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.


1,601 to 1,650 of 1,732 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

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

"Fight you idiots! Don't just stand there as stationary targets!"


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

Move 3 down, 2 right, so I can see down both corridors. Total defense.


DM Rolls:

Roll 1: 1d6 ⇒ 4

The ghostly hand once more appears flying across the open courtyard, this time shedding a pale blue luminescence. It Strikes: 1d20 + 6 ⇒ (18) + 6 = 24 at the paralyzed Silas, causing Damage: 1d6 ⇒ 4 of negative energy damage and Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7 draining the elf for 1 point of Strength Damage, then wisping back towards it's master.

The Wild Man grins widely at Ser Brandon, sensing panic in the man. He looks the warrior dead in the eyes, telling him Free me from this madness, best me and set me upon Her path once more. The raging warrior then Slashes: 1d20 + 12 ⇒ (10) + 12 = 22 at Ser Brandon, almost as if he did not realize he spoke aloud, the heavy blade clashing against the young nobles shield.

Round 2 Update 3

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Third Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

With no way to retreat and Ser Brandon holding the line Brampton uses his reach to attack again. He brings his weapon down upon the head of the madman.

Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 7 ⇒ (9) + 7 = 16

"Pharasma is waiting for you my friend but what has caused this madness in you?"


Brampton scores another stab upon the wild man, this one causing a grunt of pain though yet the man continues fighting. It is not her Light I have lost the man mumbling replies, all the while probing at Ser Brandon's defenses for an opening, no expression showing upon his face but that same maddening grin.

Ayerth left to act this round, less than 27 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

Summoned creature:

XP 400
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Immune electricity, elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +5 (1d4 plus 1d3 electricity)
Special Attacks metal mastery, spark leap

STATISTICS
Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Language Auran

SPECIAL ABILITIES
Metal Mastery (Ex)

A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

ECOLOGY
Environment any (Plane of Air)
Organization solitary, pair, or gang (3–8)
Treasure none

Though most think of the Plane of Air as a vast expanse of clear sky, that plane also holds the power of the storm, including monstrous hurricanes larger than entire worlds and thunderstorms whose peals and claps can shatter stone. Whether lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms or are merely calved off like forgotten flurries, they are aggressive and almost suicidal in their willingness to leap into battle. They particularly enjoy attacking creatures that are made of metal and creatures that wear metal armor or wield metal weapons.

Many lightning elementals have a roughly humanoid shape, but some prefer animalistic shapes (particularly birds and dragons), and a few appear to be nothing more than large disembodied heads made of dark clouds with flickering lightning tongues. Regardless of the shape a lightning elemental takes, the air around the creature hums and throbs with the promise of electrocution and the tangy stink of ozone.

Section 15: Copyright Notice - Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

A vaguely humanoid shape with eyes of lightning and crackling energy suddenly assaults the mad man taunting Ser Branden.

1d20 + 5 + 3 ⇒ (18) + 5 + 3 = 26
1d4 + 1d3 ⇒ (4) + (1) = 5

The slam attack combines a physical blow followed by a coursing stream of ungrounded electricity.

In Auran:
"Power overwhelming! Let us burn!"


For Ayerth:
If only Ayerth had cast the summons in time for his round's actions. Unfortunately though, he missed his 36 hour window, and it would not be fair to roll it back when others have not been allowed to do so. He was summoning the creature, so it still materializes, but only within the 30' range of the spell and will have hover there, awaiting orders. Ayerth will have to move out of the cover and safety his corner provides to direct it to assault someone he cannot currently see. Ayerth's line of sight and thereby his knowledge of the positions of friends and foes is hampered by the tower wall, from his current position. He cannot order the creature to attack someone or something if he cannot accurately describe them. It does not yet know who is friend, who is foe, or even who is Ser Brandon.

Catapult "Dovan" spies Orin's movements and launches an Arrow: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16, striking the stone embrasures protecting the wall walk instead.

Catapult D moves to the castle and opens a doorway.

Reinforce Hunched seems to be directing the energy balls, floating them at Brampton, as he tries to communicate with the mad man. While the conversation cannot be heard, the man begins animatedly giving orders to the other with him. Brampton attempts to duck and dodge as the balls approach, one then the other, flying up and down, side to side, attempting to strike him. Brampton ends up with Reflex Save 1: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10 and Reflex Save 2: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 for Combined Electrical Damage: 6d6 ⇒ (5, 1, 4, 4, 6, 1) = 21.

