

PA LW1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18; 2d6 + 14 ⇒ (4, 2) + 14 = 20

Only by his grace is the paladin protected from the undead.

The bats move to the closest threats.

Secret Rolls:

Sw11d6 ⇒ 1
Sw21d6 ⇒ 3

(-1 hp to Janku and Kriger (stabilization)); (-3 hp to Kalsgrim and Servayn)

Updated Map
Everyone’s action.


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

The Stabilizer makin' a stabilization roll for the Stabilmeister; The Stabilizester trying to stabilize; Stabiliteetoe; Stabilarino; The Stabe:

Vs DC 14 1d20 + 7 ⇒ (14) + 7 = 21

Hp's -3


(AC 18, hp 15 of 77) Summoner 9

Servayn moves to his northwest, out of the bats, and reaches into the second swarm of bats to grab Kriger and pull him into his space, attempting to save the unconscious man from the frenzied bats.

The halfling-sized figure of grave soil and stone continues it's hasted assault.

hasted power attack slam 1 1d20 + 9 ⇒ (8) + 9 = 17
damage slam 1 1d6 + 9 ⇒ (5) + 9 = 14

hasted power attack slam 1 1d20 + 9 ⇒ (19) + 9 = 28
damage slam 1 1d6 + 9 ⇒ (3) + 9 = 12

The elemental's attack numbers have been fluctuating as my brain decays with age. Should be +2 BAB, +1 size, +5 Strength, +1 earth mastery, +1 haste, -1 power attack.


Picking Heart of the Wilderness was a good idea for Kriger...


The undead, the Lonely Warrior buried so long ago in a forgotten barrow, crashes to the floor in a pile of dust. Only his sword and his armour remain...

The bats still dance in a frenzy, attacking any moving target.


As the bats swarm, Kalsgrim will crouch down on one knee, burying his head in his arms and slowly counting to ten to see if it makes any difference in warding off the bats. He's no naturalist, but if they can confuse him for a rock on the floor, maybe they'll leave him alone.

I'll try to go over Kal's bonuses today and make any corrections. Thanks for the heads up on it.


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

Your telling me! Man did that pan out real well. That is a really(and I mean really) handy alternate racial trait. :)


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

He looks to the now dead warrior and Davor brings down his heavy flail on it's head, making sure to crush the skull into dust.
"Stay dead." he grits his teeth and looks to the bats. "Can no one kill those things?"


Janku?


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

"Would someone light a torch, and try to swat these dang bats out of here"!

Janku then kneels by their fallen friend, and calls forth the healing energies of his goddess not paying any attention to the bats. He'll try to drag Kriger to a Bat Free Zone before administering his healing.

2d8 + 4 ⇒ (8, 6) + 4 = 18 Cure Moderate (Converting Bulls Strength)


Dragging Kriger will require a standard action, during which you'll be able to move your full speed.


AC 24 (25) HP 30/30 AP 8/8
Other Mastermind wrote:
Dragging Kriger will require a standard action, during which you'll be able to move your full speed.

in that case I'll cure then move next round.


Janku will need a fortitude save in order to cast in the swarm.


AC 24 (25) HP 30/30 AP 8/8
Other Mastermind wrote:
Janku will need a fortitude save in order to cast in the swarm.

He will take a 5' Step backwards out of the swarm, still able to reach Kriger diagonally, and cast his cure...Sorry I was posting on my phone and couldn't see the map. If for some reason this is not acceptable I will pull him to F4, and cast my cure next round.


(AC 18, hp 15 of 77) Summoner 9

Having grabbed and begun moving Kriger last round, Servayn continues dragging him from the cave as fast as possible.

Lacking other instruction, the earth elemental wanders into the nearest bat swarm and begins flailing about, futiley attempting to crush the tiny figures with it's crude stony digits.


Round 9
Servayn moves to get Kriger out of the bats' mad flight, while Janku moves to administer Milani's blessing on the ranger. The healing touch both sting and soothe Kriger (+18 hp)

Kriger then gets up and moves away from the swarm (You can change that action if you prefer, but you start prone and without your weapon in hand).

Davor finishes the Lonely Warrior, sending his soul to oblivion.

Kalsgrim ducks and pretends to be a rock. That effort doesn't seem to convince the gnawing bats as they crawl all over his body.

