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

"Great. Just what I was hoping for. A small underground way, that you can barely fit through, and we can't see. I wouldn't have it any other way." He says sarcastically. Realizing his axe isn't going to fit, he sheathes it, and grabs his lantern. "Unless one of you can make some light, I'll be striking up the lantern." Which he does so if no one can conjure light. "I'll go first. If I get attacked by something that I don't see or hear, you should all know that something is clearly wrong when my blood goes flying, and onto your faces. If it's from my head, look out for brain matter." He warns as he turns and enters.

Survival: 1d20 + 14 ⇒ (15) + 14 = 29

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15


Let's go ahead and get your lantern out. I'll light up a torch as well. Just in case something happens to one or more of them.

Kalsgrim will stow his other weapons, and ready his light mace. He's ready to lead the way unless someone else gives a really good reason why he shouldn't.


(AC 18, hp 15 of 77) Summoner 9

Servayn conjures a magical light, emanating steadily from the morningstar hanging at his belt, as he draws a dagger for close-quarters use.

Servayn Perception 1d20 + 8 ⇒ (7) + 8 = 15
Servayn Stealth 1d20 + 2 ⇒ (3) + 2 = 5

Ember Perception 1d20 + 6 ⇒ (19) + 6 = 25
Ember Stealth 1d20 + 8 ⇒ (3) + 8 = 11

Ember growls low, in common, Can also go first. Can see in dark, speak kobold and am unkillable...


Kalsgrim will give a small bow of respect to Ember, allowing him to move ahead of Kal. Kal will then fall in behind the otherworldly predator.


Could I have Kal's rolls?


Sorry.
Perception 1d20 + 0 ⇒ (1) + 0 = 1
Stealth 1d20 - 1 ⇒ (6) - 1 = 5

Edit: Really sorry. Did they say at some point we could take the blindfolds off? Kalsgrim must not have gotten the memo.


I think the group will find you a nice spot... Wayyy back. ;-p


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

Sounding like fingernails on a chalkboard, Kriger cringes at the noise Kalsgim makes and he places a hand on his shoulder, "Hey Kals buddy, why don't you protect our backsides. No since in letting everyone know we're on our way." He pats him on the shoulder as he moves in behind Ember. Then whispering to Ember, "I was gonna tell him earlier he had no business being up front but I just didn't have the heart." A wry smile then forms. "Or maybe I was just waitin' for him to screw up, so I could give him grief about it." He shrugs as the mischievous smile remains. "It's a mystery."

Let's try this again, shall we.

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

Yay! Even worse!


Waiting for Janku to chime in, then it's on into the tr... I mean tunnel!


AC 24 (25) HP 30/30 AP 8/8

Janku frowns at the close quarters. "Will we ever be able to fight where good honest men stand toe to toe in heavy armor and duke it out civilly"? "I'll go last, since everyone else is going first. He then takes his slow but steady position at the rear of the party.


Led by Ember and Kriger, the group proceeds slowly through the tunnel. Its walls are crude and cut through the bare earth. Roots protrude from all sides, often forcing fancy positions to the medium folks. Worms, ants, beetles, spiders and other small creatures soon find their way on your neck and your hair. Ember and Kriger in particular soon have their hair covered in old spiderwebs, giving them an older look.

The air is wet with the smell of damp, rotten earth. Your nose stings from time to time from the mold patches you cross.

After half an hour of slow crawl-like progress, Ember and Kriger find the passage splitting in two. To the right, Kriger and Ember can hear the sound of a few kobolds and the clatter of plates and cups. To the left, a slow hissing chant rises from the darkness.

I'm expecting the group goes left... Backtrack if needed.

The passage to the left finally clears up enough for you to stop touching the walls constantly. You reach what looks at first like a wooden wall, but Kriger realizes it is a wood panel decorating a room behind it. Looking through the cracks, you see some torches providing illumination to a purple-skinned kobold in a dark red robe, wearing a hat of bones and feathers. He waves and shakes a stick, making a trembling sound with it, and chants. You can also see two kobolds with spears at the end of the room, guarding the other entrance. They seem quite bored...

The wood panel extends along the walls and blocks (or hides) the entrance from where you're coming. You could crawl behind the panels to try and find a gap ahead, but it's tight and could be noisy. Dismantling the panels could be done, as well as breaking them. They don't seem very thick.

Let me know what you are doing, keeping in mind illumination and the fact that you're trying to stay quiet. Discussions should come with a 'take 10' or rolled Stealth result.


A map might help...


(AC 18, hp 15 of 77) Summoner 9

Does this look like the sort of situation where a Strength check would burst through the flimsy wall, or would we have to hack it down? Kriger seems the best suited to either plan.

