DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


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Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Azen joins Celebeth as she discussions expansion plans, finding the planning interesting. A footbridge was a great idea.


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M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

Garethane raises a mug to Tove's words. "I think the bold and hearty will thrive near these wild places. I think we can live in harmony with nature here, but there will always be the push and pull of new people encroaching on those who were already here. Hopefully we can deal with the overt threats and allow our population to carve out places where they can thrive. But if it's all the same, I would prefer to avoid all of the soot and noise of some of the larger cities.


Greenbelt Map Roll20 Link

Following a night of drinking (perhaps too much?), the leaders of Elkmark settle into a well-deserved night's rest.

I'll consider it under the care of a healer, so everyone gains back 2 x level in HP and 2 points back to each damaged ability

The next morning arrives a bit later than normal, either from the fatigue of travel or the extra help a few flagons of ale - perhaps both. As you awaken the townsfolk are already busily beginning their days.

Heading for the wisp immediately or waiting it out a few more days? If you are waiting, what is the general plan of action (before I introduce any new troubles)?


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth stumbles out a little late, not hungover but definitely glad to sleep in with some comfort. She goes looking for her sister first.

"Hey sis! Almost back to normal!" she says, holding out one hand, which barely trembles.

"So we gonna get that wisp a-hole today? I'm kinda amazed that all of this stuff is this close to Elkmark and we're only just now hearing about it."

A little surprising that there's basically no travel time between that old faerie-haunted castle and Elkmark, but on the upside that means we can get back super-fast!


Greenbelt Map Roll20 Link

Took you two days to get back. That I hand waved via narration.


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Ah, we should heal one point of ability damage per day just from sleeping overnight. That means, combined with the solid night's rest at Elkmark with a healer's treatment, Celebeth's Dex damage should be gone.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Azen smiles at her sister, seeing that she is looking a lot better.

You're looking good, but still... maybe we should get you some better armor? I know, I know, it messes up your spells and all, but maybe a couple of failed spells are worth the better protection? I mean, I cast spells in armor all the time.

Just conversational fluff... out of character I know that bard abilities are different, but maybe Azen thinks that Celebeth is being a little bit of a diva insisting that she can't cast in armor? :)


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

"Supposedly you can get magic rings and bracelets and things that protect against slings and arrows of outrageous bandits," says Celebeth. "Actual armor though? It really just doesn't work! I keep screwing up my gestures."

She stretches her arms in front of her, then crosses them. "See? Like this move. I have to do an arm-cross-over for at least one spell I know, and if I'm wearing chest protection, my arm gets caught in the side, and it screws up."

"I'd love to have better protection than just my simple charm of mage armor but it never works right! I dunno how you do it. I guess you're just the talented one," she says with a grin.

"There's a kind of leafy cloth armor that some elves use, my uncle probably knows about it, but I never really learned to use armor anyway, and I think it might be funny to be trying to slip around and jump in fights and be getting all tangled up on my ostensible protection." She puts her arms back to her sides and bounces up and down on her toes a few times by way of demonstration.

"I dunno. If we can find something that doesn't screw up all my shenanigans... all right."

Celebeth doesn't even get light armor proficiency, so I'd need to find something with no spell failure chance and no armor check penalty at all in order to get any benefit from it, and it would need to have a bonus better than the +4 of mage armor to be worth it! Probably better just to get bracers of armor! But it is possible to dump a bunch of feats to become proficient with light armor and then reduce the spell failure rate in it, if we got to like... level 9.


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Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Okay, okay. Well, we'll have to ask at the trading post about jewelry that might help.

What we need to get you is an amulet of natural armor... that would stack with your mage armor. So, you know... we just need a giant stack of gold. No problem. :)


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Awakening thoroughly refreshed, Rhiannon gets dressed and heads out to meet the rest of her companions, taking a detour to find herself something to eat.


Greenbelt Map Roll20 Link

Back to the wisp or something else?


