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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Yeah, Kalsgrim has no means of quickly dealing with that, so he's off to pursue the remaining troll (or at least he hopes it is only one remaining troll).

Does Kalsgrim have to climb to get up to the cave mouth, or is the trail sufficient to get up there with just move actions?

Edit: I noticed that I failed to update Kal's character sheet at level 4 in one regard; he gets two smites at 4th level. So if he can catch up with that last troll, he's willing to engage it on his own while the others deal with the wounds and regenerating trolls.


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 cracks his neck, "Thanks Janks! I'm feelin' much better." He slaps him on the shoulder. Then brushing his hands off as the job of burning the trolls is finished, he turns to Servayn, "Appreciate the help with bonfire there, Servayn. Wasn't sure if I was gonna have enough oil or not. Hope you got more... I'm all out."

I don't need the CMW. I'm not sure if anyone needs it honestly. Anybody?


Servayn loses contact with the eagles. Some feathers come floating out of the trolls' lair...

Meanwhile, Kalsgrim has started climbing up the slope to the entrance.

Kalsgrim, you need to make a climb check to get up the ledge marked on the map as a ten foot drop. It's not that high, but it's quite vertical... Please let me know if the paladin is the only one getting invited for dinner in the lair. After, I'll be able to tell you what's on the menu...


(AC 18, hp 15 of 77) Summoner 9

"Let's move, before our fearless leader gets himself eaten." Servayn says as he double-moves onto the trail, in preparation to beard the troll in his lair, and hoping to get there before Kalsgrim completes his attempt to climb in and face it alone.

If a Climb check is required, Servayn casts guidance to give himself a +1 to the check first. 1d20 + 3 ⇒ (2) + 3 = 5

Sadly, his skill at climbing is only surpassed by his mastery of yodeling, and he finds the cliff-face, for the moment, as impassible as a wall of magical force.


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

Noticing Kalsgrim taking off up the trail, "Kalsgrim! What the heck are you doing! Will you hold up a moment! You'll get yourself killed going in there by yourself!" Turning to the others, "C'mon fellas! Kals has gone all addle-brained on us. Apparently he wants to be troll lunch." Kriger immediately heads back up the trail, mumbling to himself how nonsensical Kalsgrim is being.

Argh! Beaten by 13 seconds! :P


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

"I can cast acid on these creatures and stop them from regenerating for a bit." he says as he aims a acid splash at whatever seems mostly healed up or the most dangerous.

1d3 ⇒ 1 acid damage double if the DM would rule that as they're helpless, like a doupe de grace of acid or something. Level 0 spell so unlimited uses.

will get to it now, just have to alter the sheet as I assume the CMW is aimed my way too.


With two quick flicks of the wrist, Davor puts an end to the two trolls left.


Climb 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15.

Kalsgrim attempts the climb despite his bulky armor, determined that not one would get away...


The short wall of rock resists stubbornly to bow to the paladin's mediocre climbing skills...


(AC 18, hp 15 of 77) Summoner 9

As Kriger also reaches the rock face, Servayn instead attempts to aid him in climbing the surface, unwilling to so soon risk another embarassing failure of his own.

climb check, DC 10 to give Kriger a +2 to his own check 1d20 + 2 ⇒ (5) + 2 = 7

But no, he sucks too much to even do that.


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

Davor decides to help with the climbing, putting his blade away and help the paladin move up.

climb check to give Kriger a +2 1d20 ⇒ 9

Clearly even Davor's 18 Strength does not help with the climbing. This is including the armour penalty to climbing which is why it's currently at +0


LOL! Sorry but I'm trying to imagine the situation, with Davor serving as a stool, and Servayn pushing on Kal's butt... My eyes get all watery!

Try as you may, the ledge proves an impregnable barrier to your coordinated assaults. Perhaps a ladder or a knotted rope would help propel the brave warriors to their doom or glory?


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp
Other Mastermind wrote:

LOL! Sorry but I'm trying to imagine the situation, with Davor serving as a stool, and Servayn pushing on Kal's butt... My eyes get all watery!

Try as you may, the ledge proves an impregnable barrier to your coordinated assaults. Perhaps a ladder or a knotted rope would help propel the brave warriors to their doom or glory?

And if you add to the fact we're all straining to help him up with our faces going red I'm sure it looks worse.


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

Lol! This is classic! Thanks for that description, OM! Along with Set trashing Servayn on his fantastic aid another, and then add Davor's little comment and I just laugh harder! Keystone Kops anybody?! :)

Seeing how the others seem to be tumbling over each other, obviously being of little help, "Bah! Just leave it to me! I'll do this myself!" Climb: 1d20 + 10 ⇒ (20) + 10 = 30 Kriger heads to the wall and darts up with ease. "Alright, now if one of you can possibly manage to throw me a rope, I can help the rest of you up. But if that seems too difficult, I can climb back down and get it from you." Kriger speaks as if he's talking to a child, which is paired with a great big smile.


