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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Your Humble Narrator

If your pulling back please specify rather than just implying it with speech as I don't like to assume. I'm off out for a film night so it would be cool if the group's next plan of action is ready tonight/tomorrow.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I'm hoping Kalev posts... Kip will do whatever Kalev wishes...


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've just thrown up twice and have what feels like a fever. No updates from me tonight.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

That sucks! Hope you feel better soon!

Seeing as how Kalev indicated he wished to withdraw from the cave... that is what we will do and inform the rest of the Guardians what we saw.

Once back with the Guardians, Kip also voices his opinion of how to proceed. I still feel that our best course of action is to goad the Owlbear out of its cave... with a large section of ground under the effects of my entangle spell, and the creature slowed, the extra room will allow us not to get cornered easily. That last thing we want is for someone to get into a position where they can't get away from the beast if they need to. The bottlenecks of the caverns can work both ways...


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

I believe we should draw it out into the main cave area with the mushrooms via the plants.
What if it decides not to come charging out of its cave to who knows what?
It may be more likely to at least go to its territory that has been invaded like that cave. We can cast spells there and wait for it to arrive vs. hoping it will come out of its cave to attack us. Someone would still have to goad it to the cave entrance where we were all waiting fro that cave.

I say we just vote for the approach and go with it. Malthir ultimately is okay going with whatever the groups decides.


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

"From our previous experience with Owlbears, they need little encouragement to attack. I vote we lay the ambush outside the cave. We can set off the shriekers or imitate the sound via magic to draw it out."


Your Humble Narrator
Kalev Lehola wrote:
Sorry, I've just thrown up twice and have what feels like a fever. No updates from me tonight.

Ouch buddy. Get better soon.

By the way, those of you who didn't go in and scout can attempt the two knowledge checks at a -5 penalty based on description.


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 - 5 ⇒ (11) + 3 - 5 = 9
Knowledge(Nature) 1d20 + 3 - 5 ⇒ (3) + 3 - 5 = 1

"Indeed, luring the beast outside seems a better option than to fighting it within the cramped confines of its lair. I could call for an otherworldly ally to disturb the shriekers and draw out the owlbear, rather than risk one of us."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip nods along with Fenna's suggestion. The shriekers are sensitive to light as well. We could just cast light into the cavern... and save the ally for other purposes.


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

I agree let's let Fenna's creature set off the shriekers and then have an illusionary creature draw the Owlbear to us.


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

Thanks, better though weak-kneed this morning. Think the worst has passed.

We don't have a way to magically silence the shriekers? If we did, we could probably sneak past them and catch the owlbear unawares.

When the Guardians get ready, Kalev will cast Longstrider followed by Lead Blades and hope for an Enlarge Person spell.


Varn offers his council once more.

Using the shriekers to pull it into an ambush is a cunning strategy, Casimir. Perhaps if you were to cast your spells and make your preparations in the tunnel and then alert the Owlbear via the shriekers it would come to the large cave Kip and Kalev were in. I find it unlikely that it would venture out of its lair based on the alarm of these shriekers inside.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip arches an eyebrow at Varn's comment. Mumbling under his breath to himself, Kip sarcastically remarks, ...yes... a very cunning strategy... Casimir... ;)

Kip turns to Kalev and responds, I do not possess the ability to silence the shriekers. I'm not sure that catching the Owlbear unawares will matter much in the grand scheme of things. I highly doubt it needs time to prepare for combat...

Turning to address Malthir, Kip continues, I think you mis-understood me Malthir. The shriekers are sensitive to light as well as movement. So if I cast a mere cantrip within the cave, the shriekers should react as we wish and that way we can save Fenna's summoned ally for some more critical purpose. Additionally, Fenna's ally has a limited time once summoned, and if the Owlbear tarries, will serve no other purpose than to disturb the shriekers.

Once the Owlbear arrives to investigate the noise, that is our hope anyhow, I'm sure it will not need much encouragement to leave its lair and attack us outside. A well placed arrow, Fenna's ally or a magic missile from my wand should do the trick.

I am assuming the cave entrance is quite large given the size of the Owlbear and that we have line of sight from somewhere outside.

I will go along with whatever the Baron decides of course... I aim to serve!

Kip stashes his wand of mirror image and draws his wand of enlarge person instead...