Patrol B slings his bow and instead climbs over the wall, lowering himself down the castle into the inner courtyard. The man seems to be climbing deftly, and Perception: 1d20 + 5 ⇒ (14) + 5 = 19 gets a clear look at him, only briefly, but the man clearly resembles the warrior Yoshiri who your band found dead, badly mauled, in a creek at Kressle's camp.

Patrol E moves up and fires an Arrow: 1d20 + 4 - 4 + 2 ⇒ (2) + 4 - 4 + 2 = 4 at Irakli, trying to keep the rival archer's head down, but himself aiming too high.

Round 2 Update 4

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Fourth Group is up, 36 hour timer counting

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

Orin grumbles to himself, "This is taking too long."

Orin reaches into one of the longer pouches on his belt with a white ribbon protruding and pulls out a scroll (Move Action), snaps it open, and begins reading. "Gaotha chumhdach dom, bogadh liom, bogadh dom mar a dhéanann tú. Céim brostaithe." (Standard Action) (Add a free action 5' step northwest just for the hey of it.)

Dwarven:
"Winds enshrine me, move with me, move me as you do. Expedited Step."

Scroll of Expeditious Retreat. One minute/10 round duration. Land speed +30 feet. This is treated as an enhancement bonus. This affects your jumping distance.


The Owlbear Keeper moves out slowly, creeping along the wall towards Orin, watching for movement along the straightaway.

Reinforce Normal moves up, launching another Arrow: 1d20 + 4 ⇒ (4) + 4 = 8, this one at Brampton, illuminated in reddish light, missing high as he misjudges the angle.

Reinforce Big nods at the hunched figure, then moves hastily along the wall, moving after the other patrol bandits.

Patrol C launches an Arrow: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 at Brampton, the shaft skittering away as it clips the wall and chips off at an angle.

Patrol D likewise launches an Arrow: 1d20 + 4 ⇒ (16) + 4 = 20, also at Brampton, striking for Damage: 1d8 ⇒ 3, the arrow nicking his shoulder.

Round 3

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

First Group is up, 36 hour timer counting

Updated 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 |

After starting the fight cautiously Ser Brandon moves to bring his blade upon his opponent with as much force as he can muster.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13 for Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Irakli seems to be hesitant at this point, and stays safely tucked down beside the wall. He does not attempt another shot at either the bandit archers or the wildman.

Ser Brandon's attack misses the wild warrior, missing as the man contorts away from the blow.

Catapult C launches an Arrow: 1d20 - 4 ⇒ (18) - 4 = 14 at Silas, hoping to keep the caster pinned. The shaft breaks striking the merlon near the elf's head.

Silas begins to feel a little bit of sensation as the debris passes over him, not enough to move, but certainly a start.

Round 3 Update 1

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Second Group is up, 36 hour timer counting

Map


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

Double move to be one square north of Pratt.

Hero point to cast magic weapon on his bec de corbin, making it +1 for 10 rounds.


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

DM Darkblade:
I am going camping. I don't think I am going to have a phone signal for a week. So I am posting here to keep things moving along.

"Eradicate!"

The elemental's fingers of lightning play across the madman like a harp.

1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
1d4 + 1d3 ⇒ (1) + (2) = 3

Ayerth targets the hunchback with magic missile.

If that is out of line of sight please choos appropriate target.

1d4 + 1 ⇒ (3) + 1 = 4


Echo ducks low as he approaches Brampton, avoiding the ball lightning. He feels a sudden surge as he reaches out, his touch surging a flash of bluish light over the warrior's weapon.

A pale blue hand again flashes across the open spaces, Striking: 1d20 + 6 ⇒ (5) + 6 = 11 at Silas, surprisingly grazing only the armor, it's magical energies not penetrating to the elf beneath.

The wild man warrior continues his assault at Ser Brandon, distractedly talking to Brampton, acting oblivious to his own physical exertions. I will face Her ascendant light, and in it find damnation or redemption, praise the light of Her holy blade. The warrior's Sword: 1d20 + 12 ⇒ (4) + 12 = 16 again finds no opening in defenses, clashing and clanging to echo across the night air.