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

SPACESHIP!

Yes, let's put an end to that frickin' wisp! Is that a journey of more than one day? Celebeth is gonna customize her spell loadout for the day that we expect to fight the wisp.


Greenbelt Map Roll20 Link

Well Spelljammer did just come (back) out, but sunce I dislike that setting, no spaceship. ;)

If you leave first thing in the morning. You'll arrive back at the lizardfolk village at nightfall.


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Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

"It takes the most part of a day to get there. We can travel there, rest the night, just outside of the village, then move in and face the wisp in the morning." Rhiannon suggests. "That would also eliminate the advantage that the lizardfolk on it's side would have fighting at night."


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Sounds wise. I'm in. When do we leave?

They also announced the re-release of Planescape. Do you like that one? Can we have portals? :)


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M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

I don't know if portals are in the Kingmaker book, but boy would that cool! It would drive a lot of folks to seek out our little town. Of course, some of them would likely be in an army...


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

"Good plan," Tove affirms, her voice still hoarse after the night's drinking.

"It's nearing mid-morning, I'd say we set off soon as we can if we want to reach the village outskirts by nightfall."


Greenbelt Map Roll20 Link

Having planned to camp outside of the lizardfolk village an approach the village during the day, the party heads out from Elkmark late in the morning. As night fall approaches they find themselves about two hours shy of the lizardfolk village.

The night is uneventful, if a bit buggy, soggy, and humid as you camp near the swamplands of the lizardfolk.

The next morning arrives and after a quick breakfast, you are on your way to the village. About mid-morning you arrive outside of the now repaired gate to the village.

What would you like to do? Map is updated on Roll20.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Hmm... if I turn invisible, can someone give me a boost? Maybe I can open the gate from the other side. Then Rhiannon won't have to batter it down again.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

"I came prepared for this. Lemme know when everyone is in position and ready to rush in."

Celebeth slouches a bit and gets ready to sneak up and open the gate with magic.

Stealth: 1d20 + 13 ⇒ (5) + 13 = 18


Greenbelt Map Roll20 Link

Celebeth slinks through the marshy terrain, arriving at the gate - to the best of her knowledge unseen.


Greenbelt Map Roll20 Link

Bump.


M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

The elf's eyebrows grow bushy and silver as he quietly follows in the Celebeth's wake.

Stealth, FF: Owl: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Azen sneaks up with Celebeth and Garethane, then casts invisibility when Celebeth casts knock, so that she is ready to get in and find their real opponent without having to wade through lizardfolk.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

Tove bows her head and says a short prayer to Erastil, calling on his grace and filling herself and her allies with courage.

Casting Bless: Each ally gains a + 1 morale bonus on attack rolls and on saving throws against fear effects for the next 6 minutes.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Krezzik grumbles a bit about the plan. "Should just play a challenge on the war drums, make them come out, then cut them all down in battle. Sneaky-sneaky is no way to be remembered in stories."

Celebeth stares back at him silently for a few seconds, then says, "Nobody to tell your story if you all died foolishly. C'mon, let's go take out this wisp and call it a day."


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Rhiannon smiles. "That is where we come in. While they use stealth to get to the wisp, all eyes...and those who would be in the way, will be focused on us."

Waiting util the moment the gates are opened and Garethane, and the sisters slip in, Rhiannon makes a show of striding through the open gates with Tove and Krezzik, loudly calling out the lizardfolk, specifically challenging their leadership. As more of them scramble to deal with the intrusion, amassing with weapons drawn, she calls out for their leaders to face retribution, both for their affront to the Barony of Elkmark and leading the mistake of making a powerful enemy.

Even as she shouts her challenge on behalf of her Baroness and the challenger to the lizardfolk leadership, her massive weapon traces a deadly path through her air, a dance of promised death and violence on behalf of Elkmark's sworn Death Dealer.

