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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Round 2

Kriger is still in the fog, and from what you can tell, he seems to now be underwater. The carpet is 100 feet away, flying towards the little island shrouded in what looks like a toxic fog.

Kriger:

You slip in the mud and drop underwater in your attempt to swim off the island. At least, this protects you from the fog.

Sound travel differently underwater, and the murky waters where your boots trampled block all visibility.

As you swim, you can nevertheless catch some lighter area in the distance. The end of the fog seems closer now (one more swim move away, depending on your roll).

However, behind you, you can hear a massive creature moving through the water. The sound is like a deep hum. It's hard to tell, but you guess that the creature is now near you, as the water falls silent.

All of you are up. The island is, for the most part, under the fog. The waters around it are of different depth, but do not seem overly deep, as reeds punctuate the surface is some spots.


Kalsgrim frowns. "If we can't be sure where Kriger is, I don't know that it will help."

As he watches for Kriger or a foe to emerge, Kalsgrim mutters the words of a prayer. Casting widen auras,


At this point, it would help if you kept a list of your active buffs somewhere easy to see/find.


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

OM:
As the acidic burns take their toll, the ranger finds himself underwater. Working to recover and get himself back above water, Swim: 1d20 + 17 ⇒ (12) + 17 = 29 he hears an ominous sound. Of all the things. Never figured this is how I'd go. Swallowed by some behemoth fish monster. Great. Unable to do anything about it, Kriger swims as fast as he can to get above the water and out.


Kriger:
Getting your head out will help, but you'll receive half of the acid damage. It will make swimming easier though. You take half of 2d6 ⇒ (5, 5) = 10.


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

Oberlin nods at the duke and resumes scanning the fog below for signs of an enemy or Kriger.

delay until appearance of Kriger or other critter


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

OM:
Got it.

Managing to make his way back up above the water, he takes a breath of air and...
Hp's 64/171; AC 28/touch 15/ff 21; Longstrider

"SURE HOPE YOU'RE OUT THERE 'CAUSE I'M ABOUT TO GET EATEN!!!" he yells. "I'M DOWN HERE IN THE WATER!" And the ranger continues to holler so as to be a beacon for the others.


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

So, A’s a herald caller I can talk to my summons. Could I summon a load of giant octopuses and command them to go in that direction and protect the man with a beard?


Marcel is up. Oberlin, you see and hear Kriger. The water around him seems to be moving in a troubling Jaws-like v-shaped pattern.


Malaswyn Tyddewi wrote:
So, A’s a herald caller I can talk to my summons. Could I summon a load of giant octopuses and command them to go in that direction and protect the man with a beard?

Do they have enough intelligence to understand? If 3, you'll need to do some ok animal handling.


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 summons 1d4 + 2 ⇒ (2) + 2 = 4 Bralani Azatas and commands them to use their wind powers to disperse the fog.
60ft lines of 50mph wind (gust of wind at will) should clear masses of fog.

That is a 20ft wide, 60ft long section cleared in Kriger’s direction. They are flying creatures so can manoeuvre to clear large sections each round.


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

With the creatures beneath the water still, and the carpet 100ft away, Oberlin can do little at the moment. Does Malaswyn lose the ability to move the carpet forward when he is casting, or does the carpet count just as a move action?

"If you are going to be summoning, Malaswyn, I can take over flying the carpet, I likely have more long term experience with these things than you do."

If allowed, Oberlin will take over flying duties and speed up the carpet as he moves it toward Kriger.


Just a move action, I think. In any case, I'm fine with switching drivers.


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

Either is fine. I can summon good creatures as a standard action.


Ok, Marcel can post when he gets a chance. I'll move things for now.

Round 3

The Bralani Azatas fly ahead of the group as Malaswyn directs them and blow the thick fog away, revealing Kriger's head floating above water. He is in a bad shape. Most of scalp is bare on one side and his face seems to be sizzling and bubbling in a gruesome way.

Behind him, you can make ripples in the water. As your eyes trace them to their likely source, the water explodes in all direction as a drake like night itself takes to the air, bloking the setting sun behind it.

Your whole world seems to shatter. The size, the terrible magnificence; surely there can be no hope of survival against such a monster!?

Will save for all of you, DC 31 or shaken for 5d6 ⇒ (4, 4, 6, 6, 5) = 25 rounds (summoned creatures included).

