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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DC10 perception to see the sniper's location. 1d20 + 2 ⇒ (16) + 2 = 18

Move to P17 (I believe that is still a move action with the Haste spell).

Swift action to declare smite evil on the spiffy newcomer and looses an arrow at him.

To hit 1d20 + 12 ⇒ (5) + 12 = 17
Damage 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18


Janku is up.


Round 3 - The Leaders of Frieland
Ok, waited long enough...

Ember continues to attack the Spriggan in front of him. He bites and claws in flurry of fiery attacks, shredding the spriggan to pieces. Set, would you mind adding the d6 from fire in the same equation, 1d6+3+1d6, because I realize I can easily oversee the extra damage the way it’s formatted.

Serayn scans for his attacker, and drinks a potion of cure moderate wounds, quickly drawn from his haversack. If he can determine the archer's location, and if possible, he will step in such a way that the building to his north provides cover. He notices the crossbowman’s position, but has to get inside the building to break line of sight.

Kriger looks up at the Spriggan's firing bolts at them. "Blast! They're gonna tear us apart from up there! Let's finish these so we can take care o' them!" Kriger says as he's moving to help Ember and swings at the Spriggan the Eidolon has yet to tear to pieces.

As the creatures head cleanly detaches from it's body and goes flying, Kriger sidesteps the collapsing body. Then turning his attention up toward the fort, "YOU'RE NEXT!"

Davor banes his weapon against gnomes before marching past the dead bodies.

Kalsgrim moves forward, using his smiting grace against the potential leader of the spriggans and fires at him while keeping an eye on the sniper. Unfortunately, his arrow lands in the battlement.

Round 3 -The Culcheck Spriggans
The only spriggans left seem to be on the battlement, at the top of the fort, some 30 feet in the air. The two crossbowmen turn their weapons towards the archer Kalsgrim, while their boss remains on Kriger.

The hidden spriggan, spotted, aims at the distracted target Janku.

Secret Rolls:

7 vs Ka: 1d20 + 5 ⇒ (4) + 5 = 9; 2d6 ⇒ (4, 5) = 9
8 vs Ka: 1d20 + 5 ⇒ (7) + 5 = 12; 2d6 ⇒ (1, 6) = 7
A vs Kr: 1d20 + 11 ⇒ (15) + 11 = 26; 2d8 + 11 ⇒ (8, 2) + 11 = 21
1 vs J: 1d20 + 8 ⇒ (7) + 8 = 15; 3d6 ⇒ (6, 6, 6) = 18
Stealth 1d20 + 15 ⇒ (16) + 15 = 31

The large bolts land with a heavy thump in the ground, short of Kalsgrim, while the one fired expertly by their leader makes instead a wet slurping sound as it goes through the ranger’s abdomen, piercing through and through and leaving him with a whole in the stomach. (-21 hp to Kriger)

After his bolt bounced off the cleric's armour, the sniper disappears again. (Perception DC 16 to spot it.)

Status
Bless round 3/10.
Haste 1 rounds left.

Map
All are up.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps forward a pace (aware that he might eat another bolt) and intones a spell.

Glitterdust to affect Spriggans 8 and A (10 ft. radius, centered just behind and between them). DC 18 Will save or blind for 6 rounds (save each round to end condition).

Ember flies to the assault, against the spriggan remaining outside of the cloud of sparkling motes.

Ember Full Attack on Spriggan 7, +1 for bless
Bite attack 1d20 + 9 ⇒ (6) + 9 = 15
Claw attack 1 1d20 + 10 ⇒ (19) + 10 = 29
Claw attack 2 1d20 + 10 ⇒ (8) + 10 = 18

bite damage +1d6 fire 1d6 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12
claw damage 1 +1d6 fire 1d6 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9
claw damage 2 +1d6 fire 1d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11


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

"AHHHHHHH FREAKING CRAP!" Kriger looks to the Spriggan that just created a hole in him with narrowed eyes. Furious, a malicious grin slowly forms as he moves quickly toward the door. "One, two, Kriger's coming for you, beast!"

Move to door(That's around 55' so I should be good for 1 more move). If it's closed, I open it.

If it's not closed, then, go through it and up the nearest stairs. Of course, if there are others within the room then will attack them instead unless I'm already dead from walking into a death trap. :P

Not sure if all of us are to roll perception or just Janku. If not, then disregard. It's actually automatic for me. My Perception is +19.


