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

Lol! Man that's just wrong, OM! (Pretty dang funny though) :)

Drawing his axe and gripping it so tight his knuckles turn solid white, "No way these golems come to life. I mean, how boring is that? I'm sure there's some other trick up their sleeve but more golems would just be stupid. I mean, trust me, there's just no way," he says, yet, he keeps his eyes focused hard on the statues as he moves along with the rogue.

Stealth: 1d20 + 16 ⇒ (13) + 16 = 29
Perception: 1d20 + 28 ⇒ (9) + 28 = 37


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

"Where one did not work for defense, why not two? I mean, one of the traps was rolling rocks for Desna's sake. Imagination does not seem to be one of the primary attributes of the builders...or our adversaries."

"If Marcel cannot find anything, then I suggest we press forward and just see what happens." Oberlin says with a final shrug.


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 casts a spell to detect magic.


As Marcel moves into the room, he flinches. He knows he's tripped some kind of alarm, though he doesn't know exactly which or when.

Malaswyn can sense magic ahead, though it will take a little longer to know more, and you're all interrupted when a voice booms from the back of the room, where you can see a stairway going up in darkness: "TRESPASSERS! You have desecrated this holy sanctuary of our Lord in Iron! You have passed the tests, yet I can see that your will is weak. You have been seduced by fickle gods, for I can see the stag and the sun, worn proudly, if mistakenly... WHAT DO YOU HAVE TO SAY FOR YOURSELVES!? WILL YOU GO BACK OR WILL I HAVE THE PLEASURE OF HONOURING BLOODY GORUM IN BATTLE AND SEND YOUT LOT TO HER BONEYARD?"

Let's go round by round here, just to keep me sane, not that it's a battle (yet). So you're up. Marcel, you haven't gone very far into the room, but are hugged comfortable by shadows (the kind that hides, not the kind that kills).


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 ducks further into his cloak, slinking into a corner to one side.

Stealth: 1d20 + 28 ⇒ (14) + 28 = 42


"We dare! We will put an end to the meddling with Frieland. We do not fear to be tested in battle; it wouldn't be the first time Gorum's minions have fallen before us!"

He pulls his bow up with an arrow nocked, looking for a foe to slay.

5' step forward, ready action to shoot a foe that presents itself.


From the darkness ahead, the voice replies: "Well then, bring it on, stag!"

You hear the scrape of metal on metal and a shower of molten metal sparkles engulf you in a column of flames.

All but Marcel: Ref DC 20 for half of 33 damage. If you have fire resistance, you can remove up to 16 from the damage.

Secret Rolls:

12d6 ⇒ (2, 1, 3, 3, 6, 6, 1, 1, 2, 1, 5, 2) = 33


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

reflex: 1d20 + 8 ⇒ (17) + 8 = 25

Malaswyn continues to concentrate on his spell.


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

GM OM, Marcel will continue to creep forward, hoping to see something. I'll roll some stealth checks as I'm not sure how far it is.

Stealth: 1d20 + 28 ⇒ (16) + 28 = 44
Stealth: 1d20 + 28 ⇒ (14) + 28 = 42
Stealth: 1d20 + 28 ⇒ (7) + 28 = 35


Malaswyn Tyddewi wrote:

[dice=reflex]1d20+8

Malaswyn continues to concentrate on his spell.

Malaswyn needs to roll a concentration check as he got damaged by the fire.


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

reflex save: 1d20 + 6 ⇒ (6) + 6 = 12
hp 26/59, no invisibility I think due to the time between fights?

"You gentlemen are not very safe to stand next to!" Oberlin groans, picking himself painfully off the ground where he had been flung by the blast of magic. Groaning he moves off to the side, separating himself from the group of warriors and seeing if he can place a pillar between himself and the figure on the stairs.

Once his view of the figure is blocked, Oberlin moves his hands in a complex form, muttering arcane syllables. His words finish with a gutteral snap and a thin ghostly blade springs from his left hand. Wasting no time, he slashes the blade across his right hand, wincing at the additional pain, then he shakes his wrist and a ghostly hand falls toward the floor for a moment before stopping in mid air and rising to hover beside him.

spectral hand: 1d4 ⇒ 1
hp 25/59, probably not invisible (but hoping), spectral hand


Reflex 1d20 + 15 ⇒ (5) + 15 = 20


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

concentration check: 1d20 + 16 ⇒ (8) + 16 = 24


I’ll need actions from Kalsgrim and Kriger.


