Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

1/20 HP I've seen this movie, it doesn't end well...

Kereek growls at the elementals. His side hurts again from the thing's stony fists and his claws are simply not enough to harm the creatures. He steps five feet back toward the stairs, drawing his last precious potion as he goes. Once away from danger, he drains it.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

8/20 HP


Male Human (Ulfen) Cleric 10

Round 7, Initiative 22, hp -1/20

Stabilization check: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14 Stable! Until the rats gnaw their way into his body...


retired

Round 8 - Initiative 20
Who's down and stable vs down and slowly bleeding out?

Mounted Combat Skill Checks:

Fight w/ Combat Trained Mount (Ride DC10): auto-succeed
Guide Mount w/ Knees (Ride DC5): auto-succeed
Fang Attack (Handle Animal DC20): 1d20 + 14 ⇒ (19) + 14 = 33
>Fang attacks this round<

Prazil barks angrily at the mud-stone-men-things, "!להילחם בי לא הוא" but continues to press the attack against the nasty wolverine.

Mwk Warhammer: 1d20 + 6 ⇒ (16) + 6 = 22for: 1d6 + 1 ⇒ (1) + 1 = 2

Fang Bite: 1d20 + 5 ⇒ (13) + 5 = 18for: 1d6 + 3 ⇒ (1) + 3 = 4
Fang Trip: 1d20 + 4 ⇒ (1) + 4 = 5 vs CMD

gaaaaah! too many ones on my d6's!!!!

Draconic:

"Fight Prazil not Kereek!"

Status:

--Prazil--
HP: 25/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 0/1
Tactician: 1/1

-Ongoing Effects-
none

--Fang--
HP: 16/20 (1 non-lethal)
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

I believe everyone who is down is stable at the moment.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Map at start of Round 8


retired


Now that I see the map, can I adjust my action ever so slighty and add the following?

  • Delay until after Kereek
  • 5-ft step into the square he (hopefully) 5-ft steps out of
  • Commence with my previous posted attacks


  • You're one save short on Treshiell's hexes, mott. I posted both my 6 round (misfortune hex) and 7 round (evil eye hex) actions in the same round. You've only saved against one of them.

    Round 8, initiative 19
    ac 11, touch 11, fleet-footed 10
    fort +2, ref +2, will +5
    cmd 12
    hp 19/20
    effects: mage armor

    Treshiell abandons her struggle against the mysterious hermit and grabs hold of her wand. She points it towards one of the elementals acending on Kereek and releases two bolts of crackling energy.

    Move action to draw my wand of magic missile.
    Standard action to use it against the most wounded elemental (5): 2d4 + 2 ⇒ (1, 3) + 2 = 6 force damage.

    "קערעעק, טאָן איר נאָך האָבן דיין שטעקל? ניצן עס אָדער נעמען דעם", she says in draconic and reaches to hand Kereek the wand.

    Draconic:

    Kereek, do you still have your wand? Use it or take this

    Rules question: Normally the hexes (unless the will save failed) lasts for one round, ending at the beginning of my turn. When i used my Cackle to extend all hexes within 30ft (the evil eye on the hermit) does that mean it will expire on the beginning of my turn on round 9?


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek shakes his head. "שרביט כל שימוש למעלה. פוף! אני לוקח, להרוג אנשי אבן!" He takes the wand as soon as he is able.

    Draconic:
    "Wand is all used up. Poof! I take, kill stone men!"

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Treshiell, yes, I believe that's how cackle works.

    Round 8:

    Jon
    Treshiell
    Kereek
    Prazil
    Agnar
    Antagonists
    Orin

    Treshiell uses her wand, obliterating one of the elementals, then hands it to Kereek as the kobold steps back and downs a potion, his wounds healing magically.

    Prazil moves forward, he and Fang both hitting the wolverine, though its able to keep its feet this time.