As it so happens...

As Kriger moves forward, he finds out the mischievous spriggans have dug a pit, lined it with sharpened stakes, and crudely camouflaged it with a cover of sticks and dirt. Still, it does the job when a mob tries to overrun their keep under crossbow fire...

If Reflex save DC 20 is failed:

Fall 20 feet: 2d6 ⇒ (1, 3) = 4 hp damage
Spikes: 1d20 + 15 ⇒ (18) + 15 = 33
1d4 ⇒ 4 spikes
damage: 4d6 + 20 ⇒ (4, 2, 1, 5) + 20 = 32hp damage
Total = 36 hp damage


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

Ref: 1d20 + 7 ⇒ (8) + 7 = 15

Question: If I see this creature retreating back under the camo, can I stop? Technically, my movement is a "normal" move seeing how I'm hasted. Figure I'd ask just in case.


What creature? The trap is a hole with spikes at the bottom. I'm not sure I understand your question.


Calmly focused with the might of his diety coursing through him, Kalsgrim takes advantage of the arcane speed bestowed upon him to try and take out the leader.

To hit 1d20 + 12 ⇒ (12) + 12 = 24
Damage 1d8 + 11 ⇒ (7) + 11 = 18
To hit 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1d8 + 11 ⇒ (2) + 11 = 13
Haste bonus attack:
To hit 1d20 + 12 ⇒ (12) + 12 = 24
Damage 1d8 + 11 ⇒ (7) + 11 = 18


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

Nevermind. I got it now.

As Kriger moves toward the fort, you see him instantly vanish out of sight.


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

Davor follows Kriger, not wanting him to dissappear off by himself and keeps his sword up as he heads towards him.

movement is 30ft due to the armour being mithral and lighter than normal breastplate, should b able to reach him in a double move.


Janku is up


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

Janku moves towards his fallen comrade keeping an eye out for any enemies or traps he might encounter on the way.

"Hold on Kriger". "I'm on the way".


Round 4 - The Leaders of Frieland
Servayn steps forward a pace (aware that he might eat another bolt) and intones a spell.

Secret Rolls:

8 1d20 + 1 ⇒ (10) + 1 = 11
A 1d20 + 3 ⇒ (8) + 3 = 11

A shower of golden sparkle falls on the tower, catching two. Both spriggans suddenly loose track of their surroundings, obviously blinded by the spell.

Ember flies to the assault, against the spriggan remaining outside of the cloud of sparkling motes. The eidolon lashes its fiery fury at the spriggan, drawing burned blood and nearly bringing it down.

"AHHHHHHH FREAKING CRAP!" Kriger looks to the Spriggan that just created a hole in him with narrowed eyes. Furious, a malicious grin slowly forms as he moves quickly toward the door. "One, two, Kriger's coming for you, beast!" As Kriger moves forward, he finds out the mischievous spriggans have dug a pit, lined it with sharpened stakes, and crudely camouflaged it with a cover of sticks and dirt. Still, it does the job when a mob tries to overrun their keep under crossbow fire... As Kriger moves toward the fort, you see him instantly vanish out of sight, leaving a wide hole in front of the door.

Kriger:
Stabilization roll please

Calmly focused with the might of his deity coursing through him, Kalsgrim takes advantage of the arcane speed bestowed upon him to try and take out the leader. Two arrows land loudly in the spriggan’s side, while the third hits the battlement.

Davor follows Kriger, not wanting him to disappear off by himself and keeps his sword up as he heads towards him.

Janku moves towards his fallen comrade keeping an eye out for any enemies or traps he might encounter on the way.
"Hold on Kriger". "I'm on the way".

I’ve asked a few times: if you move, give me your end square.

Davor and Janku:

You see Kriger twenty feet below, with spikes coming out of him, unconscious.

Round 4 -The Culcheck Spriggans
The two blinded spriggans retreat, screaming, in the fort. The last one standing drops his crossbow and draws a morningstar, then proceeds to knock the lights out of Ember, but misses poorly, moving back along the battlement (5 feet).

Meanwhile, the hiding spriggan disappears from view.

Secret Rolls:

7 vs E: 1d20 + 9 ⇒ (6) + 9 = 15; 2d6 + 5 ⇒ (5, 3) + 5 = 13
1 Stealth 1d20 + 15 ⇒ (20) + 15 = 35

Status
Bless round 4/10.
Haste finished.
A and 7 blinded round 1/6

Map
All are up.