Ayerth, moving up, directs his elemental to aid Ser Brampton, the creature however failing to make the strike due to the man's wild, erratic movements. Ayerth himself cannot spy the target casting spells at his allies, instead noticing what appears to be the fallen bandit Yoshiri creeping along the base of the wall. He lets off two magical bolts at the figure, Damage: 1d4 + 1 ⇒ (2) + 1 = 3 totaling 7 points of damage between the pair. The figure simply glances up at the elf, smiling, and tosses him a wave, clinging close to the wall, heading towards the gatehouse, his movements creepily too graceful for his form.

Round 3 Update 2

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Third Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Brampton, hair standing on end, swings again at the madman.
"Who is this lady that you speak of, so that I might pray she receive your soul and grant you the judgement you deserve?"

Power Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d10 + 7 + 1 ⇒ (8) + 7 + 1 = 16

After landing solid blow he moves north towards the double doors to get out of sight of the wizard. Looking at Echo he says, "Follow me."


Iomedae, my Lady... Brampton hears the man whisper as he lands a solid stabbing blow near to the wildman's heart, rushing off, calling for Echo to follow.

Catapult "Dovan" launches an Arrow: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 at Orin, Concealment: 1d100 ⇒ 45, the shot striking the dwarf luckily for only Damage: 1d8 ⇒ 1, nicking his ear before bouncing away, deflected by a stone like skull.

Catapult D disappears through the open doorway, closing it behind himself.

Reinforce Hunched moves forward, bellowing a loud call to Make way... in a deep, guttural voice.

Reinforce E moves up and launches an Arrow: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 at Brampton, the shot catching against the wall and shattering harmlessly.

Silas finds the paralysis slipping and begins to feel his fingers and toes responding once more. Silas may move as normal once he reaches his Round 4 group turn.

Round 3 Update 3

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas (paralyzed), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin (sickened), Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Fourth Group is up, 36 hour timer counting

Updated Map


Orin pauses a moment, allowing the sickness to pass, taking a defensive stance. His attempt to draw off bandits has paid off somewhat, but now he finds himself likely facing them alone. Total Defense

Owlbear Keeper moves up and launches an Arrow: 1d20 + 4 ⇒ (19) + 4 = 23, striking past the dwarf's shield for Damage: 1d8 + 1 ⇒ (6) + 1 = 7.

Reinforce Normal, spying Echo beneath the floating energy orbs, launches an Arrow: 1d20 + 5 ⇒ (15) + 5 = 20, catching the wizard in the side for Damage: 1d8 + 1 ⇒ (3) + 1 = 4.

Reinforce Big rushes through the other bandits, jostling past the wild man to Charging Bull Rush: 1d20 + 12 ⇒ (18) + 12 = 30 Ser Brandon, knocking the nobleman back and into Echo, Bull Rush: 1d20 + 8 ⇒ (17) + 8 = 25, sending both men back and onto their heels. Ser Brandon manages a Backswing: 1d20 + 8 ⇒ (12) + 8 = 20 at the bear of a man, opening a gash in the man's side for Damage: 1d8 + 4 ⇒ (7) + 4 = 11. Up close, the beastly man appears massive, his body more like that of a young ogre in size and girth, but his head is smaller, childlike, with babyish features. He grins at the battle almost like a youth at play, up until the cut that is. He then cries out in pain, and anger washes over his formerly cherubic eyes. He screams at Ser Brandon Bad Man don't hurt my friend.

As the group pass through the square holding the floating orbs, each makes a save to duck against the currents lashing about around them.
Echo: 1d20 + 2 ⇒ (3) + 2 = 5 is struck for Damage: 3d6 ⇒ (2, 6, 4) = 12. Ser Brandon: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4 is struck for Damage: 3d6 ⇒ (1, 1, 2) = 4. Reinforce Big: 1d20 + 2 ⇒ (10) + 2 = 12 is struck for Damage: 3d6 ⇒ (5, 4, 5) = 14. While wearing only leather armor and wielding a large club, the big man takes the brunt of the energy passing between the two arcing balls of lightning.

Patrol C fires an Arrow: 1d20 + 5 ⇒ (6) + 5 = 11 at the small lightning elemental, the arrow missing as the creature pulses and arcs about.

Patrol D likewise fires an Arrow: 1d20 + 4 ⇒ (2) + 4 = 6 at the elemental, also missing.

Round 4 Beginning

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

First Group is up, 36 hour timer counting

Updated Map


Male Elf Rogue/3

Looks to see if he has a shot at the bandit. Draws back an arrow and fires at him.
To Hit: 1d20 + 3 ⇒ (7) + 3 = 10
DMG: 1d6 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


Irakli misses his target, the shot falling well behind the moving bandit.

