GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Ayerth, if you feel that dropping Orin and laying the blame solely on him is a valid tactic, I won't disagree.

I think I've come to a place where Orin's reactions and my reactions are very different. If "I" had come here, I probably would have set the tree on fire first and killed anything that came out of the hole to investigate, or actually kept running if I became magically panicked. Part of Orin's strength is his weakness. He's adventuring because he feels he has something to prove, to himself and to everyone around him.

If Orin dies, I am strangely fine with it, because his actions lead him here. If this results in a TPK, not only will I be sad by that, I will be very sorry, because that's not my intention to ruin your part of the story.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yeah I'm definitely going with "Silas is surprised enough that he just waits to see what happens next."

That said, I don't think we're taking on the Stag Lord until we've rested after this for a few days, one way or another.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Yeah, I think Ayerth is stunned too.


A Happy and Prosperous New Year to us all...


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

And to you as well. :)

Janus certainly smiles twice.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Man we should have knocked him out.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Not sure how you want to proceed. We were almost at a place where we found a peaceful solution and now this. We could win this fight, but I'm concerned about what happens to Echo without restoration.

Will he die? I missed the type of stat damage he took. I'm guessing it isn't one of the lethal ones.


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Dex damage. I believe I am at 9 HP. but 0 dex.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

The chieftain offered us antidote/curative. He probably still has it.


It may have been in the bag he smashed, leaking out onto the ground.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I highly doubt that's the only dose in his den, though. And Silas and Ayerth have enough alchemy skill to potentially find it if there's more.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

It seems like Ayerth, Orin and Silas are the only ones fighting, which has made this fight a lot more difficult (and might be part of why the chief escaped?)


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

At this point Ayerth wants to take the statuette, and GTFO. He is pissed, but doesn't want the dwarf to die. He is also certain that the mites are almost impossible to eradicate when they get deep in the cracks. He believes Orin has just signed the death warrant of many a citizen and started a new war with a difficult enemy.

Definitely keeps things interesting and the RP going forward should also be interesting. Glad everyone is sticking to their characters. I am not taking any of it personally.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
It seems like Ayerth, Orin and Silas are the only ones fighting, which has made this fight a lot more difficult (and might be part of why the chief escaped?)

Possibly. With Echo down from ability damage/poison and Grailmont down from just plain taking a lot of the punishment from the whiptail, that left Ser Brandon in a grease coated area trying to take on quite a bit. Also, in the last few rounds, I think he's waiting to see how the rest of the group responds to the "traitorous" dwarf's actions. :) And what lead to that development was going from six members to four when Irakli and Orin were forced out of the fight for ten rounds + movement.

These little guys have decent tactics and numbers. Orin has underestimated them at every turn, to be honest.

But if given a choice, Orin would still see them completely gone, one way or another. Mites are a wild card, without order or discipline. Their pranks involve murder, kidnapping, and theft. It's unlikely that two tribes like the kobolds and the mites can live together peacefully, and the town/council has already chosen to help the kobolds over the mites.

Then again, BOTH the mites and kobolds breed quickly and have little regard for life in general, specifically other lives than their own (evil) but the kobolds are balanced a little by the (lawful) bit.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

That's not what I'm saying, though. Ser Brandon, Irakli, and on the last round Ayerth haven't been posting any actions, which means our party has lost more than half of its damage capacity.


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Yeah I think it's because of how it played out. Ayerth is neutral good his alignment came into play. Maybe now that the chieftan is gone we can pack up and leave. We can heal up, but at this point we have downed members and we are out of spells. It's going to take a week game time to get the Baron back up etc, unless we've got some crazy magic. The mission for the kobolds is effected as well.

Ayerth is more in the diplomatic long term consequences camp of thought being an elf. That's what was affecting his measured response.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

But the fight isn't over! We've got that nasty tick thing, and we still need to see if we can get any antidote (let alone the statue!)


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Tis only a flesh wound?


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Ayerth Terramielle wrote:
. . . It's going to take a week game time to get the Baron back up etc, unless we've got some crazy magic. . .
Ability Damage crunchy bits.:
PFSRD wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

As long as Echo lives through the encounter, healing one point of dex over night and allowing for all three of Silas' 2nd level slots to be lesser restoration (if he doesn't mind) puts Echo anywhere from a Dex of 5 to a Dex of 13. Every one else at this point has maybe one to three ability points worth of damage (unless I'm missing something, which is possible, as I haven't really reexamined the fight) so they could make due with the one point after a night of rest. No, it doesn't put everyone back at 100%, but it does allow them to function well enough. The hit points seem to me the more important resource at this point. So that would only be one "wasted" day healing in which we could still travel and present a credible threat in a random encounter.