    The transformed man darts backward, into the corner in the southeast, as the rats advance, the little vermin swarming over Fang and Prazil. 5 hp to both, DC 12 Fort save or be nauseated for 1 round The elemental also swings at the wolf, but its fist instead slams into one of the rats, turning it into a fine bloody paste and not hurting Prazil's mount at all.

    Mechanics:

    Wolverine save (round 7): 1d20 + 10 ⇒ (6) + 10 = 16

    Swarm damage: 1d6 ⇒ 5
    1d20 + 7 ⇒ (1) + 7 = 8

    Wolverine: 26
    Elemental 4: 2 hp
    Rat swarm: 8


    retired

    Round 9 - after Kereek
    Prazil Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10
    Fang Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20

    Mounted Combat Skill Checks:

    Fight w/ Combat Trained Mount (Ride DC10): auto-succeed
    Guide Mount w/ Knees (Ride DC5): auto-succeed
    Fang Attack (Handle Animal DC20): 1d20 + 14 ⇒ (1) + 14 = 15
    >Fang can't attack this round<

    Sickened by the bites of all the little rats, Prazil is unable to do anything at all, including direct Fang to attack.

    In case the wolverine provoked an AoO retreating like that:

    Mwk Warhammer: 1d20 + 6 ⇒ (12) + 6 = 18for: 1d6 + 1 ⇒ (5) + 1 = 6 (only if the AoO happens before the rat's swarmed Prazil)
    Fang Bite: 1d20 + 5 ⇒ (17) + 5 = 22for: 1d6 + 3 ⇒ (5) + 3 = 8
    Fang Trip: 1d20 + 4 ⇒ (9) + 4 = 13 vs CMD

    Status:

    --Prazil--
    HP: 20/25
    AC: 24 (14 T / 21 FF)
    CMD: 17
    F/R/W: +3/+5/+2
    Cavalier's Challenge: 0/1
    Tactician: 1/1

    -Ongoing Effects-
    nauseated

    --Fang--
    HP: 11/20 (1 non-lethal)
    AC: 23 (13T / 20 FF)
    CMD: 17 (21 vs trip)
    F/R/W: +5/+6(evasion)/+2

    Man. What a terrible round.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    It simply moved as a withdraw action, so no AoO


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Round 9
    8/20 HP

    Kereek waves the wand at the elemental, but sends two bursts of arcane energy at the wolverine instead! Assuming I can see him. If I cannot, then the elemental gets it!

    Magic Missile 2d4 + 2 ⇒ (4, 1) + 2 = 7


    Round 9, initiative 10
    ac 15, touch 11, fleet-footed 14
    fort +2, ref +2, will +5
    cmd 12
    hp 19/20
    effects: mage armor

    Treshiell stands her ground. As the wolverine is backing off she turns to the remaining elemental to work her magic.

    Use Misfortune (will dc 15) hex on the elemental
    Use Cackle hex to prolong the hex if it's save is unsuccessful. Otherwise i'll move to the bottom of the stairs.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 9:

    Treshiell
    Kereek
    Prazil
    Antagonists

    Treshiell's hex seems to have no effect on the elemental, as Kereek's magic bolts hit the wolverine.

    The rats continue to gnaw on Prazil and Fang 6 hp; DC 12 Fort save to avoid being nauseated, but the elementals lash out one last time -- missing Fang -- and then suddenly dissolve back into the muddy ground.

    In the far part of the basement, the wolverine casts again, its wounds closing up.

    Mechanics:

    Elemental save: 1d20 + 3 ⇒ (16) + 3 = 19

    Elemental attack: 1d20 + 7 ⇒ (10) + 7 = 17
    Elemental attack: 1d20 + 7 ⇒ (15) + 7 = 22

    Rat swarm: 1d6 ⇒ 6
    3d8 + 7 ⇒ (3, 8, 8) + 7 = 26

    Wolverine: 7
    Elemental 4: 2 hp
    Rat swarm: 8


    retired

    You are welcome to stop rolling so high for all this rat-bite-damage, Mott! Sheesh!