Ser Brandon takes a defensive stance Total Defense, unsure how to continue against the wild warrior spouting strange religious phrases.

Catapult C launches another Arrow: 1d20 - 4 ⇒ (10) - 4 = 6 at Silas, missing once again.

Round 4 Update 1

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Second Group is up, 36 hour timer counting

Updated Map


Echo, stunned by the sudden shift and being knocked back along the wall, takes a defensive stance to support Ser Brandon.

The strange glowing blue hand again appears, directed from one of the bandit's at the catapult station, making an attempted pass at Silas, Slap: 1d20 + 6 ⇒ (20) + 6 = 26, Confirm: 1d20 + 6 ⇒ (9) + 6 = 15, Concealment: 1d100 ⇒ 26, sending a bone chilling numbness through the elf's shoulder for Damage: 2d6 ⇒ (4, 3) = 7 and 1 point of Strength Damage.

The wild bandit calls out to the larger hulking warrior, Auchs down, stay back, and moves up to Strike: 1d20 + 12 ⇒ (20) + 12 = 32 at the elemental, Damage: 1d8 + 7 ⇒ (7) + 7 = 14, destroying the creature as it's bonds spark and dissipate across the man's blade. Come back Auchs, good lad.

Round 4 Update 2

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol B, Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Third Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

I thought I had finished the raging bandit

Brampton pulls out a potion and drinks it.

Potion of Invisibility

After it takes effect he moves 5 feet SW.


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 the square north of Echo, and heals himself and everyone nearby.

Channel #1: 2d6 ⇒ (4, 1) = 5


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 fires his bow at the most opportune target. I can't get the map on my iPhone.

1d20 + 5 ⇒ (12) + 5 = 17
1d8 ⇒ 6

"What are you people doing! You can't vapor lock! We are storming the castle! And who speaks of the Blessed Lady yet serves an unholy lord and pals around with arsonists and child molestors!? Are you daft sir? Or do you mock our attempt to bring honor and justice to these lands!?"


Brampton disappears from view, observing the exchange between the wild man and the larger fighter, even as the elemental is dispatched and the other bandit archers look around for targets.

Silas moves towards Ayerth and Irakli, his healing burst washing over them. Echo is further along the wall, next to Ser Brandon, too far for Silas to travel.

Ayerth fires an arrow down at the Yoshiri figure, who seems to easily step aside at the last moment, dodging the shot. The figures further along the wall do not seem to hear, or at least acknowledge, his rebuttal of their conversations.

Catapult "Dovan" fires an Arrow: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 at Orin, the shot falling short in the darkness.

Catapult D is no where to be seen, activities unknown.

Reinforced Hunched moves the orbs closer to Ser Brampton, attempting to block the group's passage along the wall.

Patrol B "Yoshiri" continues on along the ground level, hugging the wall, disappearing from view as he reaches the inner doors of the gatehouse.

Patrol E fires an Arrow: 1d20 + 5 ⇒ (6) + 5 = 11 at Ser Brandon, the knight easily blocking the shaft with his shield.

Round 4 Update 3

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol "Yoshiri", Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Fourth Group is up, 36 hour timer counting

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

Orin shrugs to himself and mumbles, "The brave die but once. Cowards die a thousand times."

He begins a charge at the man on the ramparts about twenty or so feet away, unslinging his axe as he moves and attempts to bring it down on the fellow's head, or possibly the joint between the neck and shoulder.

Melee Attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Battle Axe Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Charge. +2 to attack/–2 penalty to AC until the start of your next turn. ...So AC 15. Movement is 50' for nine more rounds.


Orin's axe cuts deeply into the bandit, leaving a large gash across his side. The bandit, afraid for his life, swings hard back at the dwarf, aiming for his head with a Longsword: 1d20 + 3 ⇒ (19) + 3 = 22, skittering across the upper shoulder Confirmation: 1d20 + 3 ⇒ (14) + 3 = 17, and burying the blade deeply for Damage: 2d8 + 2 ⇒ (1, 8) + 2 = 11.

Reinforce Normal launches an Arrow: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 over Ser Brandon's shoulder at the softer target, Damage: 1d8 + 1 ⇒ (2) + 1 = 3 his arrow slicing across the mage's arm.