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


"You gentlemen are not very safe to stand next to!" Oberlin groans, picking himself painfully off the ground where he had been flung by the blast of magic. Groaning he moves off to the side, separating himself from the group of warriors and seeing if he can place a pillar between himself and the figure on the stairs.

Ref: 1d20 + 13 ⇒ (12) + 13 = 25

Kriger manages to avoid most of the blast but still finds himself smoking in several places. Looking over at Oberlin, "HA! HA! Probably right, friend, but that's what makes us fun!" he says, wild eyed. "Now let's go kill us a big mouth." He then adjusts his grip upon his axe and looks for a face to go with the voice. "Come out come out wherever you are!" the ranger calls out.

Perception: 1d20 + 28 ⇒ (16) + 28 = 44

Hp's 130/146


Oberlin: Invisibility is 1 minute per level. You've explored a cave and had to deal with the fog, so I would say yes, but you only have a minute left.

Kalsgrim to close the round.


"Old Deadeye's might is with me. Prepare to feel his wrath." Kalsgrim says as he strides forward.

Casting Divine Favor and moving toward the voice. Swift action to lay on hands to heal 5d6 ⇒ (2, 3, 2, 4, 6) = 17 damage.


Malaswyn:
You can make a single aura. It is quite powerful though.

Kriger:
The voice comes from the hallway located at the far end of the temple, about 60-100 feet from you.

Kalsgrim and Marcel are now in the temple proper, with the rest of you standing slightly back in the hallway. Oberlin is also slightly in, but he moved behind a column to try and get some cover, though he remains invisible for now.

"You think your Stag Lord stands a chance. Community burn when war rages. This is the way, and so it shall be today." the voice replies back to Kalsgrim.

In a flash, a wall of stone rises from the ground, covering in an arc the entrance of the temple, effectively sealing Oberlin, Malaswyn, and Kriger away, while isolating Kalsgrim and Marcel in the temple.

"One who walks in light and one who walks in shadows... Kalsgrim and Marcel... I shall put in a good word with Pharasma for you. I'll leave a note attached to your corpses!"

Your turn. Marcel is hidden and has managed to make it near the brazeros and the entrance of the dark hallway where the voice is coming from. Kalsgrim is 40 feet away or so from the same point. The rest of you are behind a thick wall of stone.


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

Interesting (it) can see me because most of my Stealth is raw ability, not invisibility. If it's using True Seeing, that does not help vs Stealth.

Shocked that the...thing...can see him, Marcel is taken aback. Even more so when it calls him by name. '...two can play at that...' he thinks to himself, drawing a potion and drinking it.

Darkvision potion.


Marcel D' Anjou wrote:

Interesting (it) can see me because most of my Stealth is raw ability, not invisibility. If it's using True Seeing, that does not help vs Stealth.

Shocked that the...thing...can see him, Marcel is taken aback. Even more so when it calls him by name. '...two can play at that...' he thinks to himself, drawing a potion and drinking it.

Darkvision potion.

To clarify, you don't know that it 'sees' you. But it knows at least where you are. At least based on what you know so far.


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

Our Stag Lord?!

Malaswyn clenches his teeth in irritation, "Wizard, are you here. Do you have any way of passing through?"

He catches himself, "Oberlin?"

delaying to see if Oberlin has anything.


Kalsgrim reaches back into his pack, snatching the stone that is conveniently at the top of the bag. He clutches the stone for a moment before releasing it. The stone fills the area around Kalsgrim with light as it soars up and begins flinging itself in orbit around his head.

Getting his ioun stone out and activating it.


Oberlin and Kriger are up, with Malaswyn to follow.


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

"You gotta be kidding me!" Shaking his head in frustration, "We gotta get through that wall!" Kriger drops his axe and pulls out his heavy flail and starts whaling on the wall with it.

Mwk hvy flail(PA): 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d10 + 18 ⇒ (6) + 18 = 24


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

Oberlin startles at the sudden appearance of the wall, stepping back a moment before staring with narrowed eyes at its convenient appearance. He reached forward and placed a palm on the surface, feeling its texture. "I wonder if this is simply an illusion." he thinks.

spellcraft, identify any spell that was cast: 1d20 + 22 ⇒ (12) + 22 = 34
perception, wall: 1d20 + 7 ⇒ (13) + 7 = 20
perception, guardian?: 1d20 + 7 ⇒ (17) + 7 = 24

Could Oberlin make anything out about the guardian of this place before the wall went up?

