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 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

Can someone move my counter down one square.


Mite 1 dodges aside from Silas' blade, only to run smack into Ser's morningstar, it's life ended before it became aware of the blow.

Ayerth focuses his energies to begin his summoning, confident the duo has his back secure.

With a flourish Orin covers many of the mites with a shower of golden motes, even his team momentarily blinking back from the sudden brightness, the dull colors of the tunnel vivid and sharp as the burst fades.

Mite F Will Save: 1d20 + 3 ⇒ (5) + 3 = 8 fails and is blinded
Mite C Will Save: 1d20 + 3 ⇒ (12) + 3 = 15 not blinded
Mite E Will Save: 1d20 + 3 ⇒ (18) + 3 = 21 not blinded
Mite H Will Save: 1d20 + 3 ⇒ (11) + 3 = 14 fails and is blinded
Mite D Will Save: 1d20 + 3 ⇒ (20) + 3 = 23 not blinded
Mite A Will Save: 1d20 + 3 ⇒ (4) + 3 = 7 fails and is blinded
Mite G Will Save: 1d20 + 3 ⇒ (14) + 3 = 17 not blinded

Group 1 is still up

Updated Map


Male Human Fighter - Level 3

As Grailmont got a closer look at the stool covered sticks, it made him angry.

Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11

Feeling as if he now had some strange illness.

He then gazed over to the mite buldging his face out, alomst vexed as to why it was doing so.

Will Save: 1d20 + 4 ⇒ (20) + 4 = 24

He had a laugh as he hoped it's eyes fell out and it's brain exploded.

If I am not stunned or paralyzed, here is my attack
To Hit: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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

Standard to fire crossbow at mite 3.
Will, Will, Shot, Dmg: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (7) + 5 = 121d20 + 4 ⇒ (12) + 4 = 161d6 ⇒ 3


Grailmont's wound stings a little bit, the wound still slightly coated with a dark smear from the stick. Grailmont retaliates strongly, killing the mite standing before him.

As Echo moves to fire at the mite before him, the creature stabs at him with it's Stone Blade, AoO: 1d20 - 1 ⇒ (6) - 1 = 5 instead catching the crossbow a scratching blow along the stock.

Echo feels himself overcome with a sense of dread, momentarily lost in the eyes of one of the mites staring at him. Echo is 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. The dread persists as he fires his crossbow, the bolt striking the creature along it's arm, a graze that the creature grimaces from, but does not appear to be too life threatening.

Group 1 is still up, clock is ticking. Irakli is the only one left to act.

Updated Map


Male Elf Rogue/3

Suddenly gets a strange feeling and tries to shake it off

will save: 1d20 + 1 ⇒ (7) + 1 = 8

will save: 1d20 + 1 ⇒ (5) + 1 = 6

If Passes save:
After shaking off the strange felling draws his rapier and attacks in one fluent move (mite 3)
If possible if not will stand where I am
To Hit: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
DMG: 1d6 + 1 ⇒ (3) + 1 = 4


Irakli finds himself overcome by the horrible nature of these tunnels and their terrifying denizens. He feels a wave of fright wash over him as the smells, the sounds, the eyes of the mites seem to bore right through him. He clutches his blade close, abandoning his previously tossed dagger and rushes out away from the mites. Rounding the outcropping he sees more mites fighting close with Silas and Ser Brandon. He cries out in fear from the foes Surrounding me, their surrounding me. Don't let them get me. He backs up against the wall, his blade dancing around before him, back and forth between the existing threats.

Irakli is currently frightened for the next full minute (10 rounds) A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Mite 6 rushes forward and stabs at Silas with his Pookey Stick: 1d20 ⇒ 19, the blade jabbing into his lower calf for Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Fortitude Save please Silas

Another mite (7) drops down from the chute above, a shower of rocks, roots, and dirt following behind him. He steps over his slumped alley to strike at Ser Brandon with a grubby, dirty stick, possibly the broken end of a spear. Pookey Stick: 1d20 ⇒ 15, the wood cracking as it glances off his shin guard.


