DM Alexander Kilcoyne's Kingmaker PBP- Chapter 2 (Inactive)

Game Master Alexander Kilcoyne

"We are essentially pawns in a larger game - what we have to find out is who it is that are making the moves, and what we can do to become masters of our own destiny."

Spymaster Casimir, Aldori Duellist & Statkari


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hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Kalev, you knowledge of the creatures of these lands is wast. Surely you know what we face.

Knowledge (Nature) - Aid another 1d20 + 5 ⇒ (11) + 5 = 16 plus inspire competence (+2) to Kalev's knowledge nature check


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
Casimir wrote:

Kalev, you knowledge of the creatures of these lands is wast. Surely you know what we face.

Knowledge (Nature) - Aid another 1d20+5 plus inspire competence (+2) to Kalev's knowledge nature check

Knowledge Nature (with +4 from Casimir) 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Sadly, I have little knowledge about bats, but most animals fear fire, so that might be an idea, Kalev says, shruging apologetically.


Your Humble Narrator

Kalev:

Partial success- I assumed someone would hit the DC for both pieces of information. You do recall that bats are nocturnal, and likely to leave to hunt once night falls.


I have some area effect spells and scrolls, but I would rather not use them on non-aggressive animals. Do we have anything that might smoke them out? Perhaps some bundles of burning grass?


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Knowledge(nature) 1d20 + 3 ⇒ (12) + 3 = 15

"Indeed, we may be able to fend them off with torches."


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Okay, lets get on with it then, everyone get their alchemists fire out. I will walk into the chamber and toss a vial at it. They will probably retaliate and as soon as they do everyone hit it with their fire and lets see if we can drive these bats out. Just try not to hit me. Cas, why don't you take an extra vial since you seem to have the best aim. We should have about 8 vials left out of our original 12 right? Any better suggestions?


"Why waste one of our vials of alchemist fire if a bundle of smoking grass will accomplish the same purpose? A few minutes of gathering grass and a torch should smoke them out. Don't you think?"


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Ilya Shukhov wrote:
"Why waste one of our vials of alchemist fire if a bundle of smoking grass will accomplish the same purpose? A few minutes of gathering grass and a torch should smoke them out. Don't you think?"

Will they return as soon as the smoke clears? We would have to wait until the smoke clears as well. I was tyring to preserve the spells we had just cast but if not then that sounds fine as well.


Ilya taps a finger on his lips. "You have a point. I have no idea how quickly they would return. Fine then, alchemist fire it is." The elven wizard readies himself to enter the cave.


Your Humble Narrator

Going to wait to see what Kalev is doing with the information in his last spoiler before updating.


Your Humble Narrator

Ah, missed your post Fenna. Please view the spoiler I gave Kalev above (it was DC17 for two pieces of information, DC12 for one).


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

After being told about the bats, I guess we can save the flasks and wait for nightfall. Fenna could actually get some of her spells back then as well.
We will back off a couple hundred feet from the entrance and wait for the bats to leave unless someone has an objection?
Seems like no one really wanted to fight the bats anyways except for Malthir...


Your Humble Narrator

Waiting on others to chime in- if Malthir's post seems a bit confusing its because hes assumed Fenna/Kalev shared the nformation they recalled..]


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Sorry, I assumed the same, so saw no point in a post saying "Bat's are nocturnal, let's wait till they leave in a few hours", but that's what Kalev said :)


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Waiting for nightfall seems prudent. If there are indeed undead in there, it would be foolish to waste our strength in a fight we can easily avoid.


Your Humble Narrator

Sure enough, after a few hours of waiting untold hundreds of tiny bats fly out of the crypt in order to hunt. Your not entirely sure how much time you have before they return though.

The crack beckons... In particular make sure to note the light sources etc. your using as its pitch black inside.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir waits for one of the caster's to put a light on his shield before leading the way into the crypt. In full plate he won't be sneaking in there.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"It may also be best to use the time we wait to heal some of our wounds," Fenna suggests as the guardians settle in for their wait.