    Round 10
    Prazil Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22
    Fang Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14
    Bully!

    Mounted Combat Skill Checks:

    Fight w/ Combat Trained Mount (Ride DC10): auto-succeed
    Guide Mount w/ Knees (Ride DC5): auto-succeed
    Fang Attack (Handle Animal DC20): 1d20 + 14 ⇒ (17) + 14 = 31
    >Fang attacks this round<

    With the mud-stone-man-things crumbled, Prazil urges Fang to chase after the wolverine! I don't think I can charge, it looks like it's not a straight line. Even so, it looks like I can get to it with a single 35ft move from Fang, after which Prazil and Fang will go to town!

    (If I can charge, add 4 to Prazil's attack and 2 to Fang's)
    Mwk Warhammer: 1d20 + 6 ⇒ (20) + 6 = 26for: 1d6 + 1 ⇒ (3) + 1 = 4
    Critical Hit?!: 1d20 + 6 ⇒ (9) + 6 = 15for an additional: 2d6 + 2 ⇒ (5, 6) + 2 = 13

    Fang Bite: 1d20 + 5 ⇒ (12) + 5 = 17for: 1d6 + 3 ⇒ (6) + 3 = 9
    Fang Trip: 1d20 + 4 ⇒ (5) + 4 = 9 vs CMD

    Status:

    --Prazil--
    HP: 14/25
    AC: 24 (14 T / 21 FF)
    CMD: 17
    F/R/W: +3/+5/+2
    Cavalier's Challenge: 0/1
    Tactician: 1/1

    -Ongoing Effects-
    none

    --Fang--
    HP: 5/20 (1 non-lethal)
    AC: 23 (13T / 20 FF)
    CMD: 17 (21 vs trip)
    F/R/W: +5/+6(evasion)/+2

    It sure would be awesome if that crit lands. That'd be like a bottom-of-the-ninth down by 3 grand slam if it drops the blasted wolverine!


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek sends another magic missile at the wolverine-man!

    Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8


    Male Human (Ulfen) Cleric 10

    "bay...cone..."


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    Male Human Paladin 4 (HP 30/30)

    Cue impossible ending montage...

    "Nobody knows the trouble I've seen;
    Nobody knows my sorrow.
    Nobody knows the trouble I've seen;
    Sometimes I'm up, sometimes I'm down;
    Oh, yes, Abadar.
    Sometimes I'm almost to the groun',
    I wish that I could find a way to save the day;
    Oh, yes, Abadar,
    But life is just one long, dark night."

    Will our draconic speakers survive to save their friends and teach them the secrets powers of draconic speech? Stay tuned for round 10.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Map


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek will move around the swarm to end up at the mouth of the cave that Prazil and the wolverine are in. From there he'll send his missiles flying.


    Round 10, initiative 10
    ac 15, touch 11, fleet-footed 14
    fort +2, ref +2, will +5
    cmd 12
    hp 19/20
    effects: mage armor

    Treshiell looks down to her side at Kereek. "הילף פּראַזיל מיט די ווולווערין, איך וועל באַקומען אַגנאַר", she says softly then rushes through the swarm of rats to reach Agnar. She exhales a mist of air into her palm and places it hovering over the cleric's mouth. Moments later a chill shoots through the ulfen as a crimson dust is ejected from his wounds before they close. "Erastil's intervention is needed", she tells the newly awakened priest.

    Draconic:

    Help Prazil with the wolverine, i will get Agnar.[/ooc]

    Move action to move adjacent to Agnar
    Standard action to use Healing hex on Agnar: 1d8 + 3 ⇒ (1) + 3 = 4

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 10:

    Treshiell
    Kereek
    Prazil
    Antagonists

    Treshiell heals Agnar, who wakes up to his many painful wounds and sees the young witch hovering over him.