All that assumes the bulk of the party lives. With Grailmont and Ser Brandon both taking the front/rear line and using natural bottle necks in the caves, it might be pretty easy to retreat at this point... minus the blood sucking insect with it's face in Orin's leg.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Oh, and just a thought. The giant tick is considered grappled as well as long as it maintains the grapple.

Some grapple bits.:
PFSRD wrote:
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple). . . .
PFSRD wrote:
. . . Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. . . .

So at this point, the tick's AC and Reflex take a -2 and it's CMD drops by -4 AND it has used a standard action to maintain the grapple, so it's effectively wide open.

Also, as Orin is unconscious and prone, that makes him helpless as well, which means that the next round the tick takes would probably count as a crit.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Only if it releases... coup de grace is a full round action, and thus can't be made while maintaining a grapple (which the vermin-intelligence tick probably won't realize as it stays latched on).


Sorry folks, I was out sick with a nasty stomach bug. It has left me dehydrated and under the funk, but I am up and about again. Had to play nursemaid to a friend and my Fort roll failed miserably.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Sorry to hear that, hope you fell better soon.


Orin, what was your HP total before Silas healed you, including the last damage done by the Tick? My numbers do no match what you are showing at this time.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Hmm... yeah, I thought that brought him up to one or two.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Orin was a -3. Then Silas used a Cure Moderate Wounds for 15, bringing him to 12, or so I thought.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

The healing came after 11 more damage from the tick.


Silas is correct, so Orin should be stable at -2 HP, having suffered the 11 hit points of damage and another point each of strength and constitution damage. The constitution damage would have resulted in a loss of 3 hit points in total. Orin is alive, stable, but remains unconscious.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Ah. Ok. I missed that one.


Orin, you may soon discover you have a more personal reason to despise the fey.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Hmm... No... that's not ominous at all. :)


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
Silas Lavein wrote:
Weren't we retreating to the main entrance?

Well, we are attempting to, but the way seems suddenly more difficult... maybe it is the gods way of suggesting we take the path the rest of the way around?... I seem to be (mis)remembering that the DM said that the path made one big loop, though that is somewhat metagamey at this point.

And now "The halls are completely quiet, save the sound of your group talking, moving, breathing." which suggests we are mostly alone for a bit.


From the main entrance the group passed down a long shaft, which has the rope tied off. The way split left and right. To the left you fought a small group and found crude steps going down. You then backtracked to the right and found the insect nesting chamber which sloped down to another smaller, tighter chute dropping down. The narrowness and roots made climbing down easier, so no rope was needed. From there you entered the two mite chambers, fought the centipede and tick, and now find yourselves facing a choice of how to get the Baron back up that chute. I am sure someone else has rope do they not?

And yes, it did seem from the layout and Orin's Dwarven sensibilities that this lair did form an off angle circuit completely back around on itself.


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

I want to apologize a bit.

My current slowing in posting has to due with problems with my computer. I will try to maintain my current involvement, but I am currently trying to find a replacement rather than fix this one, as I've had poor experiences with that in the past.

If I stay quiet for an extended period of time, have no doubt that my computer is continuing to confound me.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Thoughts about ability score damage:
Ability score damage heals at the rate of 1 point/day. But if anyone in the party can make a DC 15 Heal check, that goes up to 2 points/day for all of us. (Alas, Silas isn’t trained in Heal)

Silas can also heal all regular damage tonight, and prepare Lesser Restoration twice tomorrow, with each casting restoring 1d4 ability damage.


You may make the Heal check untrained. Perhaps if someone is trained, others may Aid Another to make everyone comfortable for the night. If any of the original group recalls, the tracker from the caravan, Anza the Jay, is also a skilled herbalist and part-time folk healer. She is one of the two guards traveling with you to deliver the prisoner to his "reward," as prescribed by the Baron.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Oh; thought it was Trained Only.


Considering an NPC has the skill and can make the main check, the untrained checks are more to see if you can follow instructions and provide yourself the best rest to take advantage of the situation. Aid Another is only a DC10 check. Heal can actually be used untrained, per the core and PFSRD for all checks, it just gets really difficult to do much with it.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

I think the priority is to get Echo back on his feat. If my understanding is correct he just needs to restore one point of ability damage to get back on his feet. Hit points, if any can be restored with spell from the next day.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Yes—but we've all taken ability damage, we're almost out of spells, and it's hard to do anything at 1 dex. We should definitely rest for a day, IMO, before we go talk with the kobolds.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Orin has taken 2 points of damage to several ability scores, each of which restores completely.