"Let me think a moment, I am not certain how this stone was created...spell, illusion or trap." Oberlin says quietly, back towards Krieger and Malaswyn.

"Also, that fire burned me mightly. I will not be able to withstand a second blast."


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

Taking a break, Kriger reaches into his pack and grabs a couple of vials before offering them over to Oberlin. "Here, take these. This'll help fix you up. And if you can find a way to get rid of this wall faster than me, I'm all for it," he says with a matter of fact nod.

2 Cure Mod wound potions for you, bud.


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 have options, just waiting to see if Oberlin has better options!


Ok, lets be cautious about multiple actions. Oberlin, investigating will take your round. Let me know if you’re ok with that. Kriger, handing one potion is ok, but Ob is invisible, so he needs to walk up to you and grab the one potion.


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

While Oberlin ponders and Kriger krigers, Malaswyn begins to pray.

summon monster


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

Oberlin will spellcraft the cast spell, which should be a free action to identify as its being cast, then spend the rest of the round getting the potion and drinking one. I will wait on the remainder of the investigation until next round, if thats ok?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3
Other Mastermind wrote:
Ok, lets be cautious about multiple actions. Oberlin, investigating will take your round. Let me know if you’re ok with that. Kriger, handing one potion is ok, but Ob is invisible, so he needs to walk up to you and grab the one potion.

Oops! My bad. Totally forgot he was invisible. Scratch that then.


ROUND 3

Marcel drinks a potion and the darkness parts before him. He can see inside the corridor ahead.

Marcel:
From your hiding spot, you can make a large size, but human, warrior looking man. He looks like some kind of wildling, not a man from the cities, and wears long braided hair and blue war paintings. He carries a nasty looking spear. And he looks in your direction, though he does not seem to see you. He is chanting a spell.

Kalsgrim sees a bit further than usual (what is the radius of that light? Is it like a torch? If so, you'll have to move closer to see in it).

Kriger hands a potion then slams his axe into the stone, chipping a big chunk of it.

Oberlin takes the potion from Kriger and drinks it, recognizing the spell and its potency (Wall of stone).

Malaswyn summons some pals.

From the corridor, a voice booms, reciting a song as old as the world, and, from the floor of the temple, spring an impossible number of blades, whirring as they slash, forming a wall reaching the ceiling. Marcel and Kalsgrim are both in the blades' path.

Marcel and Kalsgrim, Ref DC 21 or 12d6 ⇒ (6, 2, 6, 1, 3, 6, 3, 3, 2, 3, 4, 6) = 45 damage. No damage if you make the save, but you have to decide if you want to end up on the side of the voice or on the side of the wall of stone. Please put your decision in a spoiler ;)

All are 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

GM:
Kn Local: do I recognize this guy? Kn Local: 1d20 + 9 ⇒ (3) + 9 = 12

Ref sv: 1d20 + 16 ⇒ (9) + 16 = 25
When the wall of blades springs up, Marcel shouts a warning..."Kalsgrim! Forward! We should be on the same side of this!"

GM & Kalsgrim:
Marcel will roll forward to be on the side with the figure.


Marcel:
Nope.


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

A large Earth Elemental appears, Malaswyn bows deeply to it, “Welcome, great spirit of the earth. Beyond that wall my friends face a dangerous foe. Your job is to slay his enemies and protect...”

Malaswyn gives a thorough description of Kalsgrim then, thinking that they have no light, casts daylight on the elemental before sending it through.
bright light in 60ft, dim light (at least) for 60ft beyond that.


Reflex save 1d20 + 15 ⇒ (8) + 15 = 23

Kalsgrim charges forward, waiting for a glimmer of his enemy to come into view.

Kalsgrim will take a move action forward. If it reveals the caster, he'll attack. If it does, he'll take a second move action forward.


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

Kal, might want to see if the new light in the room helps.


I wasn't sure if it would be able to get through to us during this round.


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

"Its a Wall of Stone spell. And now I am wishing that I had some medium of disruption to this spell. In our case, simply smashing the wall will have to make due." Oberlin says.

"I will attempt to open a path shortly. Please run forward as fast as you can if the spell succeeds."

Ok, so I am assuming everyone in the party gets to act before the critter on the stairs? Is that correct? If not, can I please have the actual order so I know how long I need to delay my action?


