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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Ayerth's blade punches through the chest of Mite 1, then twists and flies back to the elf. The mite stares at the glittering blade flying away, then falls forward on it's face, dead.

Updated Map


Silas and Ser Brandon take up defensive stands as the mites begin to rush forward, hooting and calling in their strange language.

One of the mites swings a sharpened stick, the point covered in some blackish paste, at the flat-footed Irakli. Pookey Stick: 1d20 ⇒ 15, scratching him across the forearm, 1d4 - 1 ⇒ (4) - 1 = 3, the cut burning slightly. Fort Save please

Initiative Groups
Group 1: Ayerth, Echo, Ser Brandon, Silas, Mites 2, 4, 7, 9
Group 2: Irakli, Mites 5, 10
Group 3: Orin, Mites 3, 6, 8
Group 4: Grailmont

Group 2 is up, 36 hour clock is ticking

Updated Map

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


Male Elf Rogue/3

Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Getting caught off guard and feeling the sting of what was on the blade and the blade slicing his flesh goes for a counter attack with his rapier.

To hit: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
DMG: 1d6 + 1 ⇒ (5) + 1 = 6


Irakli counters the small spear wielding mite, running his blade in and out of the small creature in rapid fashion, twisting the blade with a flourish. It collapses in a heap as more mites round the corner.

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Initiative Groups
Group 1: Ayerth, Echo, Ser Brandon, Silas, Mites 4, 7, 9
Group 2: Irakli, Mites 5, 10
Group 3: Orin, Mites 3, 6, 8
Group 4: Grailmont

Group 3 is up, 36 hour clock is ticking

Updated Map

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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 |

"Irkali fall back a little, Lord Baron, switch places with me. We shall funnel them in. Genral, let us form a Defensive wall for the others." he says looking around to see if the others agree.


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 takes a step forward, placing him between Silas and Ser Brandon. He begins to gesticulate and then utters "Ramhar."

Dwarven:
"Grease."

ASF 5%: 1d100 ⇒ 18
Success.

A thin sheen of grease appears on the floor a little away from Irakli as to not accidentally get him caught within it. Encompassing a ten foot by ten foot area, Orin hopes to himself that he aimed well. Map.

. . . Any creature in the area when the spell is cast must make a successful Reflex save or fall (DC 14). A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. . . .


Real close, but just barely possible LOS.

The mites are covered in Orin's burst of grease, slipping and sliding in the goop, calling out in a sick, moaning cry that echoes through the chambers. A few of the creatures manage to avoid the mess, or slow up before mixing with the goo.

Mite 5 Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16 Success
Mite 7 Reflex Save: 1d20 + 3 ⇒ (9) + 3 = 12 Slips and falls
Mite 9 Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11 Slips and falls
Mite 10 Reflex Save: 1d20 + 3 ⇒ (2) + 3 = 5 Slips and falls

Mite 3 Acrobatics Check: 1d20 + 3 ⇒ (6) + 3 = 9 Slips and falls, pushing Mite 5 out of the greased area still counts in the square for movement, etc.

Initiative Groups
Group 1: Ayerth, Echo, Ser Brandon, Silas, Mites 4, 7, 9
Group 2: Irakli, Mites 5, 10
Group 3: Orin, Mites 3, 6, 8
Group 4: Grailmont

Group 4 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


Male Human Fighter - Level 3

Grailmont walked up behind irakli just in time to see the little tiny mites slip around and fall down. He let out a burst of laughter. Oh my look at them, they're so pitiful.. Here, here watch this Irakli. He said, nudging the elf as he put his sword away and held his shield with both hands, walking over to the little mite infront of them. He then took his shield and held it over the little mite, then slammed it down on its head.

To Squash: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23

Amount of Squash: 1d4 + 6 ⇒ (4) + 6 = 10

The little mite exploded under the shield in a slurry of guts and other various parts, most of which now coated his boots. Lifting his shield up he saw the splatter of mite all over his shield and began to laugh maniacally, pointing at his shield, then pointing to the other mites who happened to be looking.


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

Standard to Magic Weapon Ser Brandon's sword, move to behind

Map


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

@ Grailmont:
Ok. I'll bite, Grailmont. Did you hit mite 4 or mite 7? And which square did you move too to make that happen? For tactical reasons I would suggest that you moved two squares south before shield bashing a mite to death and recommend mite 4, as he is not at risk from falling in the grease area. But that's just my thoughts.


