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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M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

That will never happen again...

Marcel steps deftly onto the stone surface, (ledge? platform?) taking care to keep a close eye on the floor and walls. Whoever placed that trap there wanted people kept out. There was bound to be others.

Stealth: 1d20 + 28 ⇒ (9) + 28 = 37
Perception: 1d20 + 15 ⇒ (2) + 15 = 17 (+5 more for traps, or +3 for danger)

See? Back to normal.


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

Is Kriger going to be able to follow them? I don't think we can see each other. How's that gonna work?


You can see each other in the invisibility sphere. You have to fly up through the hole to get in. Kriger can go above, thus first, below, thus second, or beside the carpet with the others. Once that is done, Marcel can step on the floor, which I haven't described yet, as I'm not yet certain if you're going in/up. Marcel, or anyone else for that matter, could also jump from the carpet, grab the ledge, and pull himself up.


I assumed I was close enough to step off, or I wouldn't be able to reach out and disable the trap.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Oberlin continues to spiral the carpet quietly upward once Marcel signals that the pathway upward appears safe.


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

Okay, cool. Kriger will follow the carpet people then.


Old Guy GM wrote:
I assumed I was close enough to step off, or I wouldn't be able to reach out and disable the trap.

That's fair. Descriptions are hard to make and harder to interpret. The carpet is (was, since Oberlin is now moving it) just below the mouth of the entrance, which points downward. this allowed you to reach up and modify the relief around the entrance and neutralize the nasty magic.

Kriger positions himself below the carpet and Oberlin spirals it upward. The carpet rotates, allowing you a circular view of whatever room you will levitate into. However, to do so, you nevertheless require to go in the water falling downwards, unless Oberlin is successful in maneuvering the carpet just so...

Oberlin, Use Magical Device please, unless you don't care about a cold shower. As far as you can tell, there is no danger to the water, besides the fact that it is wet.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Ok, let me know when I get on solid (and dry) ground. :))


Kalsgrim looks on silently as the others work on finding a way in.

Just checking in. I'm still here and following along as our experts get us in.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

OM:
OM, I am sorry if I missed it, did you make Use Magic device a Wizard skill? Its typically a rogue skill to fake class ability. Oberlin should have the innate ability to fly the carpet. To fly it well...I took a few points in fly skill...but I expect we will be going through the waterfall if the space is tight. If I can get the carpet to levitate straight up, then Oberlin will do that instead.

So hover the carpet for free, then ascend upwards while moving forward until I run out of space, hover to turn around then ascend again, rinse repeat?

regardless
fly check +5 from the carpet: 1d20 + 10 ⇒ (16) + 10 = 26

If you want me to make more checks, please let me know.

If you want me to switch skill points to use magic device, I can do that too.


Oberlin:
Works for me. Good points.

The carpet ascends, and Oberlin manages to keep you mostly dry. Kriger, who is flying under the carpet is mostly sheltered from the rain, which makes him think of an interesting contraption he could invent, where people would carry small flying carpets over their heads to protect them from the rain...

But the ranger's musings are cut short as you emerge into a square room 40 feet wide but only twelve feet high and are received by the deafening shrieks of two older women dressed in armour and brandishing wicked-looking daggers.

The first one goes: "NOOOOOOOO!!! DEFILERS! TRESPASSERS! USURPERS!"

To which the second one wails back: "I recognize them. FRIELAND! MAY GORUM CUT THEIR HEART OUT AND LET GYRONNA EAT THEM TO OBLIVION. MAY THEIR SOULS NEVER LEAVE THIS WORLD AND KEEP THE BONEYARD B!TCH ALONE AND FILTHY!"

Between them, a massive Half-Orc dressed in heavy armour and carrying a veeeeery big sword sneers at you. You recognize Davor Mason, your old companion, but he seems quite angry and filled with bloodlust...