(AC 18, hp 15 of 77) Summoner 9

Servayn has one grease spell left, and his face twitches a bit as he refrains himself from casting it on the gloating Kriger.

He speaks softly, so as not to draw the troll out to attack them while they are at such a disadvantage, "I have no rope, and if none of uus happen to have one, I can summon a horse that we can attempt to use to provide a step up..."

In theory, standing on the horse's back, it should be easy enough to lock arms with Kriger and be hauled up.


Of course, standing on a horse's back is easy enough... No wait! ;-p (This is getting better and better! I wish I was good at drawing. Something to balance the famous "A paladin in Hell" drawing from AD&D first Ed.)


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

Sorry guys. Been driving all day...but this is priceless

Janku rises from his giving of thanks, and offers a suggestion. I have a potion that will allow flight for a short time". "Perhaps the strongest of us could piggy-back us up one at a time".


It is a good idea, Janku. But I have a blanket and bedroll we could tie together...


Blankets and bedrolls are tied and the group makes it up the ledge, prison-escape like.

Tge doorless entrance leads to a small room with stone floors and walls. The filth, and its accompanying smell is like a membrane that you have to punch through. The room gets completely dark very quickly, but you discern a stairwell steeply leading up on your left, and a doorframe in front of you.

Order of march and sources of lighting please.


(AC 18, hp 15 of 77) Summoner 9

Servayn causes the head of whatever weapon Kriger has in hand to glow with a ruddy arcane light.

light spell on his axe-head, or flail, whichever he's got out.

"What a stench," he mutters, momentarily staggered by the rank odor of troll squalor.


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

Axe-head

"And this is not even where they go to the bathroom." As Servayn puts a light to his axe, he notices something. "Oh wait, looks like I was wrong," he shrugs.

As they move on, Kriger keeps his eyes and ears open.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27


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

"I didn't pray for the blessing of light this morning Servayn". "Mind lighting up my shield, and I'll take my normal position in the back...slow portion of the party".

After seeing the Fireballs...and knowing he's not nimble enough to take cover behind something, Janku positions himself about 15' behind the rest of the party.


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

Davor casts a spell on his sword, making it more enhanced and then another spell on his armour, which it suddenly sprouts hundreds of iron spikes like porqupine quills covering the armour.

Davor has darkvision of up to 60ft in black and white and blood hound is still active if scent matters.

Edit: ignore the spell on the weapon. realised I need to see the enemy first before doing the spell.


(AC 18, hp 15 of 77) Summoner 9

"I can only maintain light on a single item at a time, I am afraid..." Servayn whispers back.


I'm still unclear about the order of march. The openings between rooms seem narrow and a single file seems best. If you only have one source of light, the last ones will be in the dark. I will also require Perception and Stealth rolls when ready. Of course, the closer you are to the front, the more it matters, but if can't see your feet, there will be a penalty to the roll.


Also, Knowledge (history or engineering).


(AC 18, hp 15 of 77) Summoner 9

"If anybody has a torch or lantern, I can hold it. I carry no shield." Servayn offers quietly.

"How do the trolls, which seemed quite large to my eyes, even fit in these small corridors? Can they change their shape? Or is there some larger passageway that is somehow concealed?" he mutters, perplexed at the scale of the place.

Perception 1d20 + 8 ⇒ (13) + 8 = 21
Stealth 1d20 + 2 ⇒ (1) + 2 = 3


Kalsgrim will pull out and light two torches, passing one over to Servayn.

Kalsgrim will say to the trackers Do you want me to lead the way? Will I ruin your ability to track it if I do?

He stands ready, torch in one hand, longsword in the other, bow stowed away.

Perception 1d20 + 0 ⇒ (8) + 0 = 8
Stealth 1d20 + 0 ⇒ (9) + 0 = 9


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

1d20 + 7 ⇒ (8) + 7 = 15 Knowledge History

"Very well then". "I shall stay back here in the darkness, but keep you all within my sight". "I move so slowly that it really won't slow me down that much". "I still can't believe I wasn't fore sited enough to suggest basic adventuring supplies before we set forth". "That won't happen again if we live through this".


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

Damn, the few knowledges I don't have.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Stealth: 1d20 - 2 ⇒ (7) - 2 = 5 Davor's armour is making him Mr Clanky here.


You make your way through the second doorway. It leads to a network of rooms, some of which contain quite a lot of stolen goods. The stone rooms lead themselves to a set of cave, dug probably long after the stone rooms were.