The creature flies straight at the carpet and, as it passes above it, fires a jet of acid at its occupants.

1d3 + 1 ⇒ (2) + 1 = 3 people get hit. Who between 1. Kalsgrim, 2. Malaswyn, 3. Marcel, 4. Oberlin, and 5. Sepoko?: 1d5 ⇒ 51d5 ⇒ 21d5 ⇒ 3: Malaswyn, Marcel and Sepoko must make Reflex saves vs Acid, DC 31 for half damage on Acid Breath Weapon: 22d6 ⇒ (2, 3, 4, 2, 6, 3, 5, 1, 1, 5, 6, 5, 3, 5, 1, 2, 4, 2, 5, 3, 5, 5) = 78

Secret Rolls:

1d20 ⇒ 16

Sepoko shrieks in pain as the acid cuts through him. He looks at the water for a long moment, but then changes his mind.

The dragon continues on its path, flying away from the carpet with impossible speed. As he flies away, he says: "You have angered my Mistress! Nyrissa will not tolerate you violating the land that is rightfully hers. Flee or die!"

All of you are up. Sepoko will act last. The dragon is 100 feet away in one direction. Kriger is 100 feet away in the other direction. Movement of the carpet is usually resolved first, as for a mount. As this will change things a lot, best to decide this first. Kriger is in the water, but the fog is no longer eating at him. Please do not hesitate if you have questions.


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

Sorry everyone, really busy with work/holiday/family issue. Wasn't a lot I could do anyway on the carpet like that.

Ref save w. Evasion: 1d20 + 18 ⇒ (20) + 18 = 38
Will save: 1d20 + 9 ⇒ (18) + 9 = 27

"By the gods..." Marcel breathes as the dragon bursts forth. A beast of legend, right in front them! He stares in awe at the horrible magnificence that is the dragon, and almost doesn't see the jet of acid coming at him.

Almost.

Faster than he can think, Marcel ducks low, rolling to his left off the edge of the carpet. The acid washes over the occupants, while he hangs on for dear life from the edge.

Acrobatics: 1d20 + 22 ⇒ (5) + 22 = 27
With a flip, he swings himself back up next to the others. Quietly, he switches to his short bow. "We're getting Kriger and getting out here, right?"

Invisibility / Shaken
EDIT: How high up are we?


”We have to make sure it doesn’t attack the village.”

Kalsgrim focuses his and his god’s hatred of all such things on the vile behemoth and unleashes a stream of arrows at it.

Swift action, Smite Evil (targeting the dragon).
Full-round attack, rapid shot.
To hit 1d20 + 17 + 7 ⇒ (8) + 17 + 7 = 32
To hit 1d20 + 17 + 7 ⇒ (17) + 17 + 7 = 41
To hit 1d20 + 12 + 7 ⇒ (6) + 12 + 7 = 25
To hit 1d20 + 7 + 7 ⇒ (4) + 7 + 7 = 18

Damage 1d8 + 4 + 26 + 2d6 ⇒ (3) + 4 + 26 + (6, 5) = 44
Damage 1d8 + 4 + 13 + 2d6 ⇒ (2) + 4 + 13 + (1, 6) = 26
Damage 1d8 + 4 + 13 + 2d6 ⇒ (8) + 4 + 13 + (3, 1) = 29
Damage 1d8 + 4 + 13 + 2d6 ⇒ (4) + 4 + 13 + (5, 2) = 28

Active effects: Bonded Object: bow (holy, keen).
Smite evil. Gives Kal a +7 to attack rolls and +13 to damage (+26 on first successful hit). Attacks bypass DR. +7 deflection to AC.
Widen auras. Allies within 20’ get +4 morale on saves vs. fear and charm.


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 + 17 + 4 ⇒ (10) + 17 + 4 = 31

The Azatas cannot beat the DC. They are all shaken.

Malaswyn directs the azatas to heal Kriger.

csw four times: 12d8 + 24 ⇒ (8, 6, 5, 6, 1, 4, 7, 6, 7, 4, 1, 5) + 24 = 84

While he draws on her divine purity to cleanse his allies wounds.
channel to heal all within 30ft, plus my summons no matter where they are: 7d6 ⇒ (1, 6, 3, 6, 5, 3, 2) = 26

I cannot make the reflex save. Angelic Aspect gives Malaswyn 10 points of acid resistance. 78-36=52. Mal is below half hit-points.