A CLW for Dandelion and a CMW for Fenna and Kalev seems a good idea, how about everyone else?

Kalev 2d8 + 5 ⇒ (1, 4) + 5 = 10
Fenna 2d8 + 5 ⇒ (5, 1) + 5 = 11
Dandelion 1d8 + 5 ⇒ (2) + 5 = 7


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir is only down 2 points currently. Don't forget that everyone healed at least 5 points for resting overnight although the dog was probably a little less +5 points if you got the healing kit.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir is at full health, full spells, and only one round of bardic performance used.


Ilya casts light on Malthir's shield.

Full hp, full spells.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

As Malthir begins to enter the crypt...Do you think that there could be any traps in this thing? We haven't done a lot of dungeon delving but I have heard they trap these things to keep thieves out. Should we send ahead one of Fenna's creatures to try and set off any traps...


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Well, I've a bit of experience with traps and snares, but only the kind hunters use. We could proceed carefully and see if we can discover if there are any, so as to conserve Fenna's powers, but it would take time and we can't be sure to find any traps.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir proceeds into the crypt.


Your Humble Narrator

Malthir leads the group into the crypt by torchlight through the guano filled octagonal room. A few bats flutter out of the cave and brush past your heads as you enter, but other than an unpleasant feeling they do you no harm. You push on down the short corridor into some kind of central chamber. Four tunnels exit this octagonal chamber in the cardinal directions. Four large, monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.

Map Update Link

Knowledge Religion DC15:

The stone faces are crude representations of the four winds incarnated as malevolent elemental spirits.

Perception DC20:

The skeleton is wearing a white ring on his or her bony left hand, difficult to spot against the pale bone.


Perception 1d20 + 9 ⇒ (10) + 9 = 19

So close...


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir has a single rank in disable device, so he can take a crack at simple traps.

Perception 1d20 + 7 ⇒ (5) + 7 = 12


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

assist in perception 1d20 - 1 ⇒ (4) - 1 = 3 lol's
Take a 10 in knowledge religion for a 15.

Edit: not liking the look of the skeleton, Kalev, why don't you have a poke at that skeleton with your Ranseur?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Careful! Whatever killed that guy may still be a threat. It could be some sort of trap connected with those faces, or some of the undead. For all we know, he could animate and attack us if we get to close.

I suggest we take a very careful look at the floor and walls before we proceed, and perhaps send a summoned creature ahead like suggested. Probably also a good idea to check for magic traps - Arcane Insight!

Detect Magic - Scan the room carefully for at least three rounds.

Edit: Knowledge (Arcana):

Knowledge (Arcana) 1d20 + 5 ⇒ (13) + 5 = 18


Your Humble Narrator

I should note the ceiling is only seven feet high in all the rooms unless I say otherwise btw.

A ring on the finger of a skeleton that you didn't manage to spot glows with magic- you are able to identify the aura as a faint conjuration aura. The four stone heads also glow with magic, one faint aura on three statues and two faint auras on the north-east statue. You aren't able to identify the aura's on three of the heads, but one of the two aura's on the north-east statue head is a faint evocation aura.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

After Cas explains the aura's he sees, Yes, I think a summoned dog or something of that nature may be good right here, maybe we should back up about 10 feet and let Fenna summon it in.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Ilya, you may want to take a look at this though Detect Magic. There are several arcane auras surrounding the statues, but I am unable to identify them all. There are definitely some faint evocation, and the skeleton is wearing a magic ring as well - faint conjuration.

Inspire competence - +2 to Ilya's knowledge (arcana) check


With a flick of his wrist, Ilya uses prestidigitation to pull the ring through the air towards him. Muttering in arcane tones, he casts detect magic and the elven wizard's eyes flash a deep blue as he examines the ring.