Mite 3 sidesteps Echo and continues his assault with his small sharp Stone blade: 1d20 - 1 ⇒ (10) - 1 = 9, missing the caster.

Mite B manages to make his way out of the Grease, moving up and stabbing at Echo with his own Pookey Stick: 1d20 ⇒ 4, his stick snapping on the outcropping behind the sorcerer's left leg.

Mite E moves up and thrusts a fat, many briared Pookey Branch: 1d20 ⇒ 12 at Grailmont, the warrior easily batting it aside.

Mite D moves up and tries to capitalize on it's allies strike, aiming high at Grailmont's chest with it's Pookey Stick: 1d20 ⇒ 12, the warrior's shield knocking the stick high and grazing the rooted ceiling.

Mite G moves up and tries to scare the large warrior, his eyes dark and intimidating. It waves it's arms and wiggles it's fingers, mimicking a crawling insect moving its way along the jagged stick it holds before it. Will Save please Grailmont.

The larger mite riding what appears to be a giant tick, calls out commands as more mites rush forward to assault the group. He hurls a small javelin from the back of the mite at Grailmont, Throw: 1d20 + 2 ⇒ (11) + 2 = 13 the shaft catching a root and bouncing off to the side of the passage.

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 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 + 2 ⇒ (11) + 2 = 13
Succeeded at the DC 10 check to move half speed into the Grease area.
Orin risks the slippery surface once again and steps beside Grailmont. "This is not a spot I would have chosen for myself. It does however possess a grim practicality."

Orin takes a deep breath and once again opens his mouth. There is only a moment of flickering light before a thin line of fire bursts forth from his mouth, angled to, hopefully, take advantage of the mites clumped together.

I leave it to your discretion, GM Darkblade to figure how many he can squeeze into his field of fire.

1d6 + 1 ⇒ (6) + 1 = 7
Fire Jet (Su). 20' line. Standard Action. Reflex Save DC 14 for half. 4 of 6 used.

Map.

1d6 ⇒ 5
Following round upon a failed save.


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

5' Step, Total Defense

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

In the space to the right of the Baron

A hulking humanoid made of cold iron bursts forth from the ground. Although it stands only 4 feet tall it looks to weigh several hundred pounds. Two gemstone eyes are the beings only facial features.

Stat block small elemental:
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +9 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref -10, Will +3
Immune elemental traits; SR 7

OFFENSE
Speed 20 ft., burrow 20 ft.
Melee slam +6 (1d6+4)
Special Attacks cold iron natural weapons

STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Cold Iron Natural Weapons (Ex)

A cold-iron elemental’s natural attacks function as cold iron for purposes of bypassing DR.

The elemental looks down. at mite b. The emotionless being raises up a foot and causally steps down on the hapless fey who remained stunned as to the elementals sudden appearance.

1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 4 ⇒ (3) + 4 = 7
What it looks like

spells and effects remaining:
Ayerths AC is 17 from Mage armor. He only has gravity bow and mirror image left avalible to him.


Both the 3rd and 4th templates would afford Orin only 3 targets, but the 4th does not waste itself on a blind mite, so I chose that option.

Mite D Reflex Save: 1d20 + 3 ⇒ (15) + 3 = 18 saves but dies from the flames
Mite G Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15 saves but dies from the flames
Mite J Reflex Save: 1d20 + 3 ⇒ (12) + 3 = 15 saves but dies from the flames

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

Group 1 is up, 22 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 Human Fighter - Level 3

Grailmont will remain standing still, however he began to kneel, rearing his sword and swinging it hard and fast at mite E.

To hit: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
damage: 1d8 + 4 ⇒ (3) + 4 = 7


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 will swing again, at mite 6.

To hit: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Damage: 1d8 ⇒ 7


Grailmont swings his blade for Mite E only to strike a knot of dangling roots, the blade momentarily tangled and delayed. As he freed it, the mite stepped clear of the arc, avoiding the blow.

Silas' mite was not so lucky, the blow cutting through it's arm, the creature and it's limb falling away from one another and the cleric.