Active effects: Darkvision (2 hrs 55 min remaining)


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip prepares to light his hair on fire and run screaming into the cave to get things moving along...

... or bump! ;)


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 wacks Kip over the head with his bardiche...to put out the flames, obviously ;)


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

Sometimes a decision must be made. There have been many good suggestions here but we must move forward.
We ambush the beast outside of the cave per most of your recommendations. We must have a way to draw the beast out of the cave though.
How about Casimir enters the cave and gets close enough to throw an alchemists fire that has a light spell on the container at the shriekers. He then turns himself invisible and waits for the Owlbear to appear with his bow ready at the edge of the cave. He hits it with an arrow and then moves back to the group waiting outside the cave. He yells as soon as he fires letting us know he has engaged the enemy.
We start casting the enlarges, protective spells and my bless.
If it goes according to plan Casimir comes out with the creature on his tail right into us. We launch our attacks including a prayer, slow, and Fenna has a summoned creature ready to move in to draw its initial attack before Kalev and myself move in.
Any questions or major concerns? If not lets get it done...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I am ready... my only concern being, will the fire keep the Owlbear from exiting the cave? If it only delays it... and makes it angrier... well then bully for us I guess! If it causes it to retreat deeper.. then we might have created a problem.

And just so I am clear before things start getting exciting around here, Kip adds while pointing his wand, I know Kalev wishes to be enlarged... but who else? I suspect you Malthir? Anyone else?

The first spells I will cast upon the beast will either be slow or entangle, depending on factors...

PS: Thanks Kalev! ;)


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

"Figures I would be the one to draw bait duty - but I will naturally do as my baron commands!" Casimir says, in a tone that suggests he would rather enjoy playing tricks on a huge, mutated Owlbear.

Casimir is cool with the plan and ready to move. He will cast Expeditious retreat and Feather step from his wands, and request a Shield of Faith from Fenna before entering the cave.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Well, we needed to find something for you to do! Kip jests with a laugh.

Whenever you are ready, I can cast the light for you...


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
Casimir wrote:

"Figures I would be the one to draw bait duty - but I will naturally do as my baron commands!" Casimir says, in a tone that suggests he would rather enjoy playing tricks on a huge, mutated Owlbear.

Casimir is cool with the plan and ready to move. He will cast Expeditious retreat and Feather step from his wands, and request a Shield of Faith from Fenna before entering the cave.

Heh, I knew you could move the fastest and could hit it hard with your bow, hard enough to get its attention on us!

Lets hope it all goes to plan, you may want to hit yourself with a see invisibility just in case.

I figured that the fire would only last two rounds since that is the length of time for alchemists fire to burn itself out, will probably be gone by the time that anything shows up.
If the beast is as it seems, the amount of damage that Cas should do to it hopefully will be enough to anger it and have it chase him.


Your Humble Narrator

Everyone please track spells accordingly, sounds like Fenna is down one from a shield of faith.

Casimir enters the cave, magical illumination on his armour as well as on the alchemists fire he carries.

I assume you wouldn't only have light on the one thing your about to throw away from yourself or you'd be in trouble vision wise.

Throwing his alchemist fire at the shrieker, both of them begin wailing in a high pitched, continous wave of sound. Casimir is uncomfortably aware that the shrieking makes it impossible to hear any other sound in the cave...

DM Only:

1d3 ⇒ 1
1d3 ⇒ 3
1? 1d100 ⇒ 71
2?1d100 ⇒ 80
3?1d100 ⇒ 31
1d6 ⇒ 6

Casimir waits, poised to act as the shriekers continue to wail. He waits for about eighteen seconds, and the shriekers finally stop wailing. The alchemists fire has gone out by this point, but the magical illumination remains. Without warning, the man size fungi near Casimir reacts to his lingering presence and begins to move towards him- but Casimir recognises the threat and is able to act first. With his hearing returning, Casimir can also make out other movement within the cave...

1d20 - 1 ⇒ (5) - 1 = 4

1d20 + 5 ⇒ (12) + 5 = 17

1d20 + 6 ⇒ (3) + 6 = 9

Initiative-

Casimir- 17

???- 9

Man sized fungus- 4

Link


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

According to the plan he was casting vanish as the Alchemists fire was burning out...but I will leave it up to Cas. to confirm.


