(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


1,101 to 1,127 of 1,127 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

He certainly could. Doing so would put penalties on his attempt to not be smashed flat by a panicked horses hooves. I just need to know if he's trying to stand up with the halberd while in the same space as the horse, trying to crawl out with it, or trying to stand up without it, or trying to crawl out without it. If I don't have an answer today, I'll move forward with the assumption he is going to grab the halberd and crawl out (the middle of the road option).


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Sorry, grab halberd. Crawl out. He'll stand next round.


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Pruett heads into the camp to help, and sees Lumnia going toe-to-toe with two kobolds. Pruett makes a double move to try for a clear shot on those kobolds next round.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Thanks Gorruum. I need two reflex saves to avoid getting kicked. Each is DC 18. Base of 15 for crawling, +3 for halberd. If you fail the first one, increase the DC for the second by +2 (to 20). If you succeed at the first one, the second one stays 18. For every failed check, apply a 1d6+2 kick to Gorruum.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum tries to get his halberd and crawl away from the kicking horse while avoiding any hooves. Unfortunately, he catches two kicks to his shoulder and hip while getting away with the weapon.
Crawling Reflex save DC 18: 1d20 + 7 ⇒ (8) + 7 = 15
Kicked by horse: 1d6 + 2 ⇒ (1) + 2 = 3
Halberd Reflex DC 20: 1d20 + 7 ⇒ (7) + 7 = 14
Kicked by horse: 1d6 + 2 ⇒ (6) + 2 = 8
Adjusting hp to 56/67 since he did avoid the hooves while he was sleeping.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

New page, repost Init
Init, Anastacia: 1d20 + 2 ⇒ (11) + 2 = 13
Init, Fharn: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Gorruum: 1d20 + 2 ⇒ (19) + 2 = 21
Init, Ikit: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Natalie: 1d20 + 4 ⇒ (2) + 4 = 6
Init, Pruett: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Wilhelm: 1d20 + 1 ⇒ (16) + 1 = 17

Init, Kobolds: 1d20 + 2 ⇒ (2) + 2 = 4
Iniit, ????: 1d20 + 4 ⇒ (10) + 4 = 14

Gorruum, Pruett, Wilhelm, ???/Ikit/Fharn, Anastacia, Natalie, Kobolds

Pruett moves over to near the fairy. Pruett is having trouble seeing the kobolds, the night is dark, and he's outside the light of the fire now. The kobolds are in near darkness at this point, without a light source, Pruett will be firing blindly. Even with a light source, without getting closer, he won't be able to fire


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Wilhelm wrote:

Wilhelm sits bolt upright as the horses scream from seemingly directly above them. The noise, ear-splitting, dashes sleep and lingering grogginess from his mind and left him fumbling to stand and try to calm the nearest two horses. He shouts above the screaming, "To arms, we're under attack! Calm the horses and then start a defense. Fhârn, Anastacia, we'll need more light to see them where they hide!" He hauls on the reins of the nearest two horses, fearlessly dodging flying hooves as he tries to calm them.

Move action to stand, swift action to lay on hands cure fatigue if that's needed.

Handle Animal (Horses C/D): 1d20 + 7 ⇒ (5) + 7 = 12

Two reflex saves to avoid getting kicked. Each is DC 18. Base of 18 for standing. If he fails the first one, increase the DC for the second by +2 (to 20). If he succeed at the first one, the second one stays 18. For every failed check, apply a 1d6+2 kick to Wilhelm. Reflex is at a -2 due to fatigue.

Reflex, Wilhelm, DC 18: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Reflex, Wilhelm, DC 20: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23

Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The hoof glances off the armor, however, leaving Wilhelm standing in the same space as the mad horse!

Lay on Hands is needed to cure fatigue and to heal some of that trample damage.

Wilhelm stands up, taking a kick to the side for his troubles, and tries to calm the panicked horse. But the kick to the side seems to have angered the paladin some, and his voice is not as calming as he would have preferred. The sudden touching and snarling words make the horse kick out!

Attack: 1d20 + 4 ⇒ (11) + 4 = 15


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fharn stands up, eeps at the giant Slurk that nearly runs him down, and then points him in the right direction.

Ikit up


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Just noticed that Ubagub wasn't in there individually. Do you want him on same count as Gorruum or roll separately.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I think as people add Leadership, it will be easier for the cohorts to go with the main PC's init.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit will gulp down a elixir of Shield then scurry out of reach of what ever seems to be causing the commotion!


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Lay on Hands: 3d6 ⇒ (4, 1, 2) = 7 Using mercy to cure fatigue. 4/6 uses remaining. 56/60 HP remaining as I healed same damage I took getting hit the 2nd time.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Sounds like a plan. In that case, I will post the Ubagub action that would have transpired at the same time Gorruum was getting his halberd and kicked for it.