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

The elemental backhands mite 3 and steps forward a square to stand next to Orin

1d20 + 6 ⇒ (13) + 6 = 19
1d6 + 4 ⇒ (1) + 4 = 5

Ayerth takes aim at mite E. Firing into melee he had to time his shot.

1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 with negative for firing into melee.
1d8 ⇒ 4


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 |

Ser Brandon strikes at the alert mite before him hoping to quickly end the mites flanking manoeuvre and return to the main fight.

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

-Posted with Wayfinder


Ayerth, you cannot take two full turns of actions in the same round. Sorry.

We are still waiting for Irakli and Ser Brandon in this round, less than 10 hours to go.


Sorry, missed Ser Brandon's post, slow update. Just Irakli then, though really his only action is to continue fleeing. Ser has made it possible for him to attempt to flee up the passage, now that the only active mite blocking the way is down.

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

Sorry, thought we were in a new round. My browser had 1st edition haste cast on it.


Irakli flees past the others, climbing his way up to the previous passage, eager to escape the frightening mites in the other chambers.

More mites push forward into the mix with Orin and Grailmont.

Mite L stabs at Orin with his Pookey Stick: 1d20 + 2 ⇒ (2) + 2 = 4, failing to pierce the dwarves defensive reflexes.

Mite E, hearing the command of his leader, likewise stabs at the more dangerous, fire sneezing dwarf. Stone Blade: 1d20 + 1 ⇒ (3) + 1 = 4

Mites I and K both focus their thoughts on Orin, sending waves of doubt and doom in his direction, their eyes turning dark and sinister, reminding the dwarf of childhood terrors from deep below his cavernous birthplace. Two Will Saves please Orin

The mite leader atop his giant tick, likewise stares down the dwarf, chattering and calling to his troops, rallying against their hated foe. This one's gaze is more sinister, more hateful, whether it is from the gaze mirrored by the tick, a trick of lighting, or what have you, it seems harder to resist. A third Will Save please Orin

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, 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.


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 has used the spell "Longsword" three times today. Luckily, it is an at-will ability.

To hit: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Damage: 1d8 ⇒ 8

Silas easily stabs the unconscious mite. (I assume this frees up Ser Brandon to head south)


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 |

"He's all yours Silas." Ser Brandon calls out confident in the Elf's abilities and he moves deeper in, as fast as his armour permits him, forming a line with Grailmont and Orin. Ser Brandon feels himself breathing more heavily now as the fight extends, the adrenaline shrugs off any fatigue he might be feeling.

Double move to end my turn on the square to the right of Orin. Whoever posts next please move me. I can't move myself on the ipad. Thanks.


Updated 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

Will Save: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Will Save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Will Save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

That's not too different from Irakli's rolls, so I'm guessing Orin is frightened or panicked. Both of which mean I take a -2 on everything, in addition to the -2 on attacks in these cramped environs + either doing everything to flee or doing everything to flee and not being able to act at all.

Orin, overcome with dread, begins to spiral into something like madness. "No. No. No!"

Acrobatics: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Attempting to scramble backwards between Grailmont and Echo, he moves too fast, feet beginning to slide and his balance threatened.

Reflex Save: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
And failing to recover his center, Orins feet slide one way while his upper body goes another direction and he falls completely and heavily to the ground.

"Bods odds , casúr agus tlúnna! Curse do shúile mínádúrtha agus do saithí writhing belched amach as an asal ar ifreann!"

Dwarven:
"Odds bods, hammer and tongs! Curse your aberrant eyes and your writhing swarms belched forth from the ass of hell!"

A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

He's also not much of a figher, but he loathes himself for being scared and gets angry because of it. :)

AC is 12 in melee now [16(base) - 4(prone) - 2(fear) + 2(spell)] and 20 for ranged [16(base) + 4(prone) - 2(fear) + 2(spell)], I think.


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

Standard Charm Person (Will/DC19) on the Mite on the tick. Call your fellows off so that we may negotiate an end to this and save lives.

Bluff: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25

Spells left: U/2


Orin becomes Frightened by the glare of the mites and their leader, attempting to pull back and finding himself instead upon the floor.