    As Kereek moves around the rats, his bolts of energy hit the Wolverine, followed moments later by Prazil's war hammer and Fang's teeth. 26 hp

    The wolverine retreats, climbing up the wall to the 15-foot-high ceiling as if they were flat ground, where it casts again and again its wounds begin to close.

    The rats move toward Kereek, again viciously biting the kobold 6 hp but then disappear, evaporating into ethereal goo.

    Mechanics:

    3d8 + 7 ⇒ (4, 4, 2) + 7 = 17
    1d6 ⇒ 6

    Wolverine: 24


    retired

    If he moved up the wall and then cast a spell, that means he didn't use a withdraw action, which means Fang and Prazil get an AoO, yes?


    Round 11, initiative 10
    ac 15, touch 11, fleet-footed 14
    fort +2, ref +2, will +5
    cmd 12
    hp 19/20
    effects: mage armor

    "You need to wake Orin and Jon. If they are alive", Treshiell tells the priest before darting back to the corner where she can see the hermit. Once the wolverine is in sight she resumes to work her magic, hindering the spell caster's ability to fight.

    Move action to get in sight of the wolverine
    Standard action to cast Evil eye on the wolverine to give him a -2 penalty to all attack rolls for 7 rounds (will DC15 reduces the duration to 1 round)

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Prazil can, but not Fang, as his five-foot-step up the wall would take him out of Fang's reach.


    Male Human (Ulfen) Cleric 10

    Round 11, Initiative 22, hp 3/20

    "It's always something," mutters Agnar as he gets to his feet with a groan. Assessing the situation, he touches his amulet and invokes Erastil's power, sending waves of healing out to his companions.

    Move action to stand up, standard to Channel Energy: 2d6 ⇒ (5, 4) = 9 hp healed. At this point, I believe only myself, Treshiell, Jon, and Orin are within range.

    "Jon! Orin! Get up you laggards! Can't let the woman and the kobolds do all the fighting for us!"


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    HP 2/20

    Kereek snarls as the rats bite him, then sends two more magic missiles at the damn rodent-bear!

    Magic Missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5


    Male Half elf Spell-less Ranger 7
    Character Information:
    [HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

    Round #11
    Initiative: 4
    Hit points: 0/33
    AC: 18 ; T: 12 ; FF: 16
    CMD: 18
    Condition(s): Staggered

    Orin gets to his feet, although he seems slightly wobbly and unfocused.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 11:

    Treshiell
    Kereek
    Prazil
    Agnar
    Jon
    Orin
    Antagonists

    Prazil swings at the Wolverine as it retreats up the wall, but misses, then misses again as he tries to hit the creature on the cave ceiling.

    Treshiell tries to hex the transformed man, but it has little effect on the strong-willed foe. -2 to hit for 1 round

    Kereek is more successful than his compatriots as his wand's missiles slam into their opponent as Orin and Jon painfully climb to their feet.

    The wolverine responds by launching itself from the ceiling at Kereek, trying to end the diminutive threat, but misses, landing on the ground next to the red-scaled kobold.

    Mechanics:

    Prazil AoO: 1d20 + 6 ⇒ (8) + 6 = 14
    Wolverine save: 1d20 + 10 ⇒ (14) + 10 = 24
    Prazil Attack: 1d20 + 6 ⇒ (4) + 6 = 10

    1d20 + 6 + 2 - 2 ⇒ (4) + 6 + 2 - 2 = 10

    Wolverine: 29


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek steps back from the wolverine, snarling back at the bear-rat. He sends another Magic Missile at the wolverine!

    Magic Missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4


    Round 12, initiative 10
    ac 15, touch 11, fleet-footed 14
    fort +2, ref +2, will +5
    cmd 12
    hp 20/20
    effects: mage armor

    "Kereek needs assistance", Treshiell tells the newly awakened adventures then returns her attention to the old hermit. She works her magic to creep inside his mind to plant seeds of doubt, then using a song to extend the effect.