Ubagub lumbers past Fharn and tramples his way into the woods to the south, pushing past the shrubbery and trees until he spots the kobold that Fharn and Luminia pointed out. Entering bloodrage at the sight of the ambusher, the slurk heads straight toward the kobold intending to knock it down.
Overrun: 1d20 + 20 ⇒ (3) + 20 = 23
If successful...
AoO for knocking kobold prone: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 3d6 + 8 ⇒ (5, 2, 6) + 8 = 21
If overrun was successful, the kobold is also entangled by Ubagub's slime.
Note that this action will provoke from the second kobold (due to movement), but not the first (due to Improved Overrun). Even if some squares are considered difficult terrain, Ubagub should be able to complete the maneuver, but if all squares are difficult (or if he fails on the overrun), he will stop right in front of the first kobold. Location on the map right now is based on where he'll be if he fails the overrun. He'll be on the opposite side if successful.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Caltrop: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d2 ⇒ 2

Ubagub pulls up short on his overrun attempt, hissing in pain as his foot lands on a patch of caltrops as he charges forward!

Ubagub's speed is halfed for 24 hours, or until someone removes the caltrop and makes a heal check DC 20 or magically heals him


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The group manages to kill 1d3 ⇒ 2 of the kobolds the first night, but it's a near thing. Several people end up injured, including Ubagub who ends up with a dozen caltrops in his feet, and moans incessently about them ever since.

The next week is a nightmare, as the kobolds trail along behind the group, sniping at them from long range with arrows if they try to camp by day, and sneaking up and setting traps all around them and making hit and run tactics at night.

The spell casters are never allowed to get more than 3 or 4 hours of uninterrupted sleep, meaning that after the fourth day they have little or no spells remaining. Additionally, of the mounts, only the paladin's horse and Ubagub are still alive by the third day.

Anastacia, pushed beyond reason on the fourth day, charges off into the night. Despite searching, and ending up with bear traps on their legs to thank for it, the group is unable to locate her that night or the next day.

Finally, the group manages to find an old tower to hole up in. They can get some rest, but the kobolds are out there, waiting...

Loot:

The two kobolds killed had :
2 small MW heavy crossbows
4d10 ⇒ (6, 6, 7, 9) = 28 normal bolts
2d2 ⇒ (2, 1) = 3 human bane bolts
2 rings of sustenance
2 small MW studded leather armors

By dint of being caught in them, the group manages to get ahold of 2d4 ⇒ (4, 3) = 7 bear traps.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

"Ikit no idea what to do do..." he sighs as they finally get to a place where they have some degree of protection

-Posted with Wayfinder


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum shrugs, "Is tower safe? Look around. Then decide."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Tower

About 40 ft across


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Pruett laughs and says, "Perhaps I'll find cousin Dareon's bones here!" Pruett then rummages around the tower looking for Dareon Lebeda's bones and anything else of note, giggling all the while.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

"Pruett need sleep. Gorruum and Ubagub will watch holes. Ubagub big hole. Gorruum watch smaller holes."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Pruett:

Pruett finds nothing in the old keep. The ground inside is comprised of packed dirt, with nary a weed in sight. Otherwise the old walls stand up and while they don't block rain, they do block the wind (mostly) and the sun (mostly). It's pretty clean inside considering.

Kn(Nature) DC 15:

The ground inside the old tower has been salted and packed hard, not a single sign of plant life resides inside, nor can anything grow in the dirt here.

Kn(Engineering) DC 20:

The old stones are not mortared together, they were instead cut to precise fit and are held together by their interlocking shapes. Where the wall has collapsed is due to something damaging it, not old age. The seems between the stones are so good that even lichen has trouble invading, so the stones are extremely solid.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Nature: 1d20 + 12 ⇒ (10) + 12 = 22

-Posted with Wayfinder


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit sniffs the air. The tastes the ground. His snout twitched

"Yuck yuck! Ground bad bad. Salty. Much much. Nothing will grow grow here" he points out to his companions

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Keep looking Pruett, sooner og later you are bound to find your cousin if he is dead that is, I pray he is not." Natalie responds trying to look on the light side of things. She has quite the set of very drak shadows under her eyes, and there are not from her make up, the constant annoiance from the kobolds has taken a clear toll on her normally beautiful face.

She has a look of deep concern as she walks around the tower constantly looking out for more kobolds, when she reaches Wilhelm "I'm can't stop worrying about Anastacia, I hope she has found some place to seek shelter, and not fallen to the kobolds." she says her voice almost breaking, from concern and her lack of sleep.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As the group rests in relative safety for a change, an arrow hits the wall about 10 feet above their heads, fired through one of the gaps.

There is a piece of paper tied tightly around the shaft.

Kobold:

An thy can read this, hold out a white flag to indicate. We will grant you time to talk terms of your surrender.


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Pruett reads the letter written in Draconic. "They ask us to hold out a white flag. They will grant us time to discuss the terms of our surrender. How magnanimous of them."

Engineering: 1d20 + 7 ⇒ (18) + 7 = 25

Pruett looks around the tower thoughtfully. "You know, these stones...the damaged parts of this tower only collapsed due to deliberate damage and not age; the structure is very well made. Even lichen has trouble penetrating the seams between the stones. We could probably defend this place; hold it against the kobolds while we whittle them down. Of course, they may just whittle us down instead."


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie sighs in content over the kobolds. "And the are probably listen as much to our terms as the last time we tried diplomacy with them... But I must agree we are in a bad position to come out peacefully and trying to talk with them, I just doubt it'll be any different except that we might have a better chance to stay alive."

Knowledge local: 1d20 + 9 ⇒ (6) + 9 = 15 How does kobolds handle thier prisoners?

1,101 to 1,127 of 1,127 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / MDT / leinathan's Kingmaker : Dareon's Group All Messageboards

Want to post a reply? Sign in.