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

BIG ret-con. I'd never dream of having magical illumination cast on my armor when I plan on using Vanish, since that would kinda defeat the purpose. Instead, I'd like Fenna to send Dancing lights into the cave, or if that is not practical, have the light on an arrow I have stuck into my belt.

d20pfsrd.com wrote:


Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
Malthir wrote:


According to the plan he was casting vanish as the Alchemists fire was burning out...but I will leave it up to Cas. to confirm.

This was never specified, but let us say that I had a ready action to cast Vanish as soon as I spot movement.


Your Humble Narrator

I won't act on anything implied or unspecified, and that includes vanish. You have won initiative if you wish to cast it though. Dancing lights would be impractical (the group doesn't have LOS to you) so we'll assume light on an arrow.


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

Right,then. Casimir does the following, in order:
1. Cast Vanish (standard action)
2. Remove the light arrow from his belt (move action)
3. Drop the light arrow (free action)
4. 5-ft step NW to -A4

Darkwood bow in hand, Bane arrow ready.

Active effects: Vanish, Shield of Faith, Feather step, Expeditious retreat.


Your Humble Narrator

Two more man sized fungi appear in the radius of the light, but with you vanished the three wander off to continue consuming faeces and other organic material within the cave. A round passes.


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

Knowledge (Nature) 1d20 + 5 ⇒ (17) + 5 = 22
Knowledge (Dungeoneering) 1d20 + 5 ⇒ (7) + 5 = 12
Perception 1d20 + 8 ⇒ (12) + 8 = 20

Casimir crouches in the dark cave, carefully counting off the seconds while keeping his eyes pealed for signs of movement from the two tunnels. Delay, effectively.


Your Humble Narrator

Two rounds later, Casimir can clearly make out thunderously loud footsteps approaching from the east. The man sized fungi move past Casimir and into the tunnel to the west in response to the noise... Casimir cannot see the creature making the noise, but his hearing is good enough that he suspects its in this particular cave with him.


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 fits his Bane arrow and holds his breath, still mindful of how long he has left of his invisibility.

Delay another round.


Your Humble Narrator

The footsteps move closer... and then stop. You still cannot see whats causing them.


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 gets up, and moves to the edge of the light (A0). As he moves, he calls out in a loud voice "GET READY! HERE IT COMES!" Once at the edge of the light, he crouches as close to the tunnel wall as he can.


Can everyone else please roll initiative. We'll be tracking in rounds now.

Maegar- 1d20 + 7 ⇒ (3) + 7 = 10

Round 1-

Maegar hefts his sword and readies himself against any attack coming out of the cave.


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 mutters a silent prayer to Cayden Cailean. "A little luck for an old drinking buddy would be mightily appreciated, o Lucky Drunk.


Your Humble Narrator

DM Only:

1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 17 ⇒ (8) + 17 = 25

Rushing through the light, Casimir finally sees the massive Owlbear that devastated Swordhaven race towards him, bellowing in a bestial roar as it closes on him. A terrifying monstrosity over 18 feet tall and weighing in at at least two tons, the creature is simply awe inspiring. Studded leather barding covers its tough hide and Casimir can see twisted pain and insanity in its hateful, glowing red eyes. It rushes at Casimir as though sensing where he moved to and lashes out with a backhanded slash with a huge claw. The claw and the limb behind it whistle past Casimir with incredible strength, and the Owlbear roars in frustration- sniffing the air for a brief moment before its eyes seem to settle directly on the invisible Spymaster.

1d20 + 20 ⇒ (13) + 20 = 33
2d6 + 11 ⇒ (4, 3) + 11 = 18
1d100 ⇒ 10 (1-50 = miss)

Give me a while and i'll set up a full initiative chain for everyone.


Your Humble Narrator

Swordhaven's Vengeance

Round 1-

Ordered Initiative-

Init Rolls:

1d20 + 2 ⇒ (9) + 2 = 11 Kalev
1d20 ⇒ 6 Fenna
1d20 ⇒ 9 Malthir
1d20 + 6 ⇒ (8) + 6 = 14 Kip

Casimir- 17
Kip- 14
Kalev- 11
Maegar- 10
Owlbear- 9
Malthir- 9
Fenna- 6
Violet Fungi- 4

Map, Map Features & Notes-

Map Link

Please note that map does not accurately reflect what you can all see. Kalev and Kip can just make out Casimir at the edge of their vision, whereas everyone else can't even see into the darkness of the cave (or spot the fungi). Fenna can see the fungi but nothing beyond it.