Secret Rolls:

Kalsgrim: 1d20 + 2 ⇒ (15) + 2 = 17
Kriger: 1d20 + 3 ⇒ (4) + 3 = 7
Malaswyn: 1d20 + 8 ⇒ (8) + 8 = 16
Marcel: 1d20 + 5 ⇒ (4) + 5 = 9
Oberlin: 1d20 + 0 ⇒ (3) + 0 = 3

Davor: 1d20 + 10 ⇒ (8) + 10 = 18
Sister 1: 1d20 + 4 ⇒ (12) + 4 = 16
Sister 2: 1d20 + 4 ⇒ (15) + 4 = 19

Initiative Order:
Sister 2
Davor
Kalsgrim
Malaswyn
Sister 1
Marcel
Kriger
Oberlin

ROUND 1
One of the sisters reacts first and invokes the wrath of Gyronna. Everyone on the carpet feels their stomach churning, while she moves to hide behind one of the pillars lining the walls of the room (cover).

Lawful and neutral people: 5d8 ⇒ (3, 7, 4, 8, 4) = 26 damage and slowed for 1d6 ⇒ 2 rounds. Will DC 18 for half damage and no slowing. Any lawful outsider on the carpet? I don't think so, but let me know.

Davor is next and shouts his wrath at Gorum to bolster his strength!

Next are Kalsgrim and Malaswyn.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

So I rolled a 37 Stealth getting on to the ledge. Are the conditions such they saw me anyway? I was hoping to get a view before everyone got there.


Will save 1d20 + 17 ⇒ (1) + 17 = 18

Now at 101 hit points and slowed.

Kalsgrim fires a single arrow at the sister who has not yet acted.

To hit 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
Damage 1d8 + 4 + 6 ⇒ (4) + 4 + 6 = 14


Marcel D' Anjou wrote:
So I rolled a 37 Stealth getting on to the ledge. Are the conditions such they saw me anyway? I was hoping to get a view before everyone got there.

Forgot about that. Let's say you managed to climb on the ledge and remain unseen. You can't have much of an edge as the carpet has to be in sight for you to get a chance to climb up. You're not on the carpet, but on the floor of the room, for now unseen, though things will be tricky when you start moving, as everyone is on high alert. That being said, you may focus on stealth on your round to get a better position for melee, if that's what you're aiming for.

Secret Rolls:

1d20 ⇒ 10
1d20 ⇒ 15
1d20 ⇒ 4

All: Forgot to mention!
The sisters somehow seem to see you, though you're invisible. Davor doesn't.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

OM: Ok, that's all I'm looking for is the initial stealth attack. Thanks!


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

will save: 1d20 + 12 ⇒ (5) + 12 = 17 lovely

hp 33/59


Malaswyn is up.


Ok, botting Malaswyn...

Malaswyn's Will save: 1d20 + 15 ⇒ (8) + 15 = 23 13 damage to M, now at 72 hp.

Malaswyn clinches his jaw at the offending words, but nevertheless manages to shake off the worst of this dark litany.

"May the Dawnflower bring light to this forsaken hole!" he shouts and fires his bow at the second witch.

Longbow, holy: 1d20 + 13 ⇒ (6) + 13 = 191d8 + 3 + 2d6 ⇒ (4) + 3 + (3, 4) = 14
Longbow, holy: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 3 + 2d6 ⇒ (2) + 3 + (1, 4) = 10

Both arrows sink deeply and hiss as their holy energy attacks the woman's essence of evil. Malaswyn reappears as the woman shrieks in searing pain.

Round 1, continued

The second sister, now with two arrows sticking out of her, continues to shriek, but her voice fills with eldritch power. The room seems to shift slightly and you hear a loud buzzing in your ears. You have a hard time concentrating...

Aura of madness: All of you are in the radius. Will DC 19 or under a Confusion spell.