Appraise 1d20 + 20 ⇒ (8) + 20 = 28
Spellcraft 1d20 + 15 ⇒ (6) + 15 = 21
Knowledge (arcana) 1d20 + 17 ⇒ (15) + 17 = 32


Your Humble Narrator

Ilya:

The ring is a Ring of Sustenance. The four auras Casimir wasn't able to determine are auras of faint necromancy- with an aura of faint evocation on the north-east statue.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

There is definitely something wrong about these statues. I think Malthir's suggestion about backing up and letting a summoned creature cross between them has merit. If that does not do anything, we should move past them very carefully.


Ilya pockets the ring into his belt pouch. "It has some minor magic that doesn't help us right now. We can liquidate it later. For now, these statue heads are giving me cause to worry. All four have faint necromantic auras, while the northeast statue bears a second aura of evocation. This is most assuredly a trap."


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Knowledge(religion) 1d20 + 6 ⇒ (9) + 6 = 15
Perception 1d20 + 11 ⇒ (2) + 11 = 13

"Hmm," Fenna muses, "this does appear to be a trap, I shall call forth a celestial hound to discern the effect once Kalev has had a chance to look for a trigger... perhaps the depictions of the four winds holds a clue as to the method by which we may avoid harm."

Do the winds correspond the the directions their adjacent tunnels head?


Your Humble Narrator

It doesn't appear so.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir also searches carefully for a trigger of some sort.

Perception 1d20 + 7 ⇒ (15) + 7 = 22


Your Humble Narrator

You find no trace of a trigger mechanism.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir shrugs when his search turns up nothing, and steps back a few paces.

Well, Fenna...send in our celestial friend and let's see what happens.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Fenna offers a prayer to Aroden, asking for the assistance of one of his servants to reveal any dangers which lie ahead.

Upon the final syllable of her prayer, a golden maned hound appears between the four scowling faces...


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

The celestial branch of PETA is going to be picketing our castle in the morning.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8
Casimir wrote:
The celestial branch of PETA is going to be picketing our castle in the morning.

I would mix in some fiendish creatures too, but it wouldn't do to offend Malthir :).


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Fenna Thistleswade wrote:
Casimir wrote:
The celestial branch of PETA is going to be picketing our castle in the morning.
I would mix in some fiendish creatures too, but it wouldn't do to offend Malthir :).

He is fine with you summoning them in as long as he knows they will die a horrid, painful death because of some type of acid/flame trap!


Your Humble Narrator

The hound stands somewhat bemused in the centre of the chamber for a mere moment before magical rays fly from each of the statue heads, and magical flame bursts out with a roar of sound from the north-east statue along with a ray. The rays narrowly miss the hound, but the celestial creature is bathed in flames.

DM Only:

1d20 + 4 ⇒ (3) + 4 = 7
2d4 ⇒ (1, 4) = 5
1d20 + 5 ⇒ (3) + 5 = 8

Spellcraft DC16/17:

The flame spell is burning hands, the rays are rays of exhaustion.

You begin to hear movement from the other three tunnels, converging upon you...

Unless your retreating, you have a single round's worth of actions. The hound is down 5HP and will have two rounds duration left when we go inti init next round.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir will draw and down a potion of shield of faith +2, 1 minute duration. Current AC is now 26. Weapon is still not drawn in case I want to cast my bless spell.
EDIT: If I can I will take a 10 on Spellcraft. Otherwise here is the roll: spellcraft 1d20 + 6 ⇒ (14) + 6 = 20


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Kalev will ready an attack against anyone getting within reach of his ranseur, as well as take attack of opportunities against creatures provoking. I'm out for the rest of the evening, so Alex, you are welcome to DMPC Kalev, if necessary.


Spellcraft 1d20 + 15 ⇒ (2) + 15 = 17

"The flame spell is burning hands, the rays are rays of exhaustion. Whatever is coming down the halls will have to pass through the traps to reach us. I suggest we defend ourselves here and force whatever is coming to stand in the kill zone."

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