Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Fort: 1d20 + 12 ⇒ (7) + 12 = 19

A scowl crosses Kriger's face as the stink cloud envelops them. "Froooog FREAKS!" He grabs his axe and moves out of the building, heading straight for...

Spoiler:
...the river. Hoping to find and kill these annoying creatures.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

fortitude save: 1d20 + 8 ⇒ (15) + 8 = 23

Spoiler:
After waking and grabbing my gear (this being a sleep in hostile territory, I slept in armour and suchlike with my bow and quiver next to my hands), I head out toward the river exit: I should probably start contributing to this fight...


The Boggard Ambush - Playing at Night
The Lords of Frieland - Round 1

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can't charge or run. Sleeping in light armor does not cause fatigue.
//So light armor or no armor, except for Kriger, as it was his watch.
//Also, you managed to grab one thing when getting up; most probably your usual night ambush weapon of choice, but not your pack.

Kriger, being on guard and alert, starts to move as he hears the croaking, getting to his feet. A scowl crosses Kriger's face as the stink cloud envelops them. "Froooog FREAKS!" He grabs his axe and moves out of the building, heading straight for the river.

Servayn wakes up choking and rises to remove himself from the cloud towards the river.

Kalsgrim, incapacitated by the cloud, can only do so much.
//He has to choose between grabbing his bow, or making for clean air. (Single move action per turn. Grab or run this turn.

Malaswyn grabs something beside him and heads for the river.

The Tricksy Boggards - Round 1

The darkness in front of you is suddenly filled with a deafening croak. Your bones shudder from the frightening clamour.

Please roll eight Will saves DC 13.

You’re up for round 2. For now, only darkness ahead...


He will grab his bow.

Will save 1d20 + 14 ⇒ (6) + 14 = 20
Will save 1d20 + 14 ⇒ (6) + 14 = 20
Will save 1d20 + 14 ⇒ (5) + 14 = 19
Will save 1d20 + 14 ⇒ (12) + 14 = 26
Will save 1d20 + 14 ⇒ (9) + 14 = 23
Will save 1d20 + 14 ⇒ (1) + 14 = 15
Will save 1d20 + 14 ⇒ (5) + 14 = 19
Will save 1d20 + 14 ⇒ (2) + 14 = 16


Ok, so you're still in the house (now shaken), but heard enough to know the action is at the river now. Next round, you'll be able to go outside, play with the others.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

If shaken is a fear effect, then Kalsgrim should be unaffected with him being a paladin.

Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (16) + 10 = 26
Will: 1d20 + 10 ⇒ (8) + 10 = 18
Will: 1d20 + 10 ⇒ (1) + 10 = 11
Will: 1d20 + 10 ⇒ (5) + 10 = 15
Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (3) + 10 = 13

Man I swear. 8 rolls and 7 of them single digits. Unbelievable. And Kalsgrim the same. Although he rolled a much higher average on the singles. What the heck is up with the dice roller? Those rolls are sure as heck nowhere near the law of averages. :p


(AC 18, hp 15 of 77) Summoner 9

Will save 1d20 + 8 ⇒ (18) + 8 = 26
Will save 1d20 + 8 ⇒ (17) + 8 = 25
Will save 1d20 + 8 ⇒ (8) + 8 = 16
Will save 1d20 + 8 ⇒ (14) + 8 = 22
Will save 1d20 + 8 ⇒ (20) + 8 = 28
Will save 1d20 + 8 ⇒ (1) + 8 = 9
Will save 1d20 + 8 ⇒ (5) + 8 = 13
Will save 1d20 + 8 ⇒ (17) + 8 = 25


The dicebot giveth... ;P
You're right about Kalsgrim. He's immune.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

will save: 1d20 + 14 ⇒ (12) + 14 = 26
will save: 1d20 + 14 ⇒ (17) + 14 = 31
will save: 1d20 + 14 ⇒ (19) + 14 = 33
will save: 1d20 + 14 ⇒ (13) + 14 = 27
will save: 1d20 + 14 ⇒ (13) + 14 = 27
will save: 1d20 + 14 ⇒ (1) + 14 = 15
will save: 1d20 + 14 ⇒ (9) + 14 = 23
will save: 1d20 + 14 ⇒ (4) + 14 = 18

I have low-light vision so if the moon is out I can see clearly. Is it a moonlit night? If so, what can I see?


Sorry, the sky has been overcast for the last few days.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Curses! I cast light on the corner of the building (or the ground nearby, if the corner is within the cloud.


Malaswyn dispels the darkness, revealing nine boggards' head in the river, the rest of their body under the surface.

Map

Kriger and Servayn still have actions this round.