Any knowledge checks? On the dragon? On its mistress?

The elf steers the carpet toward Kriger, "We must get Kriger: we need all of our strength against such a foe."


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

needs a natty twenty: 1d20 ⇒ 19

Now, that’s just cruel...


Knowledge (arcana), Knowledge (nature), and Knowledge (local) are possible.


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

With Kalsgrim's aura, I'm not shaken. That's about the only difference.


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

will save: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
shaken

Seeing the giant creature emerge from the waters then blast his fellow fliers with acid, the stream only narrowly missing Oberlin causes a niggling fear to worm its way into his heart.

"I agree, we must get Kriger as soon as possible. I need to enspell him to fly and chase after the beast. Or else we must ground it as soon as we can. As we are now we are simply too many in a small area to not be repeatedly targeted." Oberlin says as he dives the rug towards the warrior in the water.

Ok, so my idea of what Oberlin can do with the carpet comes from the rules chain of flying carpet->overland flight->fly spell->fly skill. I think he can dive at double speed for one move, then move again? Maybe? If so, that's what Oberlin will try to do: move move and end up next to Kriger if possible, if not, then whatever works to get closer to Kriger. If he can only do one move action, then please let me know so he can cast a spell


Ok, that would work, but people on the carpet will need to make an appropriate check of their choosing (DC 13) to stay on the carpet (acrobatics, jump, fly), except the driver. Let me know if you go ahead with this plan.


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

Jump? Good to see you're sticking with 3.5 rules :D

fly: 1d20 + 5 ⇒ (2) + 5 = 7

knowledge (arcana): 1d20 + 9 ⇒ (12) + 9 = 21
knowledge (nature): 1d20 + 4 ⇒ (16) + 4 = 20
knowledge (local): 1d20 + 4 ⇒ (6) + 4 = 10

If Malaswyn gets thrown from the carpet he will use the wings from angelic aspect to fly 30ft toward Kriger, parallel to the ground. He still has his move action left.


Going from memory... Ok, Oberlin: Once everybody has rolled and you get a sense of how many and who gets thrown out, you can opt to do the maneuver or abort. If you do the maneuver, you get the results you stated. If you abort, then you favour control of the carpet and cannot do the dive and come up in one go, but end up near Kriger nonetheless at the end of the carpet's move.


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 can't fail a DC 13 Acrobatics check; DIVE!


Um, maybe acrobatics? 1d20 + 2 ⇒ (2) + 2 = 4

Kalsgrim wouldn't want you to stop rescue of Kriger for his sake.

If a reflex save were an option, that roll would make it for him.


Just to be clear, the rolls impact how Oberlin decides to drive. If the heroes can't hold on too well through his maneuvering, he may elect for caution. The only bad result is that he doesn't get to pull back up (and can cast a spell).


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

Did my skill checks get anything?


Malaswyn:
You know pretty much the basic things about black dragon. It can cast spells of fairly high level, given its size, and can use its bulk to great effect if needed. Dragons are fearsome in melee, but older ones tend to prefer safer at a distance battles where they keep an edge. Also, it is likely that a dragon this size can use its breath weapon at will.

If you have any specific question in mind, please ask.


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
Other Mastermind wrote:
** spoiler omitted **

OM:
Maybe, how such a bad ass has a master? Or does it have any vulnerabilities?

Malaswyn Tyddewi wrote:
Other Mastermind wrote:
** spoiler omitted **
** spoiler omitted **

Malaswyn:
Indeed! A wyrm this size can only willingly serve something akin to a demigod.

As for weaknesses... It has DR, SR, immunity to sleep and paralysis. But its weakest save is reflex.


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 calls out to the others, ”A black dragon of this size has almost no weakness. It’s incredibly strong and fast, can breathe acid almost at will and is an accomplished spellcaster. It’s massive size makes it less agile but it’s thick scales reduce the impact of almost any blow and it’s inherently magical nature means it can shrug off many spells.”

”Beware, my friends, beware.”


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

Perhaps a good check at flying to be smooth enough to give folks a bonus? But yes, Oberlin would dive for Kriger.