Next are Marcel, Kriger, and Oberlin.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Will vs Wrath: 1d20 + 7 ⇒ (7) + 7 = 14
Will vs Aura: 1d20 + 7 ⇒ (16) + 7 = 23

Marcel grimaces as he nears the 'sisters', his body feeling the grip of Gyronna's wrath. His joints begin to stiffen, forcing him to move slowly. He creeps his way along the wall to a spot where he can launch an attack.

HP: 66/93; Slowed; tryng to set up a sneak attack on the wounded sister.
Stealth: 1d20 + 28 ⇒ (15) + 28 = 43


Marcel remains unseen.


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

Will: 1d20 + 15 ⇒ (13) + 15 = 28

Glaring at the traitorous Davor, Kriger moves up near him, preparing to drive his axe deep in his skull.

Activate Quarry(standard) vs Davor; Animal Focus: Bull(swift); Move up next to Davor(move)

Stealth: 1d20 + 16 ⇒ (11) + 16 = 27 To avoid being heard if I'm still invisible. Otherwise, I'm guessing this is pretty much a pointless roll. :P


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

slowed
will: 1d20 + 12 ⇒ (13) + 12 = 25

Oberlin grits his teeth, feeling his joints move like barely softened lead.

He moves through the complex shaping of one of his spells, a waxy, gritty ball first being rolled between his fingers, then rolling along them faster and faster, seemingly under its own impetus. With the last gutteral syllable, he flicked his hand and the ball snapped through the air, landing and rolling. In an instant the 5 foot wide sphere, flames roaring from it smashes towards the sister with the two arrows sticking out of her.

greater flaming sphere, reflex to negate=DC21
flaming sphere damage+ignited: 6d6 ⇒ (3, 2, 5, 1, 6, 1) = 18


Oberlin is slowed, but he can still direct the carpet and move with it, just like a mount.

As Oberlin casts his spell, all of you suddenly become visible. Fortunately, Kriger and Marcel have managed to find a hiding spot, so they remain unseen.

Secret Rolls:

1d20 + 3 ⇒ (19) + 3 = 22

Somehow, the clumsy-looking crone manages to dodge the ball of flame!

This ends the first round. I'll post a summary and start the next round as soon as I can.


Status:
Kriger is slowed, on the carpet
Oberlin is slowed, on the carpet
Malaswyn is on the carpet
Kriger is hidden near Davor
Marcel is hidden near the injured sister (Sister 1)

Round 2
The fastest sister (Sister 2) remains behind her pillar and shouts a profane litany, her spittles drenching everyone around. Full round casting.

Meanwhile, Davor, unaware of Kriger, darts forward (Kriger gets an AoO) and jumps on the carpet, his massive sword aiming at Kalsgrim: "I alway thought you were a weak-ass-king. Now is the time to prove it. May Gorrum flail you in the afterlife!"

Secret Rolls:

with destructive smite: 1d20 + 12 + 4 + 2 ⇒ (2) + 12 + 4 + 2 = 202d6 + 7 + 4 + 4 + 5 ⇒ (4, 6) + 7 + 4 + 4 + 5 = 30

Thankfully, what would have been a devastating strike, backed up by the dark powers of The Lord in Iron, ends up being easily read and Kalsgrim just sidesteps the attack.

Kalsgrim and Malasyn are up.


Kalsgrim grimaces at Davor. "You were always too worried about power, and not the proper application of it. All the strength in the world is useless if you can't land a blow. There's a reason my god is called Dead-Eye!"

Kalsgrim steps back a pace and launches an arrow at Davor's heart.

5' step back, and standard action to attack.
To hit 1d20 + 16 - 3 - 1 + 1 ⇒ (1) + 16 - 3 - 1 + 1 = 14 -3 is deadly aim, -1 is slow, +1 is point blank shot
Damage 1d8 + 4 + 6 + 1 ⇒ (4) + 4 + 6 + 1 = 15

Annnnnnnd.... roll a natural 1 after a speech about accuracy. Boo.

Can I use a swift action when I am slowed? If so, I'd like to Lay on Hands on myself.


Yes you can.