(AC 18, hp 15 of 77) Summoner 9

Servayn conjures forth black tentacles to erupt from the water in a vast area centered behind the northmost boggards.

centered in the vertex of the four squares on the edge of the map in the rows that include 9 and 10. Based on the template midway down on this page, boggards 9 and 10 will have a single square of black tentacles in front of them, while 8, 9, 10, 4 and R will be engulfed, along with anything behind them. CMB +14 to grapple them all, one roll for all five, and if successful, those grappled take 1d6+4 damage per round until they break free (CMD 24).

grapple check on 8, 9, 10, 4 and R 1d20 + 14 ⇒ (3) + 14 = 17
damage if any are grappled 1d6 + 4 ⇒ (3) + 4 = 7

Wow. A big ol' 3.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Watching Servayn's tentacle spell go off, Kriger just sits back and watches to see what happens, grinning. "Any of you fellas got any way I can breathe underwater? Otherwise, I guess we just sit back and enjoy the show! Get 'em, Servayn! Stupid frog freaks."

Will delay for now.


The Boggard Ambush - Playing at Night
The Lords of Frieland - Round 2

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can't charge or run. Sleeping in light armor does not cause fatigue.
//So light armor or no armor, except for Kriger, as it was his watch.
//Also, you managed to grab one thing when getting up; most probably your usual night ambush weapon of choice, but not your pack.

The deafening croaks take you off guard and fear creeps in your heart.
Servayn, Malaswyn and Kriger are shaken.

Kalsgrim, still inside, grabs his bow.

Malaswyn dispels the darkness, revealing nine boggards' head in the river, the rest of their body under the surface.

Servayn conjures forth black tentacles to erupt from the water in a vast area centered behind the north-most boggards.
//All four to his right are caught by the tentacles, crushed pitilessly, but one dives under a tentacle and escapes.

Watching Servayn's tentacle spell go off, Kriger just sits back and watches to see what happens, grinning. "Any of you fellas got any way I can breathe underwater? Otherwise, I guess we just sit back and enjoy the show! Get 'em, Servayn! Stupid frog freaks."

The Tricksy Boggards - Round 2

Through the light provided by Malaswyn, you see three boggards making for each of you with morningstars.

One of the boggards finishes a weird croaking sound that undulates like the water and his neighbour suddenly expands in size as it moves to the edge of the river bearing trident and axe and going for Kriger. At his side, a giant toad also moves to the edge of the river and darts its long tongue towards Servayn.

Secret Rolls:

1: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 ⇒ (8) + 3 = 11
3: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 3 ⇒ (2) + 3 = 5
2: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 3 ⇒ (7) + 3 = 10
R: 1d20 + 12 ⇒ (14) + 12 = 262d6 + 6 ⇒ (3, 1) + 6 = 10
T: 1d20 - 1 ⇒ (3) - 1 = 21d8 + 3 ⇒ (8) + 3 = 11
3 confirm: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 ⇒ (5) + 3 = 8

The large and the medium boggards each find an opening in Kriger’s armour, who thankfully chose mithral for his armour, paying just a little more to be able to sleep in it!
(-15 hp to Kriger)

The tongue misses Servayn by a barn...

The boggard staying in the water croaks some more and points a finger at Kriger, whose axe, seems to get very slippery.
Kriger, Reflex DC 14 or axe is greased.

Status
Stinking Cloud round 2
Kalsgrim is nauseated
Kriger, Malaswyn and Servayn are shaken

Map

You’re up for round 3.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

I also have the Endurance feat. So even medium armor is no problemo for the Kriger. :)

Ref: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19

Kriger grins maniacally at the boggards, "I got ya now, froggies! But for some stupid reason I got the blasted shakes!" he realizes. Shrugging, he proceeds to attack the creatures regardless.

Attack #1: +1 Flaming Greataxe w/PA: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
Damage: 1d12 + 20 + 1d6 ⇒ (7) + 20 + (6) = 33

Attack #2: +1 Flaming Greataxe w/PA: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Damage: 1d12 + 20 + 1d6 ⇒ (5) + 20 + (3) = 28

Attack #2. If by some off chance an 18 hits and the 33 damage kills it, have my 2nd attack go toward #3. Otherwise, I'll just attack #2 with both. Gotta try and keep 'em off Servayn.

AC 23; Hp's 79/94


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I shuffle away from the boggard five foot step North and summon forth a bolt of searing light to strike him.

touch attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 4d8 ⇒ (4, 3, 5, 4) = 16


(AC 18, hp 15 of 77) Summoner 9

Servayn side-steps diagonally to the southwest and conjures up a bubbling patch of black oil beneath the boggards threatening himself and Kriger.

Grease, Ref DC 19 or fall down, affecting the two squares holding boggards 2 and 3, and the two squares behind them in which R is partially standing.