"Hold on everyone! We are going to get Kriger and get down to the ground! We are too big a single target up here for that drake!"Oberlin shouts into the suddenly whistling wind as the carpet begins to plummet toward the ground.

fly +4 for carpet -2 for shaken +morale bonuses?: 1d20 + 7 + 4 - 2 ⇒ (11) + 7 + 4 - 2 = 20


The ride down, then up is rough, but Oberlin manages to adjust the carpet’s flight in a way that kept his companions from falling, despite the impossible acceleration, and scoops down Kriger, who grabs as the carpet as it pulls up beside him, and climbs on it with the help of his companions.

Nice move Oberlin! Anyone else has actions left and wants to act?


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

Seeing several somethings come toward him, You gotta be kidding me. Boy this day just keeps getting better, he complains mentally. Knowing he can't defend himself from what's behind him and what's coming at him, "Well. Hell." he says, smirking and shrugging. Prepared as best he can for the encounter, he finds himself completely surprised as the creatures touch him and heal the majority of his wounds! "HA-HA! I like you guys!" Feeling rejuvenated, he continues to swim for his life.

Not moments later though, he notices a familiar flying carpet. Raising a fist in triumph, "YEEEEEEEEEEEESSSS!!!! Now that's what I'm talking about!!!" The ranger then waits for just the right time and snags the carpet as it passes by, lifting himself up with the help of his friends and on top of the flying contraption. "Boy am I glad to see you fellas! And I would also like to say: 'BOUT TIME!" he complains, albeit with a wry smile. "Now let's get the Nine hells out of here. There is something BIG out there and it ain't nice. Oh, and one other thing, the big beast says Narissa's pissed at us and she wants us gone. I don't who this 'Narissa' is but I can already tell you, I just flat out don't like her!" he says with a wide grin. "Isn't that funny?! Never met her but yet I-DON'T-LIKE-HER! HA-HA! Yeah that is funny," he smiles at the thought, shaking his head. "Anyway, so the way I'm seeing it, she's on my 'To kill horribly' list. And just for clarity's sake, that's not a good list to be on. No sir." He winks, grinning and giving a confident nod.


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

Does Kriger need healing? Does anyone else?


Kriger, did you keep the red flag or let it go?

Kriger, also, please roll a reflex save.


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

"We have to get off of this damnable carpet." Marcel growls. He glances at the others and shrugs. "Good for transport, a death-trap for combat with a beast like that. Find us dry ground."


"You should leave me and go. I'll try to distract it away from the village, and keep it from pursuing you. Learn what you can about its master, and be better prepared to face it when the time comes."


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

ccw: 4d8 + 13 ⇒ (5, 3, 7, 2) + 13 = 30 +50%

Malaswyn heals himself 45 hit points healed, currently at 92 of 99.

He looks to Sepoko, "I will heal you next, noble chief. Do you know anything of this dragon? Or of its master?"

When Kalsgrim speaks, he shakes his head, "We stand or fall together. That is our way. That is the example we set to our people."


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

@OM: So far Kriger still has it. Unless of course you think he probably dropped it by now. Which, to be honest, is totally fine. Not really a big deal to me either way. But barring that, yeah, he still has it.

Ref: 1d20 + 15 ⇒ (19) + 15 = 34

Kriger agrees wholeheartedly with Malaswyn. "Yeah, NO WAY, Chief! No way we're leaving ANYBODY with that beast. I'm going to kill it too, it just doesn't know it yet. But let me tell you, we have GOT to find a way to protect ourselves from its acid. If we don't, it's going to be a real short fight."


Kingdom Mage 13, hp88/88, Per +10, AC 16/12/16, Saves For+8/Ref+7/Will+13, alignment obscured
Kalsgrim Lodovka wrote:
"You should leave me and go. I'll try to distract it away from the village, and keep it from pursuing you. Learn what you can about its master, and be better prepared to face it when the time comes."

Oberlin steers the carpet towards solid ground, keeping an eye on the skies. "I am sorry Duke, I seem to suffering some aftereffects from the drake's attack, perhaps some acid got in my ears. All I heard was that we should rally our energies to strengthen you and our allies so you might slay the creature and save the boggards?" Oberlin says a bit too loudly, feigning deafness.