Reinforce Big steps back and away from Ser Brandon, standing defensive but head lowed like a scolded puppy, meekly offering Sorry Akiros, I was juss tryin' ta help.

Patrol C spies the opening before Ser Brandon, firing an Arrow: 1d20 + 5 ⇒ (13) + 5 = 18 that strikes the already bristled shield before breaking.

Patrol D likewise tries to launch an Arrow: 1d20 + 4 ⇒ (1) + 4 = 5, and
Confirmation: 1d20 + 4 ⇒ (3) + 4 = 7 but pulls too hard on the cord, snapping the bowstring and feebly dropping the shaft to the ground.

Round 5

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol "Yoshiri", Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

First Group is up, 36 hour timer counting

Updated Map


Map Repost


Male Elf Rogue/3

Seeing Ser Brandon not doing to well takes another shout at the nearest enemy.
May this arrow strike our foe
To Hit: 1d20 + 3 ⇒ (10) + 3 = 13
DMG: 1d6 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


Irakli's arrow misses even as Ser Brandon again maintains his defensive stance, neither approaching nor giving ground, the glowing orbs floating ominously before him.

Catapult C appears to move out from his position, swinging around to provide support for the lone archer along the western wall.

Round 5 Update 1

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (raging)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol "Yoshiri", Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Second Group is up, 36 hour timer counting

Updated Map


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

Now that I am close enough can I charm person one of the baddies on the right that has not been hit? If I can, then I want to send my friend to take a couple guys out to make sure there is nobody hiding on the lake.


Certainly you can attempt to charm one of the bandits, but as they are currently engaged in ranged combat with your group, they will receive the appropriate modifiers to the Will Save. Further, the commands given will be audible to the whole group and likely to cause the uncharmed to react as needed to any defection from their ranks.


I missed posting the next group's call to action as I picked my son up earlier than anticipated this morning for his last weekend of freedom, school resumes on Monday.


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

"General, if you have any words of tactical Wisdom, now would be the 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

On his turn, Silas will move to where he can reach the fighters with a channel and attempt to heal them.

Channel#2: 2d6 ⇒ (3, 6) = 9


Echo attempts to cast a spell over one of the bandits, DM Roll: 1d4 ⇒ 1, his spell reaching out at Reinforce Normal. Will Save: 1d20 + 1 + 5 ⇒ (8) + 1 + 5 = 14, Please See .

Catapult A moves around from his current position, moving to support the flank against Orin's charge.

Patrol A moves up next to Reinforce Big, calming slightly. He looks towards the direction Brampton was in prior to his disappearance calling out, Leave him be, he was only trying to help me. I am your target if you must quench your thirst for blood.

Silas moves to assist the fighters, channeling positive energy into the area, healing some of their wounds. The aura will be long enough to reach the invisible Brampton as well.

Round 5 Update 2

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A
Third Group: Ayerth, Brampton, Silas (acted), Catapult "Dovan", Catapult D, Reinforce Hunched, Patrol "Yoshiri", Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal, Reinforce Big, Patrol C, Patrol D

Third Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

"I have no thirst for blood but I will kill if I must. There is a new barony forming and this keep lies within it borders. We seek to capture the Stag Lord, and those who would defend him, for his crimes against the citizens of the barony. Those who help us will be looked upon favorably."

Brampton pulls out a potion of CLW and drinks it.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

Ayeth casts mirror image.

1d4 + 1 ⇒ (2) + 1 = 3


You currently have no line of sight to Catapult D and Yoshiri, so I am removing them from the initiative listings until such time as they reappear.

Also, can everyone confirm their current hit point totals please? I believe some of you are incorrect and may actually be down at this time. I am double checking posts to be certain.

Catapult "Dovan" rushes further along the wall, hoping to aid the man currently fighting with Orin. A glowing blue hand floats along in the air beside the bandit, dressed in flowing robes rather than leather armors.

Reinforce Hunched sends his glowing balls of red lightning forward, his cackling heard faintly in the air as they lash out at Ser Brandon. Reflex Save 1: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9 and Reflex Save 2: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6, the arcing charges coursing over and through the young noble, doing Combined Damage: 6d6 ⇒ (1, 5, 5, 1, 6, 4) = 22, the man staggering from the energies absorbed. The decrepit old man then follows the strike up with a Ball of Black Fire: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15 that squares against Ser Brandon's helmet for Damage: 1d6 + 5 ⇒ (1) + 5 = 6.