Active Effects-

Vanish Casimir (ends this round)
Feather Step Casimir
Expeditious Retreat Casimir
Shield of Faith Casimir
Longstrider Kalev
Lead Blade Kalev

Alerted by Casimir's shout, the group reacts and...


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

Caught in the shadow of the beast, which is obviously able to smell him, Casimir abandons the plan of firing his bow for now. Instead, he makes use of his last seconds of invisibility to move out of the cave.

Withdraw action - out the exit and south along the wall, ending in D,-9.

Perception to detect the fungus 1d20 + 8 ⇒ (5) + 8 = 13


Your Humble Narrator

1d20 + 20 ⇒ (5) + 20 = 25
2d6 + 11 ⇒ (5, 5) + 11 = 21

1d100 ⇒ 27 (1-50 misses)

As Casimir retreats the Owlbear swings once more with a titanic claw slash but misplaces the blow, sending it over Casimir's head. He makes good his escape through the dark, stumbling into one of the fungi who lashes out at him with a tentacle, striking him in the ankle with a lucky strike.

1d20 + 6 ⇒ (20) + 6 = 26 Crit threat
1d20 + 6 ⇒ (14) + 6 = 20 Crit unconfirmed
1d100 ⇒ 54 1-50 miss
1d4 + 3 ⇒ (2) + 3 = 5 Damage

Casimir:

Please succeed a DC17 fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. You take 1d4 ⇒ 3 strength damage and 1d4 ⇒ 3 constitution damage.

Casimir makes it out of the cave, materialising into sight south of the cave entrance at -D, 9.


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

Fort Save 1d20 + 6 ⇒ (15) + 6 = 21

"Kip, get that entangle down! Fungus and giant owlbear coming our way fast! You may want to snap down an antitoxin if you have it, those fungi have a nasty sting."


Your Humble Narrator

I should note for when it becomes relevant- although the fungi are medium creatures, they have ten feet reach. Kip is up.

I've been having to make a large amount of assumptions with regards to people's positions and actions. You may begin your turn repositioned, within reason. Declare which square you'd like to have started in (no more than fifteen feet from where i've placed you on the map) if your not happy with your location.

In addition, Kalev is currently enlarged. Also-

Please try to be very clear about when you are casting spells, rather than just implying it. This goes for actions generally too. I don't want to be a grouchy Owlbear about it :(.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Morning all! Sorry I am late to the party... but I was sleeping. Dern time zone thing. :)

Kip would prefer a little more space between everyone and the cave entrance but only if everyone moves back together. Exact square doesn't matter to me...

Kip, seeing Casimir appear outside the entrance with a very angry Owlbear in pursuit, gestures and intones a word of power as he casts his spell...

Casting entangle (Reflex DC 16) centered on the SE corner of square B3. 40' radius should bring the entangle right up to the Guardians feet. :)

ASF check: 1d100 ⇒ 54

...and as he finishes the plants between the Guardians and the approaching Owlbear seems to come alive with purpose. The grasses, roots and other vegetation elongating and reaching up to grab at those within its grasp. Within moments all the fungi and the Owlbear are securely grappled and held firmly in place.


Your Humble Narrator

I should note that if Kip and Kalev were any further back they couldn't make out the Owlbear.

Fungus 1- 1d20 + 2 ⇒ (7) + 2 = 9 Fail

Fungus 1- 1d20 + 2 ⇒ (7) + 2 = 9 Fail

Fungus 1- 1d20 + 2 ⇒ (6) + 2 = 8 Fail

Owlbear- 1d20 + 9 ⇒ (3) + 9 = 12 Fail

The three fungi and the Owlbear are all caught in the entanglement.

Kalev it may be worth pre-rolling your three potential AOO's on your action.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Current position is fine then given that...

Free action speech: Kip shouts a warning, It won't hold the Owlbear for long, but it should slow it down a little!


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 for his turn will cast bless and then as a move action draw his blade. 5' step to -D, -10. If that move puts me in the entangle I will probably stay where I am though.