Grailmont moves up and in a rather cold and ugly way kills one of the mites, laughing in a manner which would suggest mania. Perhaps the noxious vapors or putrescent fluids everywhere have somehow "tainted" the large warrior. I moved him forward and he struck the closest mite, 7

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Ser Brandon, Silas, Mites 4, 9
Group 2: Irakli, Mites 5, 10
Group 3: Orin, Mites 3, 6, 8

Group 1 is up, 36 hour clock is ticking

I moved Grailmont to Group 1, he is considered to have acted this round.

Updated Map

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

Not seeing much else to do, Silas moves and smacks at one of the mites he can reach.

Longsword to hit: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Damage: 1d8 ⇒ 8

Map


Silas' swing cuts into the small mite, the blade cleaving a deep gash across it's chest, the creature falling to the ground before Irakli.

Updated Map


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

Ayerth casts Mage armor.

"Front line advance. I can't bring anything to bear against them. "


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 |

"Leave some for me!" Ser Brandon cries out to Grailmont as he swings his morningstar upon the mite before him.

PA: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Updated MAP


Ser Brandon caves in the skull of a mite as it tries to stand amidst the greasy sludge Orin created. It's death cry cuts off suddenly from the blow, but is replaced by an increase in the volume of the other sounds echoing through the chamber as the lair becomes active and alert to the dangers you represent. The remaining mites in this chamber are hooting and wailing in strange, clashing pitches and tones, chaotic and mildly distracting.

Ayerth, Perception check please.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Ser Brandon, Silas,
Group 2: Irakli, Mites 5, 10
Group 3: Orin, Mites 3, 6, 8

Group 2 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

1d20 + 10 ⇒ (2) + 10 = 12


Male Elf Rogue/3

Slides past Ser Brandon and gets to Mite 5 to strike him down
says Pardon me as he moves past him and then stands in front of the mite
to hit: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
DMG: 1d6 + 1 ⇒ (4) + 1 = 5

Map Update


For a moment Ayerth thought he heard something in the chambers above, but it may have only been an echo.

Irakli Acrobatics Check over the Grease: 1d20 + 8 ⇒ (1) + 8 = 9

Irakli moves to pass Ser Brandon and begins to slip on the grease. He manages to stay standing, but is not able to advance upon the mites due to the slick stones and debris covering the floor. Irakli Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19

One of the mites moves in a hopscotch fashion, then rushes at Ser Brandon, pookey stick in hand, but the wood snaps as it strikes the knights shield. Poke: 1d20 + 0 ⇒ (8) + 0 = 8

Mite 10 attempts to stand, covered in grease, but only succeeds in staying put on all fours. Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7 Angered, the creature shouts something likely foul at Irakli, his eyes bulging huge, dark and black, then rolling over to stark white irises. Irakli Wis Save: 1d20 + 1 ⇒ (17) + 1 = 18

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Mites 5, 10
Group 2: Orin, Mites 3, 6, 8

New Group 2 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

Reflex Save: 1d20 + 3 ⇒ (13) + 3 = 16

Orin moves trundles around around Echo and between Silas and Ser Brandon to slide to a stop in front of one of the mites. Move Action In a language is derived from an ancient combination of Elven and even older tongues, Orin spits out a particularly guttural noise. Free Action.

Undercommon:
"Good morning, you blue bastards."

Which in turn is followed by a noisy inhalation through his nose and the subsequent projection of fire from his mouth.

Fire Jet: 1d6 + 1 ⇒ (3) + 1 = 4
Fire Jet (Su). 20' line. Standard Action. Reflex Save DC 14 for half.
If possible, I'd like to aim at the square south of mite 8, hopefully hitting mite 10, 6, and 8.
3 of 6 used for the day.

. . . A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes. . . .

Map.


Reflex Save Mite 10: 1d20 + 3 ⇒ (8) + 3 = 11 fails, dies burning
Reflex Save Mite 6: 1d20 + 3 ⇒ (1) + 3 = 4 fails, dies burning

The creatures look out at Orin, seeming to understand his words, only to suddenly die screaming as his fiery exhalation covers them in flames.