Continuing, and talking to the group rather than just the duke, Oberlin stratgized, "The duke will be most effective on the ground. I recommend that I place a fly spell on Marcel, Kriger uses his broom and with mobility we bring the creature to a place where we can engage it better. Malaswyn and myself stay near the duke. Malaswyn for healing, and myself to extract the Duke if required."

"My preference would be that we get the beast on the ground where we could surround it and engage in melee." Oberlin continued "And though I am loathe to admit it, I have a picture in my mind of someone landing on the beast and hacking its wings to bits, then riding it into the ground before the Duke finishes it off...but I may have spent too much time with bards in my non-adventuring years." he finishes sheepishly.


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

The Azata heal again, following my command.

csw: 3d8 + 6 ⇒ (6, 5, 3) + 6 = 20
csw: 3d8 + 6 ⇒ (5, 2, 5) + 6 = 18
csw: 3d8 + 6 ⇒ (8, 3, 4) + 6 = 21
csw: 3d8 + 6 ⇒ (7, 6, 3) + 6 = 22

Get Kriger to full, any left goes to Sepoko = 43 points of healing to Sepoko.


Malaswyn Tyddewi wrote:

The Azata heal again, following my command.

[dice=csw]3d8+6
[dice=csw]3d8+6
[dice=csw]3d8+6
[dice=csw]3d8+6

Get Kriger to full, any left goes to Sepoko = 43 points of healing to Sepoko.

Hold on on that healing. It will take place next round.

Kriger, you spoke a lot, but made your reflex save, so I'll give you the option: did you swallow the tadpole or did you spit it out. If you spit it out, did you keep it in a pocket?

I'll post next round soon. In the meantime, feel free to discuss or act (if you have actions left).


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 looks from one companion to the other. His white hair blows wildly in the rush of the carpet's flight, but his face is blank behind his balaclava.

He shrugs. No sense in saying anything, someone will have to take the story of what happened here back to the capital, Marcel figures it will most likely be him.


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:
Malaswyn Tyddewi wrote:

The Azata heal again, following my command.

[dice=csw]3d8+6
[dice=csw]3d8+6
[dice=csw]3d8+6
[dice=csw]3d8+6

Get Kriger to full, any left goes to Sepoko = 43 points of healing to Sepoko.

Hold on on that healing. It will take place next round.

Kriger, you spoke a lot, but made your reflex save, so I'll give you the option: did you swallow the tadpole or did you spit it out. If you spit it out, did you keep it in a pocket?

To be fair, he actually spit it out HERE. And I would have to say "No" he did not keep it. I figured he really couldn't talk with it still in his mouth. That and he figured once he reached the flag he could get rid of the disgusting thing seeing how he'd won(At least as far as he's concerned). :)

Oberlin wrote:

Oberlin steers the carpet towards solid ground, keeping an eye on the skies. "I am sorry Duke, I seem to suffering some aftereffects from the drake's attack, perhaps some acid got in my ears. All I heard was that we should rally our energies to strengthen you and our allies so you might slay the creature and save the boggards?" Oberlin says a bit too loudly, feigning deafness.

Continuing, and talking to the group rather than just the duke, Oberlin stratgized, "The duke will be most effective on the ground. I recommend that I place a fly spell on Marcel, Kriger uses his broom and with mobility we bring the creature to a place where we can engage it better. Malaswyn and myself stay near the duke. Malaswyn for healing, and myself to extract the Duke if required."

"My preference would be that we get the beast on the ground where we could surround it and engage in melee." Oberlin continued "And though I am loathe to admit it, I have a picture in my mind of someone landing on the beast and hacking its wings to bits, then riding it into the ground before the Duke finishes it off...but I may have spent too much time with bards in my non-adventuring years." he finishes sheepishly.

Kriger grins maniacally. "That's funny you should say that, O. I'm thinking you and me are on the same page. Because I'm having that same picture," he taps his nose while still grinning crazy like. "You and me know exactly what time it is. It's KRIGERIN' TIME!!! Oh yeah!!! Let's go kill us a beastie!"


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

"Just let me remind you fellas one more time: This thing has a nasty acid spray that's near impossible to avoid. And when he blasts you with it, you WILL feel it. I've got something that'll help us out a little bit against the acid but only a little. Ol' Deadeye must have prepared me for this one. It ain't much but at least it's something."


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

Where is the dragon right now?


He's coming. I'll post the round's round up soon. Just making sure you have some time to discuss or use your actions.

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