With the dumb brute looming over him, Kalsgrim calls on his divine reserves to heal some of his wounds.

Lay on hands, 5d6 + 0 ⇒ (4, 1, 6, 6, 1) + 0 = 18

He is now at 119 of 127 hit points.


Sorry guys, I messed up the status lines:

Status:
Kalsgrim is slowed, on the carpet
Oberlin is slowed, on the carpet
Malaswyn is on the carpet
Kriger is hidden near Davor
Marcel is hidden near the injured sister (Sister 1)


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Eagerly anticipating my shot at the sister...


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

AoO

Seeing an opportunity presenting itself, the ranger doesn't hesitate to take advantage.

Attack #1: +1 Impact Greataxe: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 3d6 + 20 ⇒ (2, 6, 6) + 20 = 34

AC 25; Hp's 146/146


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 + 15 ⇒ (15) + 15 = 30add another +2 if this is an enchantment effect


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

Can I use knowledge rolls to find out more about hags?

knowledge, lowest bonus is +4: 1d20 ⇒ 13

Malaswyn decides to continue his succesful archery strikes.
first holy longbow attack: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (2, 2) = 15

second holy longbow attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 3 + 2d6 ⇒ (3) + 3 + (3, 2) = 11


Malawyn, they're human. I used hag 'poetically' to describe their looks. Sorry about the confusion.

Davor howls in pain as Kriger sends him on his way. As well, Malaswyn's arrows thunk satisfyingly in the second witch.

This wounded witch is not too happy and screeeeeaaaaaams back at Malaswyn. Literally. The blessed archer's ears bleed from the intense pain.

Malaswyn: Damage: 5d6 ⇒ (4, 3, 6, 5, 5) = 23 Fortitude save DC 19 for half damage and to avoid being deafened for 2d6 ⇒ (2, 6) = 8 rounds.

Marcel, Kriger, and Oberlin are up.


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

As Kriger manages to connect, "HA-HA! Take that, TRAITOR! And you'll regret talking to Kals like that, scum!" Kriger then unleashes a volley of attacks at the traitorous half-orc with a focused fury.

Attack #1: +1 Impact Greataxe w/PA: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 3d6 + 20 ⇒ (1, 3, 6) + 20 = 30

Attack #2: +1 Impact Greataxe w/PA: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 3d6 + 20 ⇒ (5, 2, 3) + 20 = 30

Attack #3: +1 Impact Greataxe w/PA: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 3d6 + 20 ⇒ (1, 3, 1) + 20 = 25

WHOA! Possibility of 2 crits!(Not gonna hold my breath :P)
Attack #1:(Crit confirm): +1 Impact Greataxe w/PA: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 BOOOOOOOM!!!!
Damage: 6d6 + 40 ⇒ (4, 6, 1, 3, 4, 3) + 40 = 61

Attack #2:(Crit confirm) +1 Impact Greataxe w/PA: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Damage: 6d6 + 40 ⇒ (1, 1, 3, 6, 2, 5) + 40 = 58

91 damage for the 1st hit and if a 32 hits his AC, then 121 total! BOO-YAH!

AC 25; Hp's 146/146; Active: Animal Focus: Bull 1 minute(2/10 rnds), Quarry(+2 to hit), Power attack, Furious focus


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 + 10 ⇒ (10) + 10 = 20

Currently 61/85 HP


Kriger, keep in mind he moved to attack Kalsgrim, which gave you your AoO. Accordingly, you need to move as well to attack. So only one attack I believe. Still, that first attack... He's not going to like you...

