Life After Kingmaker (Inactive)

Game Master Gilthanis

Battle Map!!


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Inactive

Kraull shrugs, "Eh, it could've been worse. Let's get this over with."

With that he begins moving further down the tunnel, examining the area with his darkvision.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Agreed. Let's continue our exploration. If needed, Rubin casts Light for Chef.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Fine, let us get going. Chef follows Kraull.


The three of you travel on, down the tunnels. After a few minutes, you begin to run out of air from the crystals, and you realize that you aer out of new ones to replenish your air. You have a tough choice to make, continue on, holding your breath versus turning around and trying to get out of the tunnels before you run out of air.

You can hold your breath for double your Con score


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef looks at the crumbles of air crystals and looks disgusted at Rubin.


Inactive

Putting on a brave face, Kraull indicates to the others to push ahead, but waits to see if they agree.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef drinks his mutagen to give +4 con and nods for them to keep going.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Push forward and probably drown, or go back and definitely drown. I guess I'll follow the others. Rubin fights back panic and continues on with the others.


You continue onward, trying to hold your breath for as long as possible. You swim, and swim, it feels like an eternity. It may only be a minute before you reach a magically protected cavern, but you do reach it. You each take big gulps of air as you surface into the cavern. You see a small landing area, for you to dry off from the waterlogged feeling you have. After the landing, you see a tunnel that leads away from the landing, which makes a easy right hand turn after 60 or so feet.

The feeling is eerie to say the least. The only sounds you hear, is the sounds you three make. Whether it be talking, drying, checking your supplies or just simply breathing...the only sounds that echo along the tunnel and the landing are yours.

You go along, taking a few turns, and ahead in the distance you hear a group yelling. You are unsure what they are yelling about, but it is interspersed with a loud cacophony of what appears to be explosions of some sort. Perhaps, there is excavating going on ahead...or it could be a battle ahead.

The yelling and explosions seems to be about 90-100 feet ahead. It appears the tunnels weave and turn ahead to where you are hearing the explosions and yelling


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Well, this seems to be the only way out, shall we? Chef gets out his extract of shield and prepares for battle.


Inactive

"All right, let's go." Kraull agrees as he equips himself with his falchion and begins to make his way towards the noise.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin quickly gets his breath and wits back after his near drowning, and continues with the others, cold and wet. The distant sounds of some sort of violence ahead put him on his guard. He loads and cocks his waterlogged crossbow, hoping it still works properly. I'll go on ahead to scope out what's going on. If I start screaming, come save me. He creeps forward in the dark to see what lies ahead.

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

If battle is joined, Rubin starts singing inspire courage +1


perception: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14

Rubin, proceeds down the winding tunnels. He travels about 50 feet, and sees where all the yelling is coming from. He stops in his tracks however, as he is on the edge of an alcove, overlooking a cavern below. The cavern below is about 40 feet down, and in the cavern he sees a group of 6 men, each wielding large axes...presuming to be greataxe or similar sized axe. They are just taking chunks out of the cavern, and not properly "mining" the cavern.

Rubin, you see a large pile of various sized rock in the middle of the cavern, which glistens and shines as the torchlight.

Map updated

Nobody seems to notice you. It appears the loud cursing and noise, seems to take up most of their time.

If Kraull or Chef want to advance, please make a stealth check


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef waits for Rubin to come back.


Inactive

Kraull decides to wait a minute for Rubin to return before setting off after him, unless something drastic happens first.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin tippy-toes back to Chef and Kraull. "It's a bunch of crazy miners hacking away at the rock wall with battle axes. They must be under the influence of some drug, or magic. The tunnel ends well above them, and it looks like there's no danger in talking to them, or just picking them off from above. I assume this is the exploring party that Sampson sent ahead of us."

"These guys don't look too sophisticated, pretty brutish. I say let Kraull strike the fear of the gods into them and see what they have to say. Intimidate?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

We should avoid a fight if possible, if they are Sampson's men, getting them back alive would make us look good.