The bats keep attacking furiously the companions.

Secret Rolls:

Sw11d6 ⇒ 3
Sw21d6 ⇒ 5

(-3 hp to Janku and Servayn, -5 hp to Kalsgrim and the elemental)
Updated Map
Everyone’s action.


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

Nope. That action sounds good to me. Which would mean that is my action for this upcoming round, right? Or was that action for the previous round? Just want to be clear.


That was your round 9 action. Round 10 is up for all!


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

"Thanks fellas. Did we win?" He asks as he moves to pick up his axe amongst the swarm.

Move and pick up axe. Did we manage to get the ring off the dead guy?


Outside, was there a stream or pond or anything that they could completely submerge in?


Nothing real close, though it is sunny and cold outside.


Servayn, Kalsgrim, Janku and Davor?


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Servayn, Kalsgrim, Janku and Davor?

Servayn is still headed outside, hoping that the bats won't follow them into the sunlight, although he'll abandon his grip on Kriger if the now-conscious man appears to wish to remain in the barrow-mound.


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

Last minute business trip out of town. Feel free to DMPC me if needed. SHould be able to post, but sporadically.


Kalsgrim will follow Servayn outside. Once there, if the bats are still clinging and attacking, he'll tell Servayn Drop to the ground and roll! Kalsgrim will try to ignore the bats on him and start plucking them from Servayn one at a time, crushing each as he goes.


Davor?


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

Janku withdraws from the cave, to get out of the stupid bats way.


The group finally makes it out of the mound and the bats are stopped by the light of day, remaining in the darkness of their cave.

Bitterness can be felt at the somewhat incomplete victory. The ancient forces of darkness have been vanquished. Yet, their treasure still lie on the other side of angry and hungry bats...

Map of Frieland


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

Did we get the ring off of the dead guy's finger?


Not yet, though Servayn might have a plan to get rid of the bats.


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

Davor will join the group outside, not wanting to face these bats as he does not have the tools to face them.


(AC 18, hp 15 of 77) Summoner 9

"Now that we are no longer being bitten by those little blighters, someone shouted something about torches?" Servayn says, "I believe Kalsgrim has some, and we should be able to equip ourselves with them to repel the beasts, while I conjure air elementals to scatter them with whirlwinds. No reason to abandon whatever treasure is to be found, in this place, after all. We certainly could use the funding, given my knack for losing money in business!" he says, with a rueful grin.

If the others agree, and Kalsgrim passes out lit torches, he readies himself to call up another elemental and directs it to attack the swarms of bats. Once it's whirlwind has expired, he immediately conjures another in the midst of the swarm, causing the first to disappear in a gust of wind.


A reasonable plan, Servayn. And certainly well worth a try. Just remember, if it doesn't seem to be working, we can just try retreating outside again.

Kal will pull out torches for everyone interested in using one (he has enough) and wait for Servayn's signal that he is ready with his spell.


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

"Death to the little buggers! HA! HA!" He says with a look of destruction upon his face.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps to the entrance and tosses a copper coin with magical light cast upon it into the passageway, to stir up the bats again, and then summons his air elemental to tear the swarm apart. As soon as the first elemental falls out of whirlwind form, he conjures another, and repeats that process until only a few scattered and battered bats remain, posing no threat to himself or his companions.

A constant breeze rises around him, guttering the torch in his hand and causing the dust on the ground to whirl around his ankles widdershins, as he reaches deeply into the elemental plane of air over and over again, chanting in draconic in an echoing voice that is rising into the sky, where the clouds above him have begun to circle ominously...


Through coordinated action, the group manages to rid the mound of the pesky bats. As they explore the rooms, they find the sepulchre of an ancient warlord. One that must have reigned over the region. Now, all he serves is as reminder that power is ephemeral and that we all end up as dust or, if unlucky, as undead vehicles fuelled by anger and madness...

You retrieve the ring, as well as the armour and weapon of the Lone Warrior. Nothing else seems of value in this cave.

Please chime in if you haven't yet in the OOC discussion regarding posting.


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

"We finally got this dang ring! Eat dirt, dead guy! HA! HA!" He yells triumphantly. Turning to the others with a big smile, "Now what?" He asks as he hands the ring to Servayn and walks out of the batcave.

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