For Marcel, as the sister hasn't moved, he's within a five-foot step of her.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Oberlin, remaining steady on the hovering carpet, mentally directs the orb of fire to continue to chase its current target. The mushy orb of fire bounds after the woman, popping and sizzling, steam lifting up off the floor in a ragged curtain as it rolls and evaporates damp patches on the floor.

greater flaming sphere, reflex to negate=DC21
flaming sphere damage+ignited: 6d6 ⇒ (3, 4, 6, 6, 4, 6) = 29

Oberlin follows up by balancing his dagger on the palm of his hand for an instant, allowing a blue glow to envelop the weapon before it shoots from his hand towards the woman as she casts.

hand of the apprentice: 1d20 + 13 ⇒ (17) + 13 = 30
adamantine dagger damage: 1d4 + 1 ⇒ (3) + 1 = 4

The dagger, snaps back, as if on the end of a long cord, and returns with a soft thump into Oberlin's hand.


Secret Rolls:
1d20 + 3 ⇒ (13) + 3 = 16

Kriger follows Davor on the carpet and plants his axe square between the half-orc's head and shoulder, cleaving the plate armour clean. The impossibly sharp axe dives in all the way to the hip bone. Davor's eyes go blank and he tries to say some final words, but all you hear is a gross burbling.

Davor is dead.

Meanwhile, Oberlin's flaming sphere engulfs the witch entirely, wrapping her in flames. The witch screams and shrieks in atrocious pain.

Thankfully, the dagger flying from his hand sinks in her throat, ending her dying cacophony.

Witch is down.

Realization dawns on the final witch left standing. Her eys go wide, though she misses the real threat behind her...

Marcel is up.


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

Marcel shifts his weight forward, gliding as silent as death up to the witch left standing.

att 1: 1d20 + 17 ⇒ (3) + 17 = 20
damage w SA: 1d8 + 7 + 6d6 ⇒ (8) + 7 + (6, 5, 2, 4, 2, 2) = 36

att 2: 1d20 + 12 ⇒ (10) + 12 = 22
damage w SA: 1d8 + 7 + 6d6 ⇒ (1) + 7 + (5, 6, 2, 5, 6, 2) = 34

The thin blade of the dueling sword slips up under the witch's ribs, finding vital organs. Marcel leans in, placing his masked face next to her ear. "Got another scream for us, dearie?" he hisses as he rips the blade free.

HP 66/93


Marcel, keep in mind that only the first attack considers the target ff, so SA is usually not applied after the first attack unless another factor comes into play.

Marcel's blades do some real damage as the witch screams in surprise, pain. And hatred.

Round 3

Davor and one of the sisters are down and dying, if not dead. The last standing sister is close to Marcel, but otherwise about thirty feet away from the rest of you, hiding behind a pillar.

The aura of madness is no longer affecting you.

The last witch standing, filled with hatred, steps back from Marcel and shouts her pain and anger at the rogue.

Shout, sonic, Fort DC 19 or full damage and deafened for 2d6 rounds: 5d6 ⇒ (6, 2, 1, 2, 1) = 122d6 ⇒ (1, 6) = 7

As she steps back, she is forced to move away from the column, losing cover.

Status:
Kalsgrim is slowed, on the carpet
Oberlin is slowed, on the carpet
Malaswyn is on the carpet
Kriger is on the carpet
Marcel is near the sister
All of you are up.


When the witch screams at Marcel, Kalsgrim raises his bow and looses an arrow at her.

To hit 1d20 + 16 - 3 ⇒ (9) + 16 - 3 = 22 If she is less than 30' away, +1
Damage 1d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18 If she is less than 30' away, +1


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

As the half-orc collapses in a heap, "HAAAAAAAAAA-HA!" he laughs mockingly at the corpse. He then turns toward the scream and heads in that direction.

Move 30' to witch; attack(using vital strike)

+1 Impact Greataxe w/PA/Furious Focus/Imp. Vital: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 9d6 + 20 ⇒ (2, 3, 4, 5, 3, 1, 1, 2, 3) + 20 = 44

AC 25; Hp's 146/146; Active: Animal Focus: Bull 1 minute(3/10 rnds), Power attack, Furious focus, Improved Vital strike


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

Malaswyn takes aim at the last foe.

first holy longbow attack: 1d20 + 13 ⇒ (16) + 13 = 29
damage, including holy: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (2, 4) = 17

second holy longbow attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage, including holy: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (4, 1) = 14


M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4
Other Mastermind wrote:
Marcel, keep in mind that only the first attack considers the target ff, so SA is usually not applied after the first attack unless another factor comes into play.