The decor turns gruesome as you find the remains of several people, some your very humble subjects no doubt... Bodies are mutilated, and most clearly have been fed upon.

You come to a room where an ominous feeling washes over you. Beyond this (wider) entrance lies fate...

You are in a cave, with an entrance leading into what appears to be another one. What do you do. Remember you've made a lot of noise going in.


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 hands Servayn his lantern. "Here, take this."

Quote:
Kalsgrim will say to the trackers, "Do you want me to lead the way? Will I ruin your ability to track it if I do?"

Kriger just looks at Kalsgrim. "No. And yes." He motions for him to get behind him.

Kriger cringes at each step the others make, which throws him off his game, resulting in him being equally as quiet. We should've just worn bells on our boots. He shakes his head in frustration, realizing there's no way they're getting any kind of surprise.

"Okay, fellas. We've already alerted the creatures in Andoran that we're here, alright. So they know we're here. Now, what's the plan?"

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Stealth: 1d20 + 9 ⇒ (1) + 9 = 10


(AC 18, hp 15 of 77) Summoner 9

Servayn loops his morningstar through his belt, and holds the lantern in one hand and the torch in the other, as no one else has a free hand at the moment.


Initiative Rolls:

Kriger 1d20 + 8 ⇒ (1) + 8 = 9
Kalsgrim 1d20 + 2 ⇒ (16) + 2 = 18
Servayn 1d20 + 6 ⇒ (2) + 6 = 8
Janku 1d20 ⇒ 19
Davor 1d20 + 5 ⇒ (11) + 5 = 16
H 1d20 + 1 ⇒ (18) + 1 = 19

Before anyone has had a chance to say more, or to charge forth, a small bead flies from the cavern and smashes into the wall, exploding in a fireball that engulfs all of you, except for Janku, who stayed behind the group.

Secret Rolls:

2d6 ⇒ (5, 6) = 11

11 hp damage to all; Reflex DC 14 for half.

You hear a thunderous laugh from the depth of the cave as you skin sears.

Status
No spell active at the moment.

Map
All are up.


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

Dang it...finally get good initiative when I don't want to go first...

Surprised and blinded by the sudden flash, Janku takes a moment to gather his bearings. Then rushes forward to place the calming, soothing embrace of Milani's healing touch upon the only party member he can reach, Servayn.

1d8 + 4 ⇒ (5) + 4 = 9 CLW (Sanctuary)


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

Davor still has a few spells active. Shield of Faith, Weapon of Awe and bloodhound as those are minute per level spells, apart from the last one. Bloodhound is an hour per level.

reflex: 1d20 + 4 ⇒ (9) + 4 = 13

As a swift action, Davor uses his judgement for the second time together to bring sacred destruction upon the enemy in question. He then casts a spell on his blade Wrath before moving 20 ft to the side, wanting to get the troll in line for his attack.


Davor Mason wrote:

Davor still has a few spells active. Shield of Faith, Weapon of Awe and bloodhound as those are minute per level spells, apart from the last one. Bloodhound is an hour per level.

reflex: 1d20+4

As a swift action, Davor uses his judgement for the second time together to bring sacred destruction upon the enemy in question. He then casts a spell on his blade Wrath before moving 20 ft to the side, wanting to get the troll in line for his attack.

I think that more than four minutes took place, especially when you include the 9 rounds fight and the five rounds energy channels.


When you move, please provide the coordinates of the end square.


(AC 18, hp 15 of 77) Summoner 9

Ref DC 14 1d20 + 3 ⇒ (7) + 3 = 10

Servayn dashes forward to E/5.5 and attempts to call forth an elemental of earth as close to the troll as possible, dropping the torch (but keeping hold of the lantern) in his space as he does.

earth elemental stats in spoiler (AC 17, hp 17), Servayn, can summon it within 7 squares of his position, within attack range, or move and attack range (20 ft.) of the troll

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

The elemental makes a single lazy bash at the troll.

attack, +1 for earth mastery 1d20 + 9 ⇒ (2) + 9 = 11
damage, +1 for earth mastery 1d6 + 7 ⇒ (1) + 7 = 8


Reflex save 1d20 + 7 ⇒ (7) + 7 = 14.

Double move to E.5/3.0 unless he gets in there and sees something that he should be angling toward.


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

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

"Frickin' crap! I hate that troll!" Kriger fumes as he gets blasted by the fireballin' troll. "Alright Ol' Deadeye, I'm needin' you to help me bring the pain to this beast."

Cast Lead blades Standard; Move to D.5 - 3.5(Or, unless I happen to run into a creature. Then I'll stop there.) :)


Round 1 - Hargulka, Troll Chieftain
Before anyone has had a chance to say more, or to charge forth, a small bead flies from the cavern and smashes into the wall, exploding in a fireball that engulfs all of you, except for Janku, who stayed behind the group. You hear a thunderous laugh from the depth of the cave as you skin sears.