I'm assuming that Servayn won't be able to conjure creatures across the barrier, as it would break line-of-effect, if not, technically, line-of-sight (since we can peek through it), before we go all Kool-Aid-Man and burst through the wall.


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's all for the Kool-Aid-Man plan.


If Servayn moves forward, he'll be able to also see through the cracks and get enough of a line of sight and effect to cast.

Kriger, with the help of Servayn, might be able to break through, though how hard the panel is remains hard to estimate without proper training (Knowledge (eng) for example).

Please post surprise round action. The way I read Servayn's post, that where we are...


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 motions for Servayn to take a look. "Looks like the best option is to bust it down and kill 'em before they know they're dead." He whispers to him. "Unless you gotta better idea, I can go on through first, have him concentrate on me, giving the rest of you fellas a nice distraction."

Stealth: Take 10 = 18

If Servayn is able to cast his spell, then Kriger will bust down the wall and charge in afterwards. If not, then Kriger will attempt to bust down the wall and charge in intially. Unless there is a different idea, that's what he'll do. But I think whatever is decided, Kriger is gonna attempt to bust down the wall.

Strength check(If necessary): 1d20 + 4 ⇒ (10) + 4 = 14

1 Action point: 1d6 ⇒ 6

Total = 20.


(AC 18, hp 15 of 77) Summoner 9

Servayn and Ember coordinate through their link, and Ember readies an action for when (if) the wall comes down, to bound forward and overrun Tartuk.

Ember moves to C9, making an overrun of Tartuk to get there. If he makes it, he ends up in C9. If he exceeds it by 5, he knocks Tartuk prone in the process. Tartuk gets an AoO on Ember, or can choose to just step to the side and avoid the Overrun completely. Overrun rules here (scroll down past Grapple stuff, direct link to Overrun is broken).

Overrun CMB check 1d20 + 5 ⇒ (18) + 5 = 23

Servayn always waits to see if Kriger makes it through the wall, and when he can move, rushes forward and to the opposite side, to get out of the way of Kalsgrim and Janku.

Instead of attacking, he attempts to sow seeds for later negotiations, shouting at the guards in Draconic,

Spoiler:
"The Horned Hunter has heard your silent prayers, and the Hunters arrive to claim the soul of this kinless tyrant who betrays your blood."

Intimidate check to keep the kobold guards from interfering. 1d20 + 4 ⇒ (17) + 4 = 21

Edit: Forgot initiative;
1d20 + 6 ⇒ (18) + 6 = 24


AC 24 (25) HP 30/30 AP 8/8

1d20 ⇒ 19 Initiative

Janku eagerly tries to see what is happening up ahead, but is foiled by his position and lack of light. He casts Bless just because that never hurts anything.


Initiative 1d20 + 2 ⇒ (3) + 2 = 5

Kalsgrim will delay, waiting for a chance to move forward, torch in left hand and mace in right hand still.


secret rolls:

Kriger Initiative 1d20 + 8 ⇒ (11) + 8 = 19,
Tartuk: Initiative 1d20 + 5 ⇒ (3) + 5 = 8
Guards Initiative 1d20 + 1 ⇒ (13) + 1 = 14

Surprise Round
Kriger, surprising everyone, busts through the wooden panel. A great effort allows him to create a wide enough space for all to get through.

Ember charges through the space occupied by Tartuk who simply lets it go through.

Servayn always waits to see if Kriger makes it through the wall, and when he can move, rushes forward and to the opposite side, to get out of the way of Kalsgrim and Janku.
Instead of attacking, he attempts to sow seeds for later negotiations, shouting at the guards in Draconic. The guards seem to freeze for a moment, unsure on how to act.

Janku eagerly tries to see what is happening up ahead, but is foiled by his position and lack of light. He casts Bless just because that never hurts anything.

Kalsgrim waits for a chance to move forward, torch in left hand and mace in right hand still. He advances out of the tunnel, by Kriger’s side.

Initiative Order
Kriger
Servayn and Ember
Janku
Guards
Tartuk
Kalsgrim

Updated Map
Kriger, Servayn and Janku to start round 1. They are all flat-footed still.


I have a few questions for you in the ooc thread.


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

Can I draw my axe in these quarters? Like, at all?


(AC 18, hp 15 of 77) Summoner 9

Ember coils around himself sinously and attempts to savage the chanting figure.