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

DM:

Stabilization: 1d20 + 7 ⇒ (16) + 7 = 23

Hp's 0

You want me to put my current xp's in my header or keep it spoiler'd?


Put it.


Kalsgrim allows himself a small smile at the effectiveness of Servayn's spell. He takes advantage of it to try and finish off the lethal leader.

Arrows at the leader.
To hit 1d20 + 12 ⇒ (1) + 12 = 13
Damage 1d8 + 11 ⇒ (8) + 11 = 19
To hit 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1d8 + 11 ⇒ (4) + 11 = 15


Kal, the leader has retreated inside.


I'm sorry. I'll target the one who drew the morningstar and attacked Ember.


(AC 18, hp 15 of 77) Summoner 9

Ember presses his attack on the spriggan before him, advancing and attacking again.

Ember Full Attack, +1 for bless
Bite attack 1d20 + 9 ⇒ (8) + 9 = 17
Claw attack 1 1d20 + 10 ⇒ (14) + 10 = 24
Claw attack 2 1d20 + 10 ⇒ (17) + 10 = 27

bite damage +1d6 fire 1d6 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10
claw damage 1 +1d6 fire 1d6 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
claw damage 2 +1d6 fire 1d6 + 3 + 1d6 ⇒ (1) + 3 + (6) = 10

Servayn steps to the edge of the pit, drawing 50 ft. of silk rope from his haversack as he does, tossing one end of the rope to Kriger, so that he can begin to draw himself up.

Move to K14.


Davor, we haven't heard fromyou in a while. If you can't post for a period of time, All involved would expect a notice. Thanks.

the combined assaults of Ember and Kalsgrim shred the last spriggan on the battlements of the fort. Ember hears the door leading in get closed and locked.

Janku moves to the edge of the pit and invokes Milani's grace. A scent of freshness fills all around with a renewed sense of hope.

...and hp as well! 3d6 ⇒ (4, 4, 1) = 9
Two locked doors, and an elusive sniper left.
Your turn.


Scanning the courtyard, Kalsgrim stands ready with an arrow nocked, watching down the length of the shaft for their elusive foe to take action.

Ready an action to fire at the sniper if Kal can spot him.

To hit 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1d8 + 6 ⇒ (6) + 6 = 12

Edit: Adding perception roll 1d20 + 0 ⇒ (7) + 0 = 7


Roll perception as well please.


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

Lying there impaled on spikes, Kriger pulls himself off of them as he feels the healing power of Janku. "Thanks... Janks...," he barely manages as he once again is covered in his own blood. Looking up, he smiles weakly at the realization that he's in a heck of situation as he leans back against the wall. Great.


Kalsgrim can't find the sniper.

Davor helps Kriger get out of the trap: "You're bleeding..." He then turns towards the entrance of the fort: "I'll take care of the sniper."

Janku takes another moment to concentrate as he approaches Kriger. The ranger feels the freshness of dew on your skin. Cure Serious Wounds 3d8 + 6 ⇒ (2, 1, 7) + 6 = 16 hp.

All of you are up. You are faced with two locked doors. I'll DMNPC Davor and Janku, but they will mostly be support. Janku still has 6 channels left, plus spells aplenty. If one of you wants to run one of them, let me know.


(AC 18, hp 15 of 77) Summoner 9

Ember seeks out the sniper, taking to the air to get a better vantage point.

Same space, just move up 15 ft. Action to search for the sniper with a Perception check. 1d20 + 5 ⇒ (16) + 5 = 21

Servayn leaves his rope on the ground at the edge of the pit, not wanting to take the time necessary to retrieve and stow it, moving to the locked doors and giving them a shove, to test how sturdy they are.

Strength check to try and force the door open. 1d20 + 2 ⇒ (10) + 2 = 12


The door, made of metal covered heavy wood, is very strong and doesn't budge at all.


Kalsgrim will move to R14.

"Maybe there is another way in!" he calls out to the others.

Move action to approach the door, standard action to try the door.


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

"Sniper? Where?!" Kriger searches for the hidden shooter.

Perception: 1d20 + 19 ⇒ (8) + 19 = 27


Nothing stirs in the fort's courtyard, as Davor slowly walks towards the battlement: "Come out, come out, little coward... The Iron Lord has a surprise for you..."