Kip don't forget to make me big next. Fenna, Kip move back a little, we will be the wall.


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 assumes a combat position, ready to tear anything that get within 20 feets to shreds.

Ready action against first creature to get within his reach. If it survives and continues through his threatened area, he'll do an AoO as well. Also, as soon as he sees the Owlbear, he uses Ranger's Focus, so add +4 to hit and damage on any AoO or readied attacks against the Owlbear.

Readied attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 3d8 + 16 ⇒ (2, 6, 2) + 16 = 26

AoO #1: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d8 + 16 ⇒ (8, 2, 6) + 16 = 32
Confirmation roll: 1d20 + 11 ⇒ (17) + 11 = 28
Additional Crit Dam: 3d8 + 16 ⇒ (1, 7, 8) + 16 = 32

AoO #2: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d8 + 16 ⇒ (1, 6, 4) + 16 = 27
Confirmation roll: 1d20 + 11 ⇒ (17) + 11 = 28
Additional Crit Dam: 3d8 + 16 ⇒ (6, 5, 8) + 16 = 35

AoO #3: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 3d8 + 16 ⇒ (8, 1, 2) + 16 = 27
Confirmation roll: 1d20 + 11 ⇒ (6) + 11 = 17
Additional Crit Dam: 3d8 + 16 ⇒ (3, 6, 8) + 16 = 33


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

Crap! Editing to roll for crits fubared the rolls. The three 17s were on each of my attacks of opportunity, resulting in a threat on each...don't know if you can figure out what is what on those rolls. As I see it, the AC 28 (Confirm on AoO #2), AC 22 and AC 17 should be the confirmation rolls for AoO 1, 2 and 3, respectively.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

This is an easy fix. Re-order the confirmation rolls, taking them out of the order you have them in now, putting them at the very end... it will return the previous order. The text means nothing, the rolls will always remain in the order they were generated. If you rolled three d20 and got a result of 17 on each and then tried to insert a roll after the first 17, all that will result is a value added to the end. Am I making sense?


Your Humble Narrator

Kalev let me know if/when the dice rolls have been sorted out- remember that the dice rolls always come in the same order so the easiest way is to put all the attack rolls and damage down and add potential crits in at the end so the order isn't messed up. Also, can you confirm if you are definitely rangers focusing the Owlbear. You need to make that decision on your initiative as its a swift action so you won't be able to do it just before an AOO etc. or during its turn.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Just cause I had some spare time... :)

Here are Kalev's "fixed" rolls (in the proper order):

Readied attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 3d8 + 16 ⇒ (2, 6, 2) + 16 = 26

AoO #1: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d8 + 16 ⇒ (8, 2, 6) + 16 = 32

AoO #2: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d8 + 16 ⇒ (1, 7, 8) + 16 = 32

AoO #3: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d8 + 16 ⇒ (1, 6, 4) + 16 = 27

--------------------------------------------------------

AoO #1 Confirmation roll: 1d20 + 11 ⇒ (17) + 11 = 28
Additional Crit Dam: 3d8 + 16 ⇒ (6, 5, 8) + 16 = 35

AoO #2 Confirmation roll:1d20 + 11 ⇒ (11) + 11 = 22
Additional Crit Dam: 3d8 + 16 ⇒ (8, 1, 2) + 16 = 27

AoO #3 Confirmation roll: 1d20 + 11 ⇒ (6) + 11 = 17
Additional Crit Dam: 3d8 + 16 ⇒ (3, 6, 8) + 16 = 33

Also, he stated that he would use Ranger's focus as soon as he could see the Owlbear, which I believe he can presently. So Ranger's Focus is active and he was merely pointing out that +4 to hit and damage would need to be added to any of those above rolls that actually targeted the Owlbear, as opposed to the fungi, as he has no idea what will be triggering the above attacks. Clear as mud? :)


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

Kip has the right of it, thanks :)


Your Humble Narrator

DM Only:

1d20 + 3 ⇒ (2) + 3 = 5 SMP
1d20 + 3 ⇒ (3) + 3 = 6 CSP
1d20 + 11 ⇒ (9) + 11 = 20 Str

The Owlbear tears itself free of the roots holding it and moves out of the range of your darkvision. The last Kalev saw of it, it was moving east. Malthir blesses the group and Fenna...

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