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

Once the majority of the villages defenders have rushed to address the intruders at the gates, Dazzling Display - Intimidate check to demoralize all foes within 30 feet who can see your display. DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.


Greenbelt Map Roll20 Link

With the party in place, Celebeth casts her spell, blasting open the gates.

Almost immediately, lizardfolk warriors start rushing over to see who or what is invading their home.

Party is up.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Invisibly, Azen moves in, moving out of the way of the incoming warriors and keeping an eye out for the shaman's hut.

Shaman's hut=where the will o the wisp was last time, right? He might have moved residences when he took over (if he did), but I figure there will be shaman-ish type things marking it out.

(Also, double-move.)

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth: 1d20 + 7 + 20 ⇒ (8) + 7 + 20 = 35 (invisible)


Greenbelt Map Roll20 Link

That is correct. The Shaman's hut was the hut in the NW corner of the village and was where you faced the Will o Wisp


M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

Garethane will enter in stealth, double move, half speed.

Stealth: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20


Male Tiefling Magus (Bladebound/Kensai) 5|Movement speed: 30| HP 43| AC 20 T 18 FF 12 | CMD 24 FF 16| Fort+6 Ref +5 Will+4| Initiative +9 | Perception +1 | Arcana 6/6 | Black Blade Arcana 2/2 | Pearl of power 1/1

Kalaman will walk in with the fighter and casts shield


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Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

Tove moves up to the open gate with her bow at the ready, immediatly loosing an arrow at the first of the wisp's defenders she sees (Purple-1).

MW Longbow, Blessed: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d8 ⇒ 7


Greenbelt Map Roll20 Link

The closest of the purple shashed warriors was already reconsidering his actions, courtesy of Rhiannon's frightening display of martial prowess, when the arrow loosed by the Baroness of Elkmark struck him solidly in the shoulder.

Two others close to Rhiannon are similarly intimidated by the aggressive stance taken.

Azen invisibly sneaks into the village, followed by Garethane who is only unnoticed due to all eyes being on Rhiannon.

Celebeth is up. I am working on the assumption that the knock spell started all of this as surprise round and gave the party initiative over your opposition.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth races into the compound, looking for the wisp, blade in hand.

Krezzik follows behind Rhiannon, pounding his drums in an obvious challenge.

Krezzik's raging song:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

You may choose whether to accept these modifiers or not each round without spending any action to do so.


Greenbelt Map Roll20 Link

Because of the number of enemies involved, I'm going to need you to move your token on Roll20, Celebeth.


Greenbelt Map Roll20 Link

Sorry for the delay. Vacation has been good, perhaps too good as I have been neglecting you all. Again, my apologies.

Some of them hesitantly, the lizardfolk warriors approach the group, with three attacking Rhiannon, two Kalaman, and one at Celebeth. But none of the seemingly hapless warriors can find their target.

DM Rolls:

P1 @ R: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

B1 @ R: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

R2 @ R: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

P2 @ K: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

B2 @ K: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

R1 @ C: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Party is up.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Which lizardfolk are the ones that we brought with us?


Female Human Fighter (Unbreakable) 6 | 52/52 ( Current 47/47) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (6 mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)

Easily avoiding or deflecting the lizardfolk attacks, Rhiannon responds with a pair of skilled strikes, deploying her unorthodox fighting style that seems a cross between fencing, and the powerful blows more customary with heavy blades.

+1 Estoc/Raging Song/Bless: 1d20 + 10 + 1 + 1 ⇒ (13) + 10 + 1 + 1 = 25
Magic/Piercing: 2d4 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10

+1 Estoc/Raging Song/Bless: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Magic/Piercing: 2d4 + 3 + 1 ⇒ (3, 1) + 3 + 1 = 8

I'll start with the one directly in front of me.


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Greenbelt Map Roll20 Link

Now I'm officially back from vacation...

The only lizardfolk I have on the map on your side is Celebeth's recruit. I did not see anything explicit about bringing Vesket or his warriors along, but I can certainly retcon that.