The door stubbornly stands locked as Janku prays one more time to heal the ranger's injuries. (3d8 + 6 ⇒ (5, 5, 4) + 6 = 20 hp to Kriger.)

Kriger sees an odd bump on the battlements and points it to Davor, who shifts his trajectory.


(Davor will take care of the sniper, so you can focus on the fort.)


"Excellent, Davor." Kalsgrim remarks when he sees the determined half-orc go after the elusive sniper.

On the map, I can see where two palisades (which you previously mentioned were 15’ high) meet up with the side of the building. Is there a walkway on top of the wall, and if there is, is there an entrance where it meets the fort?

How high up is it to the roof? Is it safe to assume that the surface of the fort is smooth and difficult to climb?

"Servayn, could Ember fly us up to the roof, one at a time?"


(AC 18, hp 15 of 77) Summoner 9

"He could try." Servayn says, heading back to gather up his rope, in case it's needed to reach the roof.

He calls Ember back, using their mystical bond, rather than shout to him.

Once he has rope in hand, Ember will attempt to lift him to the rooftop.

Ember has Str 16, and as a quadruped, has 1.5x carrying capacity. His Lt Enc is 114 lbs, Med Enc is 115-229 lbs and Hvy Enc is 230-345 lbs. I have no idea how much he can lift and still fly, 'though...

If he doesn't seem to have a problem lifting Servayn, he'll proceed to lift Kals, Kriger and Janku afterwards. If he struggles to get Servayn to the top, Servayn will instead just throw down the rope, and secure it topside.


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 again, Janks. You're a lifesaver. There's gotta be a better way than that, fellas. If we have him take us up there one at a time, that leaves whoever's up there first to take on the lot of them by himself. There's gotta be a better way in." Kriger mentions as he looks around for such.

Perception: 1d20 + 19 ⇒ (10) + 19 = 29


After a test, it appears Ember can lift one of you at a time, but it moves slowler this way.

On the other hand, Kalsgrim notes that the fort walls, though they have no walkway, are easier to climb on this side of the wall, and from there, it should be easy to get on top of the fort.

Climb DC 8.


"Kriger, why don't you climb the palisade up to the roof? Maybe there's a trapdoor they forgot to lock down, or maybe it will be easier to bust through than these main doors. I'll cover you."

Kalsgrim will stand with a ready action to shoot any foe that shows itself on the roof.

I am guessing we are out of turns now and can take 10 to climb it?


Makes sense, until something shows up ;)


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

What's that noise?


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

"You got it." Kriger then sheathes his axe and makes his way up.

Take 10 = 20.

Perception to check to make sure I'm not walking into a horde of enemies up top.

Perception: 1d20 + 19 ⇒ (6) + 19 = 25


Kriger makes his way to the top of the fort's battlements. He finds a single door on three of the four sides of the fort, facing in. Each door is made of sturdy wood and look barricaded from inside.

Malaswyn:
You hear a lot of commotion inside the fort where you are held captive. The room in which you lie prone gagged and manacled is 10 x 10, with no furniture but a bowl in the corner.


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

"Hey fellas! We got doors up here but they got 'em barricaded!" He hollers down at the others as he draws his axe. "You still wanna give these doors a shot, or should we look for another way in?"


The doors on the battlements are not reinforced the same way as the main door below. They should be easier to break down.


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

Double checking the doors, "Nevermind! I think we can make it through these! I'll wait 'til you fellas get up here!"


Are you guys climbing? waiting for a rope?


My understanding is that Servayn is getting lifted by Ember while Kriger climbs the pallisade and unto the roof. While they are doing that, Kalsgrim covers them with his bow. Then once Kriger lowers a rope, Kalsgrim and Janku will take 10 to climb up. Davor will continue his chase of the sniper, which no doubt has now taken them past the walls of the fort and into the surrounding deserted community.


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

Yep, that sounds good.


The heroes are all standing on the battlements of the fort. The doors are locked but not as sturdy.

Below, you can see Davor pacing the entrance of the fort, looking for the sniper.


It's Gencon, so I think some of you are not around so much. As for me, from Thursday to Monday, I will be away from a computer.


"Kriger, see if you can force it open."

Kalsgrim will stand with his bow ready in case anything waits beyond the door for us.


Kriger, you can try strength, or your axe. From the look of the door, you might be able to push it open first.

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