Kalsgrim gags and chokes as he makes his way outside, trying to regroup with the others. His only thought as he goes is how big of a bounty can he afford to put on the head of any boggard found in Frieland.


Kriger kills two, and Malaswyn kills another.

At the sight of this carnage, the Boggards left (two) turn heels and jump back in the water, as Kalsgrim finally gets out of the ruins, choking like mad.

Kalsgrim still has 1d4 + 1 ⇒ (3) + 1 = 4 rounds of showing his stomach content to everyone who cares or doesn't.

The ripple quickly fade, washed away by the current. All that is left is the three Boggards being slowly crusehd by Servayn's conjured tentacles.

And the night is still young!


So? Back to bed?


When Kalsgrim stops gagging, he ask the others "Do you think Servayn's tentacles killed enough that they'll leave us alone for the rest of the night?"


(AC 18, hp 15 of 77) Summoner 9

"They seem particularly stupid, so I guess we will need to continue keeping a watch." Servayn says, looking a bit unsettled at the slow but inevitable slaughter that his conjuration is wreaking upon those who succumbed to the spell.

If I end the spell, that's just more foes we will have to confront, if they strike again. And yet this is no true fight. This is distant butchery. Gorum would be displeased...


The last Boggards die with whimpering croaks.

For a while, there is a welcomed stillness to the night. Then, in the distance, you hear a long croak pierce through the darkness.

A few seconds later, the croak is answered by one further distant.

Then another.

And another.

And soon, the night erupts in echoes of distant croaks, going back and forth on the surface of the great lake.


"Do you think that means we'll be attacked en masse? Should we try to move on now, regardless of the darkness? unless they can muster help more sinister than we've seen so far, I imagine we can hold them off for as long as we wish."


(AC 18, hp 15 of 77) Summoner 9

"I tire of these creatures." Servayn says. "Do we wish to exterminate them and be done with it? There are beasts of the sea that I can conjure into these waters, that will give them of our displeasure."


"If you have the means to do so, certainly. They are clearly vile, evil creatures bent on malevolence toward any that pass this way. If I could see them, I could put arrows in them."


(AC 18, hp 15 of 77) Summoner 9

Servayn begins to conjure, and in the water, as near as the closest croak he can hear, a massive sea beast appears, dappled black and white in the light of the moon, displacing water with a splash as it appears. It immediately moves toward the nearest foe with a strike from powerful flukes and begins to attack.

summon monster V SLA to summon a celestial orca. It has blindsight 120 ft., in addition to low-light vision and darkvision 60 ft., so it can likely find a target nearby quickly, and swims at spd 80. It smites evil on it's first target (for +9 damage), lacking the intellect to save it for a more challenging foe. Thanks to augment summoning, it has +4 Str & +4 Con (+2 attack and +3 damage over standard, +2 Fort saves and +18 hit points, giving it AC 16, 85 hp, Fort +11, Ref +8, Will +5, Space 15 ft., Reach 10 ft., 1 bite +15 to hit, 2d6+15 damage.) From the celestial template, in addition to darkvision and smite evil, it gains DR 5/evil and acid, cold and electricity resistance 10. It will remain for up to 9 minutes, munching up boggards that don't flee the water, or, more likely, until overwhelmed, at which point Servayn will summon another one, and another, up to a maximum of 10 daily uses, unless it seems particularly uneffective, in which case he'll switch to large water elementals or packs of ice mephits or something.

If Servayn did not succeed in getting it within 90 ft. (swim speed + reach) of one of the boggards, and it can sense one within 120-170 ft. (2x swim speed + reach) it will charge.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Able to catch a glimpse of the sea creature, Kriger's eyes go wide as a great smile forms. "Okay, I gotta hand it to you, Servayn, that is absolutely glorious! HA! HA! Die froggies!"


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Nodding grimly at Servayn's tactical nous, I offer my aid: "Any need for healing?"


The orca swings mightily in the river's water, and the croaking sounds coming from your area suddenly stop, leaving only the ones emanating from the rest of the lake without echo.

It is hard to know how effective the killer whale is, but it seems certain the Boggards have left your immediate area.


So, back to bed?


I think we are going to have to try and get some more rest. Unless Servayn can do us up some more mounts to get clear of the area. We can always return later to clear out this boggard menace.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
Kalsgrim Lodovka wrote:
I think we are going to have to try and get some more rest. Unless Servayn can do us up some more mounts to get clear of the area. We can always return later to clear out this boggard menace.

He can do 1d4+1 dire bats every time he uses that SLA. 9 rounds of top speed flying with a base fly speed of 40ft. He miight even be able to haste some of them.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Now that that's settled, let's try again to get some rest."

Completely forgot it was still night. Yeah I'd say sleep.