    Standard action to use Evil eye on the hermit to give him a -2 penalty to attack rolls for 7 rounds (will save DC15 reduces the duration to 1 round)
    Move action to Cackle, extending evil eye hexes within 30ft with one round


    retired

    Round 12
    Prazil and Fang rush the spider-badger!

    Fang Attack (Handle Animal DC20): 1d20 + 14 ⇒ (13) + 14 = 27
    (Fang attacks this round!)

    Mwk Warhammer: 1d20 + 6 ⇒ (18) + 6 = 24for: 1d6 + 1 ⇒ (6) + 1 = 7

    Fang Bite: 1d20 + 5 ⇒ (8) + 5 = 13for: 1d6 + 3 ⇒ (5) + 3 = 8
    Fang Trip: 1d20 + 4 ⇒ (6) + 4 = 10 vs CMD

    Status:

    --Prazil--
    HP: 14/25
    AC: 24 (14 T / 21 FF)
    CMD: 17
    F/R/W: +3/+5/+2
    Cavalier's Challenge: 0/1
    Tactician: 1/1

    -Ongoing Effects-
    none

    --Fang--
    HP: 5/20 (1 non-lethal)
    AC: 23 (13T / 20 FF)
    CMD: 17 (21 vs trip)
    F/R/W: +5/+6(evasion)/+2


    Male Human Paladin 4 (HP 30/30)

    Round 12
    HP 6/23
    AC 20 (24), touch 11 (15), flat-footed 19. . (+9 armor, +1 Dex, +1 full defensive)
    Fort +7, Ref +5, Will +7, Immune fear, disease

    As Agnar's healing power washes over him, Jon's eye spring open as if they were lying in wait the whole time. Jon takes up a completely defensive posture as he grabs his blade and stands up.

    "Behind me!" Jon yells out of pure protective instinct, seemly oblivious that he is in no position to protect anyone in his current condition.


    Male Human (Ulfen) Cleric 10

    Round 12, Initiative 22, hp 12/20

    Feeling reinvigorated, Agnar pushes forward, moving closer to the combat, then once again calling on Erastil's healing energies, denying the shapechanger their benefits.

    Channel Energy: 2d6 ⇒ (1, 4) = 5 hp healed, blocking the wolverine. Not sure who is in range at this point, but I'll try for up to a full move to get as many of the party in range as possible.

    "C'mon, lads and lass! One more vermin to roust out of its hole, and then we can take our friend home."


    retired

    Yay Team Comeback!


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Great! Now don't get cocky, kid!

    HP 6/20

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 12:

    Protagonists
    Antagonists

    Kereek blasts the wolverine with magic missiles as Prazil slams it with his warhammer.

    As Agnar continues to heal his friends, Orin scoops up his bow and fires an arrow into the transformed man, though it just barely gets through its fur. 4 hp

    The wolverine claws and bites at Kereek to no avail.

    Mechanics:

    1d20 + 10 ⇒ (16) + 10 = 26

    Orin: 1d20 + 5 ⇒ (19) + 5 = 24
    1d8 + 3 ⇒ (1) + 3 = 4

    1d20 + 4 ⇒ (12) + 4 = 16
    1d20 + 4 ⇒ (7) + 4 = 11
    1d20 + 4 ⇒ (6) + 4 = 10

    Wolverine: 44, -2 to hit, -2 AC

    This round'll probably do it...


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek snarls as the thing bites and claws at him. He aims the wand at the thing's head and sends two more missiles at it!