Inactive

"Sure, I'll go have a talk with them." Kraull says with a toothy smile as he cracks his knuckles. "Lead the way."


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef follows cautiously.


perception: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11

If you wish to try and be stealthy, please roll, otherwise I presume you are not caring about stealth


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3

CLUCK CLUCK CLUCK


Inactive

Stealth: 1d20 - 2 ⇒ (16) - 2 = 14

Kraull keeps a firm hand on his belt to keep it from banging about as he walks.


Chef and Kraul move forward with Rubin towards the overhand Rubin spoke of. Chef's trusty feathered friend walks along calmly. The torchlight they have cause shadows to dance. It is one of the dancing shadows that causes Chef's chicken to freak out and loud out a huge "CLUCK". The CLUCK reverberates throughout the cavern walls, an manages to somehow bounce back to the group.

When you reach the end of where the drop off is, the group of 4 miners is standing in front of the pile of gems. each holding a longbow in their hands, with an arrow at the ready.

WHO, in the hell are? HOW did you get in here?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Convince them, Rubin.


Inactive

"We're here from the boss. He wants to know what's taking you louts so long! This had better be good, those mermaids were annoying to deal with!" Kraull bellows angrily, attempting to intimidate the miners as per Rubin's earlier suggestion.

Intimidate: 1d20 + 12 ⇒ (3) + 12 = 15

I should start taking 10 on these checks...


The four men, aren't really impressed by Kraull's words, but neither are they insulted to the point of attacking him or Rubin.

Hmm, the boss huh. And what would our BOSS' name be smart-mouth?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Sampson


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

And he's getting impatient!

Assist Kraull: Intimidate: 1d20 + 3 ⇒ (5) + 3 = 8


The quadra of guards/miners converse with each other. Whispering can be heard, but you cannot make out entirely what they are saying.

The boss knew where we were, so why did he send you lot of jackasses?


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Er..I guess he wanted to see if we were up to snuff. We're newbies.Plus no doubt not that big a loss if the mermen had killed us


Inactive

"Hey, we're not the ones doing manual labor here, bud. Sampson wants to know what's taking you so long and/or if the mermaids ate you."


Well, the boss wants this part of the cavern excavated. So the more people on the job the less time it takes. Unless you want to wait for US to finish then take a seat ladies


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

So you fellows have a way out of here, yes? If we can get back tot he boss we can maybe get more men and tools down here.


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

We'll be right back to help you mine
With picks, sledges, men and moonshine.
Just show us how to get out of here,
And we'll also bring you food and gear.

Rubin sings a (hopefully) very convincing tune.

Versatile Performance(Bluff): 1d20 + 10 ⇒ (11) + 10 = 21


Inactive

Although not pleased with being called a lady, Kraull does appear to be looking for somewhere to sit while the others try to find the way out.


Ugh new recruits as a pain in the.. his buddy glares at him. The man who was addressing you, speaks up, this time more harshly.

Look, YOU are the new recruits, so YOU will do what WE say. Otherwise, you can come down and do SOMETHING... his thought trails off as he hears the movement of stone on stone. The sound isn't that if mining, but rather a hidden door moving.

On a wall, behind the miners below you, a wall opens to reveal enemies coming towards them. Two are skittering on the floor, while the other 2 are skittering along the walls to reach the 3 of you on the cliff.

This man-sized, crab-like monstrosity clings tenaciously to the rough stone, its enormous pincers held out menacingly before it.