Rhiannon, with two quick thrusts of her blade, drops the target of her fury.


Greenbelt | Roll20 | NG Female Human Arrowsong Minstrel Bard 6 | HP 39/39 | CMB +6 / CMD +18 | AC 18 / T 13 / FF 15 | Fort +3 / Ref +8 / Will +5 | Initiative +3 | Bardic Performances 15/18 (Inspire Courage at +2) | Perception +9 | Spells 1L 4/4 2L 2/3

Err... we did bring them along, didn't we guys? I thought that was the plan?

Azen continues walking invisibly, keeping her eyes open in case she spots the shaman or the will-o-the-wisp, but otherwise keeps headed to where the shaman's hut was previously.


Male Tiefling Magus (Bladebound/Kensai) 5|Movement speed: 30| HP 43| AC 20 T 18 FF 12 | CMD 24 FF 16| Fort+6 Ref +5 Will+4| Initiative +9 | Perception +1 | Arcana 6/6 | Black Blade Arcana 2/2 | Pearl of power 1/1

I thought that was the plan, yes @azen


Greenbelt Map Roll20 Link

Alright, I'll put Vesket and his four warriors on the map this evening. In the meanwhile, the rest of the party can post actions for the round.


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M Elf Feral Hunter 6 | HP 39/45 | AC 19 T 14 FF 15 | Fort+6 Ref +9 Will+4 | Initiative +6 | Perception +14 / 18

Trying very, very hard to avoid notice, Garethane remains in stealth moving along the wall.

Stealth, FF: Owl: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36


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Greenbelt Map Roll20 Link

Vesket and crew on the board.


Male Tiefling Magus (Bladebound/Kensai) 5|Movement speed: 30| HP 43| AC 20 T 18 FF 12 | CMD 24 FF 16| Fort+6 Ref +5 Will+4| Initiative +9 | Perception +1 | Arcana 6/6 | Black Blade Arcana 2/2 | Pearl of power 1/1

Kalaman will swing his sword at the lizardfolk directly in front of him (blue color on mmap)

attack: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d10 + 5 ⇒ (9) + 5 = 14

And lands a solid blow on the lizard that dared attack him.


Greenbelt Map Roll20 Link

Kalaman expertly cuts down another of the lizardman warriors, while Garethane and Azen take advantage of the distractions and make their way to their destination under cover of stealth and spell.

Celebeth and Tove are up.


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth takes a moment to center herself and fires off a see invisibility spell so that she can spot that blasted will-o-wisp, wherever it might be hiding.

Krezzik continues his forbidding drumbeat.


Female Human (Ulfen) Cleric 6 | HP 44/44| AC 18 T 13 FF 16 | Fort+4 Ref +4 Will+8 | Initiative +2 | Perception +10* | Channel 6/8 | Portrait | Elkmark Calendar

Tove draws another arrow and looses it across Celebeth's shoulder into the lizardman to her right.

MW Longbow, PB, Blessed, Precise Shot: 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18
Damage, PB: 1d8 + 1 ⇒ (2) + 1 = 3


Greenbelt Map Roll20 Link

Celebeth steps back to cast her spell unhindered, while Tove sinks an arrow into one of the red shashed warriors.

Vesket and his warriors, stride toward the interior of the village, much to the horror of those who stayed loyal to the wisp rather than their king.

The king snarls before impaling one of his disloyal tribesmen with his massive trident.

Faced with the prospect of facing what is quickly becoming overwhelming odds, the lizardfolk warriors - somewhat reluctantly - continue their attacks at Kalaman and Rhiannon, but again the warriors fail to land any sort of meaningful blow.

DM Rolls:

Vesket @ P2: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 10 ⇒ (5, 2) + 10 = 17

R1 @ R: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 (flank)
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

R1 @ R: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 (shaken)
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

P1 @ K: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 (shaken)
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Party is up.

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