Ugh. I'm off my game. Not only did I forget that, but I forgot to add a debilitating condition that could have stopped her from stepping back. Sorry gang, will do better!

Fort save DC 19: 1d20 + 9 ⇒ (1) + 9 = 10 Serves me right.

Marcel's head explodes with pain as the sonic assault hits. Blood trickles from his ears as he steps forward to continue his attack.

Attack 1: 1d20 + 17 ⇒ (3) + 17 = 20 damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack 2: 1d20 + 12 ⇒ (12) + 12 = 24 damage: 1d8 + 7 ⇒ (1) + 7 = 8

HP 54/93


The last witch is swiftly cut down by a barrage of lethal attacks. As she collapses to the floor, her scream cuts short, leaving the cavern filled with a pregnant silence, as though even the rushing water has hushed.

As I give you WBL when you level, I'll just give you artefact-type items or game changers. That way, we reduce the accounting on both sides. I hope this is okay.

The room you stand in in circular. You notice that the columns are in fact statues depicting well-proportioned Kellid men, each set in a different war-like pose. The walls are some kind of sandy stone veined dark brown with what looks like rusty iron.

A set of double doors leads out of the room and deeper into the hill.The doors are made of rusted iron and depict a terrible battle between Kellids. A thorough inspection of the door suggest that they are neither locked nor trapped.

Please give me walking orders and standard operating procedures for opening doors.


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured

Oberlin dismisses the flaming sphere and brings the carpet down for a soft landing on the floor.

"Well, that was awful." Oberlin says, sticking one finger in an ear and rubbing vigorously. "I now distinctly recall why I stopped exploring old ruins and dungeons so many years ago." he finishes with a groan.

Scan surroundings for magic. Oberlin will always stand well back from any door.

knowledge history, identify battle, identify men on columns: 1d20 + 14 ⇒ (13) + 14 = 27


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M 13 Rogue (Unchained) hp 124/124 AC 27/18/21 F/R/W 11/18/9 Per 18 Stealth 30 SMo 12 Trap 6 Danger 4

I'm down 39 hp, if we have someone who deals with that sort of thing ;)

Would the group like Marcel to lead off, doing the trap and door thing? GM OM, barring disapproval from the group, Marecl will take the lead and scout, especially at doors. My stats are in my header: Stealth, Perception, Trap-finding bonus, Danger Sense Bonus.

Marcel squats on his heels, holding up a hand to stop the others from moving just yet. He places the aldori blade on the floor, bringing both hands up to his ears. Rubbing vigorously, Marcel tries to wipe away the overwhelming ringing that deafens him, but all he comes away with is blood on his fingers.

He pulls down his balaclava, taking a quick breath. "I...I can't hear..." he says quickly and a little too loudly. "The blasted witch wrecked my ears!"

SOP for doors: observe both the 5' space right in front and the door itself for a trap (relying on Trap Sense here for anything else), check to see if it's locked, listen carefully -although Kriger has a better Perception, so maybe he should listen one it's clear?


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

That healing domain isn’t just for show.

Malaswyn makes a gesture over Marcel, ”Our Lady of Fire, let your light shine in this dark place.”
cure serious wounds: 3d8 + 11 ⇒ (3, 3, 2) + 11 = 19


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

That’s 28 points of healing, I’ll drop a clw as well which puts you back to full.


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"Marcel and Kriger, take the lead. Oberlin and Malaswyn, follow. I'll serve as our rear guard."

If it is a 5' corridor: Kriger, Marcel, Oberlin, Malaswyn, Kalsgrim. If it is 10' or wider: Kriger/Marcel, Oberlin/Malaswyn, Kalsgrim. Does that work for everyone?

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