Initiative:
Chef 1d20 + 3 ⇒ (19) + 3 = 22
Rubin 1d20 + 4 ⇒ (10) + 4 = 14
Kraull 1d20 + 3 ⇒ (11) + 3 = 14
Me Enemy 1d20 + 1 ⇒ (17) + 1 = 18
Me allies 1d20 + 1 ⇒ (10) + 1 = 11

Round 1:

Chef: go
Enemies:
Rubin:
Kraull:
Miners:

Purple and Red are 20 up the wall


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Chef drinks his dexterity mutagen and moves(done)


The vermin enemy each target one of the miners. Each protrude a sticky substance that flies towards their food source. Despite not be at the ready, all four miners are able to dodge out of the way of the sticky threads.

left to right

filament ranged touch: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
filament ranged touch: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
filament ranged touch: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
filament ranged touch: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10

The miners spread out and all let an arrow fly. They concentrate on a single enemy, hoping to overpower it. Only one arrow hits, but grazed the creature's tough hide.

1d20 + 1 ⇒ (10) + 1 = 111d6 ⇒ 1
1d20 + 1 ⇒ (3) + 1 = 41d6 ⇒ 4
1d20 + 1 ⇒ (20) + 1 = 211d6 ⇒ 2
1d20 + 1 ⇒ (5) + 1 = 61d6 ⇒ 1

crit?: 1d20 + 1 ⇒ (8) + 1 = 92d6 ⇒ (3, 6) = 9

Round 1-2

Chef: go 2
Enemies: all miss
(2 damage left)
Rubin: go 1
Kraull: go 1
Miners: go 1


Inactive

Drawing his falchion, Kraull quickly moves forward to make up the distance.

Double Move


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Rubin has his magical crossbow at the ready, and looses a bolt at the furthest creature. He senses and is grateful for Kraull's enthusiasm for a good fight after days of boring travel and parley.

Crossbow vs the blue guy
Crossbow: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Barring surprises, Rubin will start singing his Inspire Courage as his action next round.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Round 2

Stats with Dex Mutagen
AC 23/15/120
Dex 20 Cha 8
+2 ranged bab
Resources
Bombs 4/4

Chef will try climbing down to the floor, since they are high up.
Climb: 1d20 ⇒ 9
Uh oh


Knowledge Nature to identify creatures

Round 2-3

Chef: go 3
Enemies: done
(20' up Red: 2 damage)
(20' up Pink: 6 damage)
(Green)
(Blue)
Rubin: go 2
Kraull: go 2
Miners: done

Kraul moves forward, wanting to get within striking distance. Rubin, shoots a crossbow bolt which lands harmlessly feet away from his intended target. Chef however, tries to climb down the cliff face and falls.

4d6 ⇒ (4, 5, 2, 6) = 17 DC 15 acrobatics check to avoid first die rolled

The hungry predators are quite unhappy their meal source is fighting back. The ground crab like enemies target the miners, while the ones on the wall target Kraull. The first strands of sticky gunk, miss Kraul, despite his less agile frame. The second set of sticky filament, hit his right in the legs and feet, covering him and stopping him from moving.

The two crabs on the ground, both hit their targets feet and ankle's as well, immobilizing them.

Kraull, AC 11, red/pink: 1d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (15) + 3 = 18
blue on blue: 1d20 + 3 ⇒ (16) + 3 = 19
green on green: 1d20 + 3 ⇒ (10) + 3 = 13

As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. You can also hack away at it.

The two miners stuck in the sticky filaments, drop their crossbows, drawing their shortswords and start to hack away at the annoying gunk at their feet. Not used to not being able to move, they strike the ground.

The other two miners both focus on the crab that managed to hit Kraull.

blue merc/green merc: 1d20 + 1 ⇒ (10) + 1 = 111d20 + 1 ⇒ (4) + 1 = 5

pink/red vs. pink crab: 1d20 + 1 ⇒ (3) + 1 = 41d20 + 1 ⇒ (20) + 1 = 21
pink crit: 1d20 + 1 ⇒ (3) + 1 = 41d6 ⇒ 6


Inactive

Angry about this turn of events, Kraull hacks at the filament preventing his movement.

Falchion - PA: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 2d4 + 7 + 6 ⇒ (4, 3) + 7 + 6 = 20

If he gets free, he moves 20 feet closer to the crabs on the ground.