Echo has had his dexterity restored.

Silas has taken 9 points of Dex damage, which restores to 7 after resting.

Grailmont has taken 7 points of Dex damage, which restores to 5 after resting.

I believe that's everyone. Silas can use Lesser Restoration twice today, curing 1d4 each time; right now he's planning to use both on himself unless Grailmont requests one.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

Silas, I believe, had one channel left before resting.

Channel: 2d6 ⇒ (3, 1) = 4

And a few healing spells as well, which will most likely go to Orin.

CLW 1: 1d8 + 3 ⇒ (4) + 3 = 7
CLW 2: 1d8 + 3 ⇒ (1) + 3 = 4

With the 6 hp from resting (yes, this stacks with the ability score healing) that should bring everyone back to full.


Male Human Fighter - Level 3

Sorry for my lack of posting folks, been dealing with trying to secure a new house, on top of keeping a significant other amused, will get back on it asap


Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

Is anybody else running into a Paizo error/website down site regularly when they attempt to post?


Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

Yeah, just hit reload after you submit.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

I just replace "&page=last" with "&page=25" in the URL.


I think it has been a bit and you guys may have forgotten a few things:

What are the two main kobold factions?

Which faction wanted the statuette returned?

Which faction wanted the chieftain's son returned?

Which faction contacted you suing for peace?

What information were you provided regarding this malady?

What was the name of the kobold emissary?

There may be bonus points in it for the correct respondent.


M Elf Cleric 3
Quick Stats:
HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

IIRC...

>The two kobold factions are the (usurper) chief, and everyone else in the kobold tribe (led by the shaman), who's only going along with things out of the fear of the statue's curse.

>Both the chief and the shaman want the statue returned; they just want it returned to themselves, and not the others.

>Not sure about the son, but I'm guessing it was the chieftain.

>An emissary of the shaman contacted us, interested in the return of the statue; the chieftain also sent us a letter asking us to give weapons to kill all the mites.

>The statue is supposed to be the only cure for the malady, which it can also cause, and which apparently makes kobolds turn yellow and then die.

>I think the emissary's name started with an s? I feel like looking it up would be cheating.


What are the two main kobold factions? Correct
>The two kobold factions are the (usurper) chief, and everyone else in the kobold tribe (led by the shaman), who's only going along with things out of the fear of the statue's curse.
The new chieftain versus the shaman. The average kobold follows whoever is in charge out of fear, respect, or social order as the case may be.

Which faction wanted the statuette returned? Mostly Correct
>Both the chief and the shaman want the statue returned; they just want it returned to themselves, and not the others.
The new chieftain brought the statuette and it's worship to the kobolds, forbidding them to worship as they did previously. The shaman wants to return to the old ways and use the statuette to prove it's powers are false.

Which faction wanted the chieftain's son returned? Not Correct
>Not sure about the son, but I'm guessing it was the chieftain.
Rather the new chieftain sent the dead chieftain's son to attack the mites and retrieve the statuette. The shaman would see the old chieftain's son returned to support a return to the old ways.

Which faction contacted you suing for peace? Correct
>An emissary of the shaman contacted us, interested in the return of the statue; the chieftain also sent us a letter asking us to give weapons to kill all the mites.
The shaman wanted the new chieftain deposed and offered an alliance with your kingdom. The new chieftain wanted you to provide him with weapons, then to stay out of his affairs. Evidence uncovered since further suggested the new chieftain has agitated the creatures of the area into violence and attempted to ally himself with the Stag Lord.

What information were you provided regarding this malady? Partially Correct
>The statue is supposed to be the only cure for the malady, thereby creating rather than , and which apparently makes kobolds turn yellow and then die.
The malady is supposed to be a curse caused by the loss of the statuette, thereby causing rather than curing it. From the emissary's descriptions, the new chieftain announces each victim who is subsequently afflicted and then suffers the deadly yellow-scales disease. The sufferers have no immediate symptoms other than the yellow scales but seemingly die painfully, wasting and suffering over a short few days period. Many have been sent on raids of the mite's lair to retrieve the statuette. Considering the difficulty you faced, those raids were suicidal ventures to be certain.

What was the name of the kobold emissary? Meepox
>I think the emissary's name started with an s? I feel like looking it up would be cheating.
I would not have known if you had cheated but it was fair of you to state such. His name is in honor of the kobold Meepo from 3.0 fame.


Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

Good to have the old grey cells refreshed. I had forgotten a fair bit of that.

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