One of the mites rises, lunging at Orin with his pookey stick, Acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20 Pookey Stick: 1d20 ⇒ 17, the branch jabbing into his forearm, Damage: 1d4 - 1 ⇒ (2) - 1 = 1. Orin Fort Save: 1d20 + 9 ⇒ (1) + 9 = 10, the wound stings and burns slightly

Another mite comes around the bend, calling out to Orin,

Undercommon:
Doom to you pinkyskins
The creature's eyes roll around much as did the earlier mite's, Orin Will Save: 1d20 + 5 ⇒ (3) + 5 = 8, causing Orin to become shaken for one minute. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Mites 5
Group 2: Orin, Mites 3, 8

Group 1 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies provide to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

@ GM Darkblade:
So... just to be clear, aiming at the square behind/south of mite 8 meant that the line of fire past through his square, but... I'm assuming the angled stone in the square above/north of him obstructed the line then?

I was kind of hoping for a line akin to the third from the left in the line templates, but if you feel it doesn't have that effect, then that's fair.

Flame Jet/Round 2 burning: 1d6 ⇒ 1
The little mite bodies continue to smolder ever so faintly.


In a normal passage yes you would have been correct in the strike. In these tight, cramped and confined conditions you would have best been able to hit 6 or 8, but not both. I will allow it this time but please, for the last time guys, remember these passages are 3' to 5' high, you are bent over, stooped, hunched, cramped up, whatever you want to call it, with roots, rocks and other things jutting out at all angles. Your light sources are at the same heights and you are moving around in front of them, your own arms and gear protruding in odd ways, all of it casting dark shadows on dank and dirty surfaces. Darkvision helps, but these are not your normal fighting conditions.

Mite Reflex Save: 1d20 + 3 ⇒ (2) + 3 = 5 fails and dies.
Orin may ignore the shaken condition from Mite 8.

Group 1 is up clock is ticking

Updated Map


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 can't reach anything without risking the Grease, so he stays put.


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 |

Morningstar: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 1d8 + 6 ⇒ (5) + 6 = 11

Ser Brandon is engaged in furious melee with the little creature. Seeing an opening he tries to strike hard at the little creature swinging the spiked ball at its head.


Ser Brandon's mace crushes in the mite's skull, splattering the small thing everywhere. Grailmont giggles a bit more, chuckling kerspalt, sploochht, and other rude sounding noises, reliving the carnage thus far.

Updated Map

Group 1 is up, 7 hours remaining


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

"The area is too cramped for me to strike. Can we drop the grease and advance. Don't forget to look for pitfalls or other tricks. These mites will use our size and weight to their advantage."

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Orin, please take a round of actions now, against Mite 3 or something for the party if desired. More mites are arriving and initiative is changing. You are now part of Group 1, but all others are considered to have acted. You will not be able to act against the arriving mites, at least not this round.

Ayerth notices only moments before another group of mites comes dropping and scurrying down from the above passage, chittering and calling in time to those arriving at the other end of the hall. He manages to take a few steps back as the wave reaches the chamber.

Orin, focused upon the remaining foe, does not realize there are other mites in his midst, until he hears a deeper mite voice calling out orders, nearly barking like a lap dog in intensity.

Echo stands dumbfounded at the sudden arrival, engrossed as he was by the actions of his general.

Silas hears the sudden rush, turning and witnessing the sudden assault. Longsword in hand, he finds himself the closest thing to a warrior this side of the grease spill.

Grailmont continues to laugh and gesture wildly, overcome by something, and seems nonplussed by the additional mites flooding the chambers.

Irakli is distracted by Grailmont's outburst, reluctant to risk the grease a second time and taken by surprise by the foes now clambering down to his rear.

Ser Brandon hears additional voices, the crunching rocks, snapping root sounds of their approach, and readies himself for the wave he expects any moment.

From the far end of the hall, numerous additional mites' voices add to the cacophony of this chaotic scene. One voice in particular seems louder, deeper, and more commanding than the others.

Undercommon:
Crush them, kill them, pinkskins die like scalies do.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Orin
Group 2: Mites

Group 2 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies and the confined environment provides to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

"Ahhhh, classic pincers move. Well then Baron, it seems we are now the vanguard on this front!"

Confirming we can't go this round, we are waiting for Orin, then you will go with the mites? Just want to make sure I am getting it right and not holding things up.


The mites are flowing into your area as Orin takes his last actions as part of Group 2. He will then be added to Group 1 and the mites will complete their actions. The mites in your area will end their turn in the positions they currently have on the map. You will not suddenly be surrounded and assaulted without a chance to act or respond.


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, not taking his eyes off the little mite close to him, aims a question at Ayerth. "Did you still wish me to drop this effect, good Ayerth?"