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

Hmm, I’ll summon next to rock wall and it can run through so 80ft into room.


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 have already made a standard action but have a move action left.


Oberlin, you all act before it does.


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

"Its a Wall of Stone spell. And now I am wishing that I had some medium of disruption to this spell. In our case, simply smashing the wall will have to make due." Oberlin says.

"I will attempt to open a path shortly. Please run forward as fast as you can if the spell succeeds."

Sighing, "Then I'll just keep smashing until then, friend." And with that, Kriger continues his assault upon the wall.

Mwk hvy flail(PA): 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 1d10 + 18 ⇒ (10) + 18 = 28


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

Other Mastermind:
Oberlin will delay until everyone else has gone this round, since Krieger and Mal have already used their actions for the round, teleporting now would be akin to giving the critter a free hit on us. That being said, I had typed this all out before I realized that, and I don't want to lose this post, so pending our little group on the far side of the stone wall not getting killed before the end of the round, this is what Oberlin will do.

Do not open until end of round:

Thinking furiously, Oberlin quickly recalls that he will not be able to dispel the stone wall...once there, it is simply there.

"New plan. Krieger, Malaswyn, I will be coming over and invisibly grabbing your arms, please do not resist the spell, we will be with your liege shortly." he announces as he strode over to the two men. If he had been visible, they would have seen the ring on his hand burning with a deep cerulean fire, bits of magic falling away from his hand like frost as he activated its power. He wove the runes from the spell as he walked, and felt the space around him begin to bow and stretch as the magic tugged at reality. Nearing the two men, he grasped Krieger's shoulder, and tugged at him a moment so he could reach out and grab Malaswyn's forearm. He then spit out the last few liquid syllables of the spell, the bottom of the stairs at the opposite end of the room firm in his mind, and with a wrenching snap, the three men were spit like a watermelon seed from where they stood, to someplace else. There was a crack, as the air rushed in to fill the vacuum where the men had once stood.

Use Arcane Bond ring to cast Teleport
teleport target check: 1d100 ⇒ 85

and that is officially way closer than I wanted it to be


Oberlin:
To be certain: You'll teleport whoever is left on your side just after the bad guys have acted? That would mean beginning of next round, yes?

Malaswyn, let me know if you take the round to provide instructions to your elemental or just send him ahead. As you don't speak Terran, it will be limited, unless you find another way to convey your meaning.


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

OM:
I already gave instructions:

"A large Earth Elemental appears, Malaswyn bows deeply to it, “Welcome, great spirit of the earth. Beyond that wall my friends face a dangerous foe. Your job is to slay his enemies and protect...”

Malaswyn gives a thorough description of Kalsgrim then, thinking that they have no light, casts daylight on the elemental before sending it through.
bright light in 60ft, dim light (at least) for 60ft beyond that."

And, Herald Callers can communicate with summoned creatures: "he herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it)."
link


Great. Thanks everyone for the clarifications. I'll try and post the round sum up soon(ish).


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

OM:
yes


Round 4

Kriger chips further at the wall, bringing it within a millimeter of surrendering. Kriger's got three attacks, no? I'll add these up for this round.

Malaswyn finishes his conjuration and sends a glowing elemental through the wall of stone. The massive chunk of rocks booms his way forward with great speed, reaching Kalsgrim and Marcel.
Oberlin works on an incantation that will bring them to the other side more quickly than a drop of the axe.

Marcel and Kalsgrim, having escaped the wall of blade, converge on the darkness ahead. Thanks to different means, you see a barbarish looking man of impossible size. His face wears blue war paintings. That and the massive spear in his hands, plus the solemn stoic look in his eyes tells you he means business.

"I am Zorek, and Gorrum himself appointed me ages ago to guard this tomb until the end of time. This is the sepulchre of Armag, His greatest servitor! And I won't let infidels desecrate it!" he shouts and spits as he invokes holy power at the elemental.

Elemental needs to make a Will save, DC 18 or go poof back to his plane.

Oberlin, concentrating on not sending the lot of you to some random vacation hub in Cheliax, bends space and time, bringing Kriger, Malaswyn, and himself on the other side of the wall. Ahead of you three, you see, behind a wall of whirling blades, Marcel, Kalsgrim, and possibly Rocky on the edge of the room and about to fight Zorek.

All of you but Oberlin are up.


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

rocky will save: 1d20 + 6 ⇒ (18) + 6 = 24

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