Patrol E follows up, moving closer to his allies, launching an Arrow: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15 at Echo, hitting with the shaft for Damage: 1d8 + 1 ⇒ (1) + 1 = 2 as it narrowly skims his scalp.

Round 5 Update 3

Initiatives
First Group: Irakli, Ser Brandon, Catapult C
Second Group: Echo, Catapult A, Patrol A (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E
Fourth Group: Orin, Owlbear Keeper, Reinforce Normal (charmed), Reinforce Big, Patrol C, Patrol D

Fourth Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

GM Darkblade:

Total Hit Points 34
Current HP 26
-21 from Lightning Balls
-3 from arrow
+9 from Channel
+7 from CLW potion


Brampton Pratt:
Don't forget this arrow as well, First Blooding by Patrol E


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

GM Darkblade:
missed that one. okay current HP 24


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 5' step back, surprised at the force of the blow.

Hoping to distract the fellow by setting him aflame, Orin takes a deep breath and opens his mouth. An orange light flickers from his throat before bursting forth into a thin line of fire.

Fire Jet: 1d6 + 1 ⇒ (3) + 1 = 4
Fire Jet (Su). 20' line. Standard Action. Reflex Save DC 14 for half. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. 1 of 6 used.


Orin:
I believe your HP count is off, should be -2 points. Did I miss you healing at some point? I believe Orin was out of the 30' range of both Silas' channelings.
4 points
1 point
7 points
11 points


Ayerth:
I show you are currently not wounded, with an active Mirror Image spell, 3 images remaining. Any other effects ongoing?

Echo:
I show you are currently at 7 HP damage, with one bandit charmed, damages from the following (you almost died with that first damage):
16 damage
Then healed by channel energy for 5 points
3 damage
Then healed by channel energy for 9 points
2 damage

Irakli:
I show you are currently not wounded.

Ser Brandon:
I show you are currently at 31 HP damage, and should be unconscious. Have I missed anything in the posts to avoid this condition?
12 damage
1 damage
4 damage
Then healed by channel energy for 5 points (just out of range but I allowed it)
Then healed by channel energy for 9 points
28 damage

Silas:
I show you are currently not wounded, down 2 points of Strength. Am I missing any other ongoing effects or spells?


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 is correct.


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. I suppose I missed some of those. Nevermind then.

Orin drops to the ground.


As Orin drops, he manages a single gout of fire at the Owlbear Keeper, Reflex: 1d20 + 1 ⇒ (6) + 1 = 7, who takes the gout of flame square in the chest. His armor, sweaty and stained with years of sloppy drinking, ignites. The man drops to the ground and begins flopping around to attempt to put the flames out, Damage: 1d6 ⇒ 1, doing so but himself collapsing unconscious from the stress and strain, leaving the foes still paired off, even at the threshold of what lies beyond.

Reinforce Normal calls to the wild man, in a voice audible to those close by (30-40'), Akiros, they can help us, they can stop the Stag Lord.

Reinforce Big pauses, obeying the man identified as Akiros, watching towards Echo and Ser Brandon, even as the warrior slowly lists to the side and slides down the wall, overcome by his wounds.

Patrol C steadies his bow, pending upon Akiros' actions.

Patrol D tosses his useless bow aside, instead drawing a blade from his belt.

Round 6 Begins

Initiatives
First Group: Irakli, Ser Brandon (unconscious), Catapult C
Second Group: Echo, Catapult A, Patrol A (fatigued)
Third Group: Ayerth, Brampton, Silas, Catapult "Dovan", Reinforce Hunched, Patrol E
Fourth Group: Orin (unconscious), Owlbear Keeper (unconscious), Reinforce Normal (charmed), Reinforce Big, Patrol C (delayed), Patrol D

First Group is up, 36 hour timer counting

Updated Map


Human Male Fighter 4 [HP 19/48] [AC:19 T:10 FF:19 CMD:19] [Init +3] [Fort +7 Ref +3 Will +2] [Perception +3]

Is Akiros the wild man who is now unconscious?


No, he is the wild man you have been fighting on your side of the wall, Patrol A.


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

DM Darkblade:
I have mage armor active, but you got everything else correct.

"Yes! For the love of the Gods, that is what we are trying to do. Stop the Staglord!"

1 to 50 of 1,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Darkblade Kingmaker Discussions All Messageboards

Want to post a reply? Sign in.