Eyes narrowing at the small mite, Orin begins to gesture, thinking to shock its little nearby form.
Casting Defensively: 1d20 + 6 ⇒ (4) + 6 = 10
Fails to make the DC 15 necessary to cast 0 level jolt.
From lack of focus, whether from the unsure footing or some other distraction, Orin apparently gets something wrong and fails to pull together any mystical energies.

Acrobatics Check: 1d20 + 2 ⇒ (5) + 2 = 7
Failed DC 10 Acrobatics check to move at half speed.
Attempting to move back out of the area for more stable footing, Orin slips a little, suddenly more nervous.

Reflex Save: 1d20 + 4 ⇒ (14) + 4 = 18
Succeeded at the DC 14 check not to fall on my buttocks.
He does however manage to catch himself at the last instant, preventing him from lying face down on the dirty stones. "I can, however, personally attest to its power as an impediment to movement." Orin says, a little wild eyed.


For Orin:
Very descriptive and apropos for the situation, I like it.

Mite 3 Acrobatics Check: 1d20 + 1 ⇒ (3) + 1 = 4 The mite which had stabbed Orin started to move up towards Ser Brandon to avenge his kin, but began to slide in the grease. Mite 3 Reflex Check: 1d20 + 3 ⇒ (11) + 3 = 14 It caught itself and decided to instead to strike against Orin again, drawing a small sharp and jagged piece of stone, Stone blade: 1d20 + 0 ⇒ (19) + 0 = 19 slicing the dwarf along the thigh, though only managing to cut open his trousers. Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Mite C rushes in against the possible chittering advice of it's comrade, stepping into the grease. Acrobatics Check: 1d20 + 1 ⇒ (15) + 1 = 16 The thing stays standing and menacing waves it's own pookey stick at the intruders.

The sounds of more mites approaching suggests you have wandered into the heart of the lair, and the creatures are angry about it. You get glimpses of what could possibly be a chubbier mite riding about on a giant tick.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Orin
Group 2: Mites

Group 1 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies and the confined environment provides to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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

Standard to Daze Mite 5 Will DC16, Move beside Ser

Map


Mite Save: 1d20 + 3 ⇒ (7) + 3 = 10 fails, This spell clouds the mind of a humanoid creature so that it takes no actions for one round. A dazed subject is not stunned, so attackers get no special advantage against it.


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

Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12
Succeeded DC 10 Acrobatics check to move at half speed.
Orin succeeds on his next attempt to remove himself from the greased floor, stepping between Irakli and Ser Brandon, and and pausing behind the human noble. Suddenly seeing the four behind the group, he mutters to himself, "Dross and slag. These little biters are everywhere."

In his best stage whisper, Orin says "Ayerth, you might want to try that spray of color now!"

ASF 5%: 1d100 ⇒ 53
Orin begins to gesture, with his left hand, ax still in his right, culminating with the words "Chosaint ó olc.

Dwarven:
"Protection from evil."

Relevant Spell Effects:

. . . the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. . . the spell prevents bodily contact by evil summoned creatures. . . .

Map.


Orin, you are inside a wall on the map you posted.


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

Uhhmmm... special dwarven wizard ability?

Sorry. Somehow my brain ignored the outcropping of stone. I will amend. Map.


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 moves to block the mites coming in from behind, and takes a swing at one.

To hit: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Damage: 1d8 ⇒ 7

Map


Which one Silas? The mites are numbered if you hover your cursor over the icon you can see which you intend to attempt to strike.


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

Move me one square right and I should be able the color spray the lot of them.

"Most certainly do not drop the grease spell. Apparently I am to remain the sole rear guard? So be it, I shall try to hold the line."

Casts color spray.


Are you casting the color spray upon Silas as well or were you moving up diagonally to the right, risking the AoO?


Male Human Fighter - Level 3

Grailmont pulled his sword and stepped out on the grease, slipping almost instantly,

Acrobatics: 1d20 - 1 ⇒ (3) - 1 = 2

The combination of guts and grease on his boots making it hard for him to gain his composure

Reflex Save: 1d20 ⇒ 15

Catching himself, he stared down Mite C and swung his sword down at the creature

To hit: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8

His sword almost swinging out of his hand, he tried to keep clam and hold it tightly,

Fumble Check: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12

He kept his grip and hoisted his shield, not wanting to further himself into danger, waiting for the mites to make a move.

Map


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 |

"Hold the front Grailmont, I'll take the ones at the rear. We must protect the casters." he says as he heads back past Orin to strike at the mite near Ayerth and Silas.