    Magic Missile Madness!: 2d4 + 2 ⇒ (2, 2) + 2 = 6


    retired

    Round THIRTEEN

    Fang Attack (Handle Animal DC20): 1d20 + 14 ⇒ (18) + 14 = 32

    "Bay-cone! Baycone baycone baycone BAYCONE!"
    Mwk Warhammer: 1d20 + 6 ⇒ (4) + 6 = 10for: 1d6 + 1 ⇒ (2) + 1 = 3

    Fang Bite: 1d20 + 5 ⇒ (20) + 5 = 25for: 1d6 + 3 ⇒ (1) + 3 = 4
    Crit?!: 1d20 + 5 ⇒ (19) + 5 = 24for: 1d6 + 3 ⇒ (5) + 3 = 8
    Fang Trip: 1d20 + 4 ⇒ (5) + 4 = 9 vs CMD

    Status:

    --Prazil--
    HP: 19/25
    AC: 24 (14 T / 21 FF)
    CMD: 17
    F/R/W: +3/+5/+2
    Cavalier's Challenge: 0/1
    Tactician: 1/1

    -Ongoing Effects-
    none

    --Fang--
    HP: 10/20
    AC: 23 (13T / 20 FF)
    CMD: 17 (21 vs trip)
    F/R/W: +5/+6(evasion)/+2

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The two kobolds prove victorious as Kereek's missiles again hit the wolverine before Fang suddenly rips its throat out. It falls, and then transforms back into a dirty old man, lying in the dirt of the basement.


    Male Half elf Spell-less Ranger 7
    Character Information:
    [HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

    Actually add +2 damage if he is/was Human for FE bonus.

    Damned trying to type on my phone


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    Kereek falls down hard on his rump as the wolverine/old man falls down. He stares around, making sure there aren't any more enemies, then falls backward, letting out a long sigh. "Kereek think being heroes is hard hard work. Maybe Kereek try ree-ligg-on next? Is ree-ligg-on hard work too?"


    Male Human (Ulfen) Cleric 10

    "Depends on where you practice it. Look at me..." Agnar says, waving a hand at the numerous rat bites still covering his body.

    His face becomes grim as he notes Rupert's unmoving form and he strides over and kneels beside the rogue, checking him for signs of life and seeing what can be done if he still lives.

    Heal check: 1d20 + 8 ⇒ (15) + 8 = 23


    retired

    Prazil hugs Fang's neck blissfully as the spider-wolverine-now-turned-man-thing collapses to the ground. The grey scaled kobold repeats the same phrases over and over and despite the wolf's grim appearance, Fang looks pleased.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Rupert's suffered a lot of wounds, clearly, but should recover given more time or healing.


    Male Human (Ulfen) Cleric 10

    "I hope not every band of brigands in these lands has a pet owlbear and a crazy druid penned up in the basement. Once was bad enough," Agnar sighs. "Everyone gather 'round. I'm hoping we can all walk out of here on our own feet...though I suppose Prazil can keep riding if he chooses."

    Another round of Channeling: 2d6 ⇒ (6, 6) = 12 hp.


    retired

    That healed Fang and Prazil both back to full. Niiiiice!

    Fang licks Agnar's hand after the cleric releases some of Erastil's power. The wolf then proudly bears Prazil up the stairs as Prazil realizes the tied up bandits have been unattended for longer than he's comfortable with.


    HP 76/76, AC 21, T 14, FF 18, F+5, R+7, W+8, Perc +12, Init +7

    18/20 HP

    Kereek looks at the rat bites a moment before they disappear. "Ree-ligg-on has good tricks. Make bites go 'way. Make old Bigfeet badger bites go 'way too. Kereek needs nap. Oh, who watching the bad bad bandits?" Kereek looks around, realizes everyone is down below and rushes up the stairs to make sure the prisoners haven't snuck away during the battle.


    Male Human Paladin 4 (HP 30/30)

    HP 18/23

    Jon puts a hand on Agnar's shoulder, "Saved by the enemies of our fathers', who'd have thought?" Jon says in admiration of witches and kobolds.


    Male Human (Ulfen) Cleric 10

    "I suppose that's true, Jon." He turns to Treshiell. "Thank you, girl. I thought those rats would be the last things I ever saw."

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