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20

AC 23/15/120
Dex 20 Cha 8
+2 ranged bab
Resources
Bombs 3/4

Chef grunts and standsMove and then moves closer to Kraull to help him.
Round 3 btw


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Monsters to the left
Monsters to the right
Hack and slash
Fight fight fight!

Rubin bellows out an inspiring anthem to encourage his allies, and reloads his crossbow.

I'll just hang out up here for now. I have a better vantage point for firing and I won't get in the other guys' way. Looks to be a tad bit safer up here, too.

Inspire Courage +1 to Attack/Damage/Saving Throws


Round 3-4

Chef: go 4
Enemies: done
(20' up Red: 2 damage)
(20' up Pink: 6 damage)
(Green)
(Blue)
Rubin: go 3
Kraull: go 3
Miners: done

Kraull, easily manages to slash through the sticky strands that were wrapped around his ankles. He than moves up, in hopes to exact some painful revenge for their annoyance. Chef is able to tumble out of some of the pain, but the distance still leaves some bruises and a hurt ego. Rubin, continues to aid his known allies, and those in battle with the vermin too.

The enemies, continue their assault on the invaders of their territory. The man, who is still entangled, is dragged closer to the mandibles of the one vermin attached to him. The left most miner, manages to hold his ground out of sheer stubbornness, while his buddy next to him is dragged through the gem pile.

drag blue merc: 1d20 + 9 ⇒ (3) + 9 = 12
drag green merc: 1d20 + 9 ⇒ (14) + 9 = 23

The remaining two vermin, which have been fixated on Kraull, continue to tr to attach more filament on the burly fighter. Both strands hit the ground, a good 5 feet in front of the fighter.

ranged touch red: 1d20 + 3 ⇒ (2) + 3 = 5
ranged touch pink: 1d20 + 3 ⇒ (2) + 3 = 5

The miner, stuck in the filament hacks away at it again. His blade, slices through the sticky substance, and moves closer to the fray wanting to get revenge. While the man being drug starts to scream in fear.

Somebody help, help ME. Don't let this damn thing eat me!

blue merc hack: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 2 ⇒ (3) + 2 = 5

PARTY UP


Inactive

"Bah, stop being a crybaby."

Kraull ignores the giant insects above him and charges the one right in front of him.

Falchion - PA + Charge + IC on green: 1d20 + 9 - 2 + 2 + 1 ⇒ (20) + 9 - 2 + 2 + 1 = 30
Crit Confirmation: 1d20 + 9 - 2 + 2 + 1 ⇒ (10) + 9 - 2 + 2 + 1 = 20
Damage: 2d4 + 7 + 6 + 1 ⇒ (4, 2) + 7 + 6 + 1 = 20
Additional Crit Damage if applicable: 2d4 + 7 + 6 + 1 ⇒ (1, 4) + 7 + 6 + 1 = 19

"That, gentlemen, is why the boss sent us to save your butts."

-2 AC until next turn


M Human Expert2/Alchemist5 HP38/40AC19T13FF16Per+8 Fort+7 (+12 poison/drugs +10 alcohol)Ref +8 Will +5

Wooooo!

Stats with Dex Mutagen
AC 23/15/120
Dex 20 Cha 8
+2 ranged bab
Resources
Bombs 3/4

Chef runs over and chucks a bomb at the unhacked bug near Kraull
Bomb,Touch,Precise Bomb so Kraul unharmed,PBS: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 2 ⇒ (4) + 2 = 6


Half-Elf Bard 5/Expert 2 HP 15/32 | AC 18/13/15 | F+2 R+7 W+10 | Per+15 Init+4

Smash those crabs
Make them crunch
We'll all have crab legs
For our lunch!

His hearty anthem echoing throughout the chamber, Rubin lets off another shot at the same crabman (blue) and reloads.

Crossbow+IC: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Ha, take that, bad guy!

Confirm Crit: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Crit Damage: 1d8 + 2 ⇒ (8) + 2 = 10

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