Round 1 - The Leaders of Frieland
Surprised and blinded by the sudden flash, Janku takes a moment to gather his bearings. Then rushes forward to place the calming, soothing embrace of Milani's healing touch upon the only party member he can reach, Servayn. (+9 hp to Servayn)

Davor uses his judgement for the second time together to bring sacred destruction upon the enemy in question. He then casts a spell on his blade before moving 20 ft to the side, wanting to get the troll in line for his attack.

Servayn dashes forward and attempts to call forth an elemental of earth as close to the troll as possible, dropping the torch (but keeping hold of the lantern) in his space as he does. The elemental makes a single lazy bash at the troll, but convinces no one to pay attention.

Kalsgrim moves to get in there.

"Frickin' crap! I hate that troll!" Kriger fumes as he gets blasted by the fireballin' troll. "Alright Ol' Deadeye, I'm needin' you to help me bring the pain to this beast."

Round 2 - Hargulka, Troll Chieftain
Hargulka, clad in armor and brandishing a nasty looking morningstar, steps forward and engages the paladin dead on in a sequence of fast deadly strikes.

Secret Rolls:

vs Kal: 1d20 + 14 ⇒ (8) + 14 = 222d6 + 13 ⇒ (2, 2) + 13 = 17
1d20 + 9 ⇒ (1) + 9 = 102d6 + 13 ⇒ (1, 4) + 13 = 18
1d20 + 10 ⇒ (3) + 10 = 131d6 + 6 ⇒ (5) + 6 = 11
1d20 + 10 ⇒ (11) + 10 = 211d8 + 6 ⇒ (6) + 6 = 12

The weapon makes a rumbling sound as it swings. It hits the paladin squarely the first time (-17 hp to Kalsgrim), then misses. The claw attack is too short, but then the beast snaps in, mangling the hero’s arm badly (-12 hp to Kalsgrim)

Status
Wrath on Davor’s blade round 1/10.
Summoned Earth Elemental.
Lead Blades, 4 minutes, round 1.

Map
All are up.


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

Janku makes a double move to D.5-4


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

wasn't sure about coordinates, I was thinking A 5.5 I believe? Also minute - 10 rounds, so will leave it for you to be sure. won't be the end of the world.


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

"Blast ya, beast! Step back, Kals!" Kriger moves in swinging with all he's got, hoping he fares better in here than he did outside.

Move to F - 2.5; Using last Ranger focus of the day.

+1 Greataxe w/PA vs. focus: 1d20 + 9 ⇒ (18) + 9 = 27
Damage w/PA + Lead blades vs focus: 3d6 + 15 ⇒ (2, 6, 3) + 15 = 26


Heh heh. Kal step back? Pretty funny Kriger!

Kalsgrim calls on Erastil and feels divine power flow through him in response. Some of it goes to heal himself, just enough to let his arm function, to strike with his sword two handed. the channels into his hatred of this troll that has brought so much strife to Erastil's fledgling nation. Filled with Erastil's righteous fury, Kalsgrim strikes out in a truly heroic fashion!

Swift action: Lay on hands, heals 2d6 ⇒ (2, 3) = 5.
Swift action: Smite Evil on Troll chieftain. +4 AC vs. him, +4 to hit and +4 damage.
Standard action: step to F3 and two handed power attack with longsword.
To hit 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1d8 + 10 ⇒ (2) + 10 = 12

Spend an action point to add 1d6 ⇒ 5 to that To Hit roll.

Armor Class: 22, hit points 10/39, Action Points 7/8. Smite Evil.


(AC 18, hp 15 of 77) Summoner 9

Servayn moves into the cavern and conjures an area of grease beneath the troll.

move to D4. Grease under H, Ref save DC 16 or fall down. Flat-footed until it gets out of there. Kriger's lantern remains in his hand.

The earth elemental continues to attack.

attack, +1 for earth mastery 1d20 + 9 ⇒ (15) + 9 = 24
damage, +1 for earth mastery 1d6 + 7 ⇒ (3) + 7 = 10


Kal, only one swift per round... If you don't need a move action, you can use that to channel.
Davor is up.


Assuming Kal could get the channel in before the troll took any damage, he'd use the extra LOH to do a channel. Otherwise, he'll just stay at the lower damage for a round. He has Hero's Defiance in reserve if the troll hit him again.

Sorry about the action error; in PF you can only sub a move for a standard and I ws thinking of SW Saga where you can sub any higher action type for a lower one instead.


Although this is true, because LoH is a move action on others, and swift for you, I would say a paladin can either do it as a move or as a swift action on himself.

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