Bite attack 1d20 + 5 ⇒ (5) + 5 = 10
Claw attack 1 1d20 + 6 ⇒ (5) + 6 = 11
Claw attack 2 1d20 + 6 ⇒ (11) + 6 = 17

bite damage 1d6 + 2 ⇒ (1) + 2 = 3
claw damage 1 1d4 + 2 ⇒ (3) + 2 = 5
claw damage 2 1d4 + 2 ⇒ (1) + 2 = 3

Servayn throws the dagger in his hand, but Tartuk's body is already twisting from Ember's attacks, and he finds the throw more challenging than expected. He then readies his morningstar, and glares at the guards, growling in Draconic,

Spoiler:
"Do not stand between the Hunter and his prey. We are not here for you."

Thrown dagger, -4 for 'shooting' into melee. 1d20 ⇒ 13
damage 1d4 + 2 ⇒ (3) + 2 = 5


Kriger Eilifsson wrote:
Can I draw my axe in these quarters? Like, at all?

Good point. This room has higher ceiling. Two-handed weapons without reach would only suffer a -1 penalty for attack (don't forget the Bless). Reach weapons would have a -2 penalty.


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 moves towards the purple creature, drawing his axe as he does, and takes a swing at it.

Move to E 9

Mwk. Greataxe w/PA: 1d20 + 7 - 1 + 1 ⇒ (19) + 7 - 1 + 1 = 26
Damage w/PA: 1d12 + 12 ⇒ (7) + 12 = 19


Janku, then the kobolds.


AC 24 (25) HP 30/30 AP 8/8

Janku moves forward to get line of sight and range of the kobalds, and casts "Sound Burst" in the tunnel behind them.

1d8 ⇒ 1 Sonic Damage (Fort save DC15 or stunned for 1 round as well)


Janku Tolliver wrote:

Janku moves forward to get line of sight and range of the kobalds, and casts "Sound Burst" in the tunnel behind them.

1d8 Sonic Damage (Fort save DC15 or stunned for 1 round as well)

Sorry Janku, which kobolds are you targeting?


Round 1
Kriger moves towards the purple creature, drawing his axe as he does, and takes a swing at it. His axe bits deep in the kobold’s flesh, who lets out a vicious yelp of pain that echoes through the cavern.

Ember coils around himself sinously and attempts to savage the chanting figure. One of his claw finds purchase and slashes Tartuk’s leg. (Added the flanking bonus.

Servayn throws the dagger in his hand, but Tartuk's body is already twisting from Ember's attacks, and he finds the throw more challenging than expected. He then readies his morningstar, and glares at the guards, growling in Draconic. His blade misses and lodges itself in a panel behind Ember’s head.

Janku moves forward to get line of sight and range of the kobalds, and casts "Sound Burst" in the tunnel behind them. I’m going out on a limb that Janku didn’t want to hit his companions and therefore only aimed for the two guards.

secret rolls:
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (10) + 2 = 12

A loud crash booms through the tunnel, making you cringe from pain as its shockwave reaches you. A thin dust floats down from the ceiling, covering you with a white film. The two kobolds drop their spears and grab their ears, visibly stunned.

Tartuk moves slightly (5 feet) to get away from Kriger's blade and moves its claws, chanting an arcane song. Ember bites at it (1d20 + 6 ⇒ (9) + 6 = 15; 1d6 + 2 ⇒ (6) + 2 = 8

secret rolls:

1d20 + 10 ⇒ (7) + 10 = 17

The attack is enough to break its concentration and its spell is lost! The kobold staggers then crumbles to the ground, unconscious!

Updated Map
Everyone’s action, then the kobold guards again. don't forget the big boom...


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

"HA! HA! There ends the purple guy!" He then turns to the other two kobolds, "You two are next!" Kriger then takes a step, moving himself next to the other two kobolds, while in the process of bringing his axe in a downward arc.

Move to E 10
Mwk. Greataxe w/PA: 1d20 + 7 ⇒ (1) + 7 = 8

As he takes his step, Kriger loses his balance and attempts to slay the evil ground. "Blast it all!"


Kalsgrim will stow his mace and move to E9 while readying his bow.

Because it is a longbow, I'm going to assume the -2 applies when he gets a chance to use it here.


(AC 18, hp 15 of 77) Summoner 9

Servayn's eyes widen as Kriger moves to kill the other kobolds, "Kriger! We are killing the purple guy, not everyone else!" he says, before pointing at the cowering, stunned kobolds and shouting in Draconic,

Spoiler:
"Take us to your Chieftan! Now!"

Through his mental link, he instructs Ember to make sure that the purple kobold is dead, although he gives no outward sign of that instruction...

Ember will coup de grace Tartuk, if able, seizing the scaly little man in his jaws and shaking him like a rag doll until his neck snaps, before spitting him out contemptuously on the ground.


(AC 18, hp 15 of 77) Summoner 9

Kriger, Janku, if you guys want to keep killing kobolds, feel free. Servayn is not the boss of you.