The larger leader fails to even glance at Echo and his call, the creature continuing to below orders to his minions. Will Save: 1d20 + 10 ⇒ (19) + 10 = 29

+5 to the save for being in combat with it and it's fellows. The bluff fails as you did not have the time or action to fully attempt to do so. Per the Bluff Skill - Deceive Someone: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate.

Have a Happy Thanksgiving Everyone


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 wrote:
. . . Have a Happy Thanksgiving Everyone

There will be much joyous turkey murder with a side of potatoes... mmm. ;)


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 elemental backhands mite 3 and steps forward a square to stand next to Orin

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (16) + 6 = 22
2d6 + 4 ⇒ (4, 4) + 4 = 12

Ayerth takes aim at mite E. Firing into melee he had to time his shot.

1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 with negative for firing into melee.
1d8 ⇒ 6

"Elemental, if you can see the leader make your way to him and Attack!"

The elemental sees what he believes in the biggest threat. He sinks down into the ground and moves through the earth (at mv 20) towards him.

"We must end these baleful creatures quickly before they can bring more of their fey magic to bear!"


Male Human Fighter - Level 3

Grailmont heard the air pierce as an arrow flew over his shoulder, hitting the mite infront of him. Noticing the dwarf slip on his own grease, knowing that in his vulnerable state the mites would give anything to have a poke at him, he turned to Mite L and swung his shield hard and fast.

To splatter: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

The mites head exploded on impact, bits and pieces coating the nearby wall. He reached over to orin and grabbed him up, Don't worry my fine bearded friend, these little bastards won't have their satisfaction of poking at you anymore.

Map


Oops, I have forgotten the mites' resaves against the Glitterdust.

Mite A Resave: 1d20 + 3 ⇒ (19) + 3 = 22 No longer blinded
Mite F Resave: 1d20 + 3 ⇒ (13) + 3 = 16 No longer blinded
Mite H Resave: 1d20 + 3 ⇒ (15) + 3 = 18 No longer blinded

The mites seem to shake off the effects of the glittering motes, rushing forward as the chief's biggest pet comes skittering into the chamber, a huge whiptail centipede. The creature seems to be able to compress and compact itself as it flows in, around, and over any obstacles in it's path. It has two large long tail barbs that flick back and forth over its back, suddenly darting in the direction of your group, poised spear-like needles nearly 20' in length.

Mite A moves up and stabs at Orin with his Pookey Stick: 1d20 + 2 ⇒ (15) + 2 = 17, the brand catching the dwarf in the side for Damage: 1d4 - 1 ⇒ (3) - 1 = 2. Fort Save please Orin

Mites F and K team up to try and do exactly that to Grailmont, Pookey Stick: 1d20 ⇒ 10 and Pookey Stick: 1d20 ⇒ 20, one scoring for Damage: 1d4 - 1 ⇒ (2) - 1 = 1. Fort Save please Grailmont Crit Roll: 1d20 ⇒ 12

Mite H focuses his Doom gaze on Echo, Will Save please Echo while Mite I throws a small Jagged Stone: 1d20 + 2 ⇒ (6) + 2 = 8 at Ser Brandon, the rock bouncing easily off his shield.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, 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

Feeling the large creature tremoring in the elemental assumes the centapede is the leader owing to the fact size always dictates power in the elemental realms. The elemental bursts forth and attempts a slam Attack on the large insect.

1d20 + 6 ⇒ (8) + 6 = 14
1d6 + 4 ⇒ (2) + 4 = 6

"Blast it! That can't be the leader. Silas, can you do something for Orin? Baron, maybe you can pull him back before he becomes a pin cushion."

Ayerth sends his sword with hand of the apprentice to attempt to kill mite A and give the downed dwarf a reprieve.

1d20 + 5 ⇒ (8) + 5 = 13
1d8 ⇒ 8

its not really a missile attack because it's guided like Mage hand, it's done through magic and Orin is prone so please advise on what the penalties should be.


The Elemental partially materializes out of the cavern wall and pounds at the whiptail, it's stony hands scuffing and scratching the bug's shell, but not causing any real damage.