You go back to sleep, though you can't get comfortable and your eyes open at the slighest sound. Kriger remains alert.

Kriger:
Four hours into your watch, you hear the river's water ripple, coming from the bank near the inn.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Quickly snapping his attention toward the sound, Kriger just shakes his head. Not again. These <bleep> things just don't quit do they. Figuring he better have some backup, he grabs his axe and moves over to Kalsgrim. Bending down, he whispers in hopes to not wake the others. "Hey, Kals? Kals? Wake up, Chief." He nudges the paladin's shoulder in an attempt to stir him. "I think our frog buddies are back. Somethin' is anyway. Thanks to you, I've learned not to go off by myself," he says with a wry grin, winking. "C'mon, let's see who else wants to piss me off." He rises, looking back toward the direction of the sound, awaiting Kalsgrim.


Waking in a decidedly grouchy mood, Kalsgrim grumbles "Let's go. See what they think they can do now."

Kal rises and wakes the others. "Maybe those lantern archons could light up the battlefield so I can pick some of them off."


From outside the ruined inn comes the guttural croakings of several boggards. From the sound of it, these sounds like castings of spells. Added to these are the sounds of large toads, but than a very loud toad rips through the other sounds, seemingly quieting the whole marsh for a second.

Knowledge (dungeoneering) DC 23:
This is the sound of a Froghemoth, a toad-like aberration of great size.

You have one round, but most of you are on your back and with nothing in hand to start.


Kalsgrim will cast Bulls Strength on himself.

"Is there anything to be done to illuminate them?" he asks before moving outside.


(AC 18, hp 15 of 77) Summoner 9

If awakened, Servayn gets to his feet and calls up lantern archons, as requested, asking them to begin lighting the area around the building.

each lantern archon can cast continual flame at will, and does so on a random bit of debris or clump of reeds within 30 ft. of the building, while our own continual flame items illuminate the immediate area.

1d4+2 lantern archons 1d4 + 2 ⇒ (2) + 2 = 4


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Knowledge: (Dungeoneering): 1d20 + 6 ⇒ (2) + 6 = 8

"What the blazes is that? Sounds big." Kriger lights up his axe with flame, ready to see what awaits them.


"I don't care how big it is, as long as I can see it to put arrows into it! I swear, if we can get this invasion threat dealt with, I am going to come back here and clean this place out."


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I take the time to strap on my sword, heft my pack and pick up my bow.

taking the full round to grab all combat gear except armour.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"They're like those bugs that fly around your ear. You know, the ones you just swat at but never can hit. Only bigger. Man I hate those things. Almost as much as I hate these <bleep> frogs!"


The four archons go out and light the night. Through the flickering light, you can make the expected Boggards of greater size, but now there are two, with two nasties behind that look like the kind to conjure up some foul cloud on unsuspecting adventurers, troubling their beauty sleep.

But what really draws your attention, is the mammoth-size frog with three eyes at the end of a stem, with tentacles going in all direction and a nasty tongue lashing about.

On its back sits what looks like the boss-of-all-Boggards, with a crown of feathers and a mighty sceptre that could certainly work as a morningstar in a pinch.

The boss croaks mightily and looks at you with enormous red eyes: "CROAK! What's your prrrrooaaaablem!!! You attack and decimate my warrioooaaaarrrs?! This is my territoooarry! You'll pay passage or yoooaur'll die!"

From the look of it, all of them seem ready to act if you attack...

Map

Your turn.


(AC 18, hp 15 of 77) Summoner 9

Servayn says quietly to Kalsgrim, "I am inclined to kill these creatures, but if they seem like the sort of folk our nation can co-exist peacefully and productively with, I am willing to negotiate. Do you have an insight as to their nature?"

Lacking any further orders, the lantern archons continue flitting about, avoiding coming anywhere near any specific boggard, casting continual flame on additional objects, so that eight separate areas are illuminated with torch equivalent light, not counting our own light sources.

Is there a door to this room we are in? Cutting off line of effect to their spellcasters would be a hilarious way to pre-empt their readied actions...


Yes, sorry about the lack of door. It five-foot wide, and smack in the middle of the wall facing the river, and the wall away from the river.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger looks to the giant creatures within the light, before adding his thoughts. "Negotiate? Seriously? I hate these things." Glancing back toward the creatures in the water, "Alright, I guess Servayn has a point though. Especially since they won't come out of the stinkin' water. What do you think, Chief? You probably don't want me talking to them; I'd just bury my axe in their face and ask if that's enough to convince them to stop jacking with us." He shrugs.


Are they close enough to detect evil on?

Kalsgrim murmurs to the others "They sat in preparation to ambush us. That speaks ill of their character. I am also included to deal with them here and now."

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