Morningstar(PA): 1d20 + 8 - 2 - 1 ⇒ (14) + 8 - 2 - 1 = 19 vs AC for Damage: 1d8 + 9 ⇒ (1) + 9 = 10

MAP


Ok, we will run it as follows...

Silas stabs a quick thrust, running through and killing Mite 2.

Ayerth moves up and casts Color Spray, affecting Mites 1 & 4.
Mite 1 Save: 1d20 + 3 ⇒ (20) + 3 = 23 Successful
Mite 4 Save: 1d20 + 3 ⇒ (5) + 3 = 8 Failed, unconscious

Ser's morning star crushes in the chest of Mite 5.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Orin
Group 2: Mites

Group 1 is up, 9 hours remaining

Updated Map

Remember line of site when targeting, and the potential cover medium bodies and the confined environment provides to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


Male Elf Rogue/3

Moves beside Echo and pulls out a dagger and throws it at Mite 3 (or C) best he can in these cramped conditions.

to hit: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Miss target by a mile thinks to himself Hmmm that's the first, maybe next time

Map Update


Mite 3 moves up and assaults Echo with his Stone Blade: 1d20 - 1 ⇒ (2) - 1 = 1, failing to do more than appear menacing.

Mite C strikes at Grailmont with his Pookey Stick: 1d20 + 0 ⇒ (19) + 0 = 19 potentially jabbing him for Damage: 1d4 - 1 ⇒ (4) - 1 = 3 and forcing a Fortitude Save please Grailmont.

Mite B moves up into the grease, pressing the assault, Acrobatics Check: 1d20 + 1 ⇒ (5) + 1 = 6, slipping and Reflex Save: 1d20 + 3 ⇒ (4) + 3 = 7 falling on his behind instead.

Mite A focuses his bugged out eyes on Irakli, calling out in his strange language. Will Save please Irakli.

Mite D focuses his gaze on Echo, mimicking his companion. Will Save please Echo.

Mite E likewise focuses his bugged out eyes on Echo, calling out in his strange language. Will Save please Echo.

Mite F moves up and strikes at Grailmont with his Pookey Stick: 1d20 + 0 ⇒ (3) + 0 = 3 failing to strike the warrior.

Mite G focuses his bugged out eyes on Irakli, calling out in his strange language, somewhat more vehemently than the last. Will Save please Irakli.

Mite H instead focuses his bugged out eyes on Grailmont, calling out in his strange language. Will Save please Grailmont.

More mites follow the others, more sounding from the South than what few Ayerth and the others hear from above.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, Irakli, Ser Brandon, Silas, Orin
Group 2: Mites

Group 1 is up, 36 hour clock is ticking

Updated Map

Remember line of site when targeting, and the potential cover medium bodies and the confined environment provides to smaller ones.

Remember: Medium creatures in these caves are forced to stoop over or adjust the swing of their weapons, and suffer a –2 penalty on all attack rolls made within the lair as a result.


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, when I looked at the map I was back there by my lonesome. I didn't see Silas in his position, but looks like it worked out.

Ayerth's AC is currently 17 due to Mage Armor

"Ah! Thank you Silas. I should have known you wouldn't allow a fellow Elf to stand alone. I didn't see you moving up."

Ayerth looks back and sees the warrior moving up to help as well.

"It appears we are stuck in . . . Keep them off of me. I have one last spell up my sleeve."

Ayerth begins Summon Monster II

Please move Ayerth back to Orin so he can have some safety while summoning.


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

Thanks, didn't know about the numbers.

Silas takes a swing at Mite 1.

To hit: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Damage: 1d8 ⇒ 8


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 |

"We'll keep them off you Ayerth." Ser Brandon ignores the sleeping mite and attacks the same one as Silas hoping that with their coordination the mite takes a hit.

Morningstar(Mite 1): 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 vs AC for Damage: 1d8 + 6 ⇒ (8) + 6 = 14

MAP


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

Taking a (5') step forward and leaning to one side to get a look around Grailmont, Orin is struck with an idea. "Angradd's Fire, I hope this works. " Aiming at the area between and behind two of the back row mites (Mites H and D), and begins a spell.

ASF 5%: 1d100 ⇒ 47
Success

"Deannaigh óir."

Dwarven:
"Dust of gold."

DC 15 Will save.

Glitterdust:
Area: Creatures and objects within 10-ft.-radius spread
. . .
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40 penalty on Stealth checks.

Blinded:

The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Map.

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