Ayerth's blade catches the mite as it draws back it's wooden weapon, deflected from any damage but forcing the mite to reach for it's stone blade instead. Ayerth would suffer the -2 penalty for fighting in the cavern, no additional issues for the spell effect.


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

Would Mite A and K have to make the Acrobatics check for moving into the Greased Area or does a 5' step get around that prohibition? I'm not sure.

Fortitude Save: 1d20 + 7 ⇒ (13) + 7 = 20 22 if poison.
The pain from crude spear the mite jabs into Orin's side actually gives him something to focus on for a moment rather than the seemingly endless wave of mites. Though the grime and filth of the stick would normally make his stomach churn, it's almost completely unnoticed amidst Orin's magically induced fright.

And was Orin allowed to get up with Grailmont's help or where there insufficient actions to allow it to happen? It will change Orin's Armor Class and actions, depending. Assuming he was...

Acrobatics Check: 1d20 + 2 ⇒ (2) + 2 = 4
Orin attempts to step back once again between Grailmont and Echo, only to have his feet begin to slide out from underneath him.

Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10
Trying to steady himself, he again over compensates and falls on his back in an ungraceful heap.

"Féadfaidh an Lance domhain tú ciaróg lickers tosaithe os comhair! Bealtaine sléibhte carraig meileann tú fraochÚn mhac i ichor ní oiriúnach do réimsí! Beidh an turtar damanta a fheiceann dóite tú!"

Dwarven:
"May the earth lance you beetle faced boot lickers! May mountains' rock grind you whore sons into ichor not fit for fields! This damned turtle will see you burned!"

If he wasn't upright, "You can crawl 5 feet as a move action. You cannot take a 5-foot step while crawling." -PFSRD


My understanding is you may make a 5' step, even into slippery terrain unless it is also considered difficult or you are being physically restrained or otherwise denied movement. The grease spell specifically calls for an Acrobatics check if moving at half normal speed, it fails to mention the 5' step or label the area as difficult.

Grailmont would have been able to lift Orin up last round, if he had a hand free that is. He has his shield and his blade both active at the moment. He took the standard action to attack, so he did have a move action to help Orin up, but it would have exposed both of them to attacks of opportunity.

I have had DM's rule in the past that a Frightened character would throw caution to the wind and enforce option 1 below, however I do not agree with that sense of "blind panic," and would allow option 2, at the character's decision.

1) Orin can choose to try to stand from his original spot using a move action and invoking any Attacks of Opportunity possible from the mites and centipede then risk the grease on a full move action away from the source of his fears.
2) Orin can crawl 5' out of the grease and then stand as a second move action without risk of an Attack of Opportunity. That spot would be shielded from the centipedes reach, while the other areas are not thusly protected.


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 wrote:

. . .

2) Orin can crawl 5' out of the grease and then stand as a second move action without risk of an Attack of Opportunity. That spot would be shielded from the centipedes reach, while the other areas are not thusly protected.

Well, if given the option, I will choose #2... I'll still keep the cursing, though.


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 ⇒ (1) + 8 - 2 = 7

Ser Brandon attempts to strike the mite before him but the creature regains its sight as the spell fades and it is able to dodge out of the way of the Knight's blow without difficulty.


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

Ray of Frost: 1d20 + 3 - 2 - 2 ⇒ (1) + 3 - 2 - 2 = 01d3 ⇒ 3Mite A
Will: 1d20 + 5 ⇒ (19) + 5 = 24


Male Elf Rogue/3

After exiting and escaping the mites in the tunnel finds a place to hide in case any more come...sits down trying to catch his breath eyes wide and head darting back and forth to keep watch if anymore come his way....


Grailmont seems distracted by the rushed appearance of the huge centipede, and fails to capitalize on the strikes around him.

Echo evoked an attack of opportunity from the centipede with his spell, Tail Slap: 1d20 + 1 ⇒ (16) + 1 = 17 which struck for Damage: 1d3 ⇒ 2 and forced Echo to stumble, falling prone. Trip: 1d20 + 10 ⇒ (11) + 10 = 21 Prone - The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.

Mite F strikes at Grailmont with it's Pookey Stick: 1d20 ⇒ 15 missing.

Mite K moves up and strikes at Echo with it's Pookey Stick: 1d20 ⇒ 20 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3 Fortitude Save please Echo

Mite A strikes at Ser Brandon with it's Stone Blade: 1d20 - 1 ⇒ (2) - 1 = 1 failing to hit.

Whoops, forgot to roll for a critical against Echo Critical: 1d20 ⇒ 13 Success Double the damage to 6 Echo, 8 total for the round

Mite I moves up and strikes at Grailmont with it's Pookey Stick: 1d20 ⇒ 15 failing to strike the warrior.

Mite H eyes up Grailmont, throwing a Sharp Stone: 1d20 + 2 ⇒ (5) + 2 = 7 which bounces off the warrior's shield.

The centipede bunches up a bit to better fit into the chambers, then lashes out at Ser Brandon with it's Tail: 1d20 + 1 ⇒ (3) + 1 = 4 missing. It then lunges at Grailmont, Mandibles: 1d20 + 6 ⇒ (12) + 6 = 18 latching onto but then releasing the warrior's shield. Total Defense saved you there Grailmont. The edges of the shield drip with a thick yellow fluid.

The mite leader moves up a bit, calling out continuous commands and taunts to it's followers.

Orin is standing and frightened, he needs to flee the chambers. Echo is Prone, and needs to make a Fortitude Save. Please note everyone to make your save rolls before any other rolls. Thanks.

Initiative Groups
Group 1: Ayerth, Echo, Grailmont, 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

"looks like this may get up and personal."

Ayerth casts Mirror Image.

1d4 + 1 ⇒ (2) + 1 = 3 images of Ayerth appears to mingle and confuse those trying to spot the Wizards true self.


The elemental being could feel the draw of his home realm. His stay here would be short, but his master bid him to strike down this huge beast. It threw all its strength behind one mighty slam.

1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21

1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

It dissipates on my next round


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

Is healing necessary? I have no idea how injured everyone is.


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'm not injured.

Ser Brandron watches in horror as mite K steps up and strike the Baron.
The knight strikes out at the mite with his Morningstar. "To you feet My Lord, with haste. Is the wound grave?"

Morningstar: 1d20 + 8 - 2 + 2 ⇒ (4) + 8 - 2 + 2 = 12 vs AC Damage: 1d8 + 6 ⇒ (8) + 6 = 14


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 will c-c-check on Irakli and make s-s-sure he is fine." Orin steels himself somewhat and retreats toward the cave the party entered from, breathing heavily and glancing worriedly all around expecting creatures to pop out of solid walls or from behind outcroppings. Move Action.

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

@Silas and those around him.

"The fey have gotten the best of Irakli and Orin. Can you remove the curse or do something to make our armsmen more effective in battle? We need to down these pawn and focus on the larger threats, or we may soon need to devise a tactical withdrawal."


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

Forgot to prepare lesser restoration today. It's more just that it's hard to tell who's injured, and by how much.


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:
Don't worry about it too much. Just do what you can. It makes good sense tactically for the mites to use poison and free racial abilities, but (lesser) restoration is is less useful in a tense situation than crowd control or de/buffs. :)

During this fight so far...
Echo (6) down 6 hp of ?(needs Fort Save)
Orin (2 + 0 + 1) down 3 hp of 21 hp/frightened/-2 dex damage (last fight)
Silas (1) down 1 hp of 17 hp
Grailmont (3) down 3 hp of ?(needs Fort Save)
Irakli (3) down 3 hp of ?/frightened
Ser Brandon full 26 hp/no conditions/(Lucky :D)

And I think you had us up to back to full hit points (or nearly so) after the mites in the first room. Of course, I say this after just doing a quick run through of a DM Darkblade's posts. I could have easily missed something.


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, everyone start this fight at full hp.


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

Stand as a Move, drawing an AoO, 2nd Move to draw a dagger.

I am injured, but it is a minor wound

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