Janku posted in the OOC, but forgot here. I'll DMNPC him, then it's the kobolds.

Kalsgrim moves in and readies his bow.

Round 2

Kriger tries to swing at the kobold guards, but misses. Still, his swing has a lasting impact on them as they yell in fear.

Ember snaps Tartuk's neck, which has a lasting impact on the kobold guards as they scream in fear.

Servayn shouts at Kriger to stop, then at the guards in Draconic.

Janku moves forward, readying an attack as Servayn calls for pause.

The kobold guards yell in fear as they crumple to the ground:

Draconic:
"Please don't kill us! We'll take you to the chieftain, mighty heroes!"

Kalsgrim, then we move out of initiative. Nice job on the surprise and the first round. Tartuk never had a chance!


Kalsgrim readies an action to shoot any threat coming from beyond the guards.

He can't speak Draconic, but they are either surrendering or cowering before something big and nasty they know is coming.


(AC 18, hp 15 of 77) Summoner 9

"The little green men have agreed to take us to their leader." Servayn says in Common, deadpan.


AC 24 (25) HP 30/30 AP 8/8

Janku approaches Kasgrim, and whispers in his ear. Boy these guys sure do change alliances easily don't they". "A few minutes ago they were all about that weird colored one, and now they're all our best friends". "I'm still not sure I'm in favor of having these sly little creatures as part of our growing kingdom".


The two kobolds very slowly raise their gaze and look up to Servayn, obviously trying not to get killed while obeying orders.

Perception and Knowledge (religion) please

They finally start moving in the dark corridor ahead. The corridor branches and a clamour can be heard on your right, while they choose the left passage.

Draconic:
"The mites! The mites are attacking! It's coming from Tartuk's!"

As you move through the tunnel, which is incredibly uncomfortable, you hear behind you kobolds running, but towards Tartuk's chamber.

The corridor splits again and you take a right, only to end up in a cave whose walls have been smeared with what appears to be charcoal and blood to depict multiple representations in red and black of a looming, sharp-toothed reptilian devil. Two low stone tables sit in the middle of the room, one of which is stained with blood.

In a corner of this temple, you see Norkyl, standing above a low cage, bloody spear in hand. In the cage lies the body of a kobold wearing a feathered helmet. Norkyl is startled as he hears you approaching. He stands, proud, with a big reptilian smile and shouts:

Draconic:
[b]"Norkyl isss the new Chiefff now! He wissshes peacssse with humanssss!

Healing check please.


(AC 18, hp 15 of 77) Summoner 9

Servayn Perception 1d20 + 8 ⇒ (5) + 8 = 13
Servayn Knowledge - religion, can't exceed 10 1d20 ⇒ 2

Ember Perception 1d20 + 6 ⇒ (10) + 6 = 16

Oh Norkyl, you treacherous little toad... Servayn thinks, disappointed that Norkyl has chosen this path.

Servayn Heal check 1d20 ⇒ 14

In Draconic he speaks loudly,

Spoiler:
The Horned Hunter has sent us to answer the calls of those who stand together and are worthy. The mites are slain, by our hand. Tartuk is slain, by our hand.

Ember growls to the others in Common, aware that they do not speak Draconic, "Norkyl says that he is now chief, and seeks peace with the humans."


AC 24 (25) HP 30/30 AP 8/8

1d20 + 9 ⇒ (4) + 9 = 13 Knowledge: Religion

1d20 + 9 ⇒ (11) + 9 = 20 Heal


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 at Ember with a confused look, then sighing. "I knew helping these kobolds out was going to be a lot of fun." He says sarcastically as he can only shake his head.

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Healing: 1d20 + 6 ⇒ (13) + 6 = 19

Know Religion:(I also can't exceed 10) 1d20 + 1 ⇒ (11) + 1 = 12


We are looking to make this land peaceful and bountiful for all. Our first interaction with your tribe was eye opening for us; we expected kobolds to behave differently, to be hostile. That wasn't the case. We would like to work with you to have you as peaceful members of this region. That being said, you would have to abide by the laws that are established, and respect the property of the others who come to this region. In exchange, you would have the same benefits, to have your property respected and protected.

Would you be willing to send a representative with us, to speak for your kind? We may not always understand your priorities, and having one with us will help make this work. You should have the freedom to follow your lives safely so you can prosper.


(AC 18, hp 15 of 77) Summoner 9

If the kobolds appear unable to follow Kalsgrim's words, Servayn does his best to repeat them in Draconic accurately.

I'd been thinking of various things that would need to be covered, such as reassuring them that the laws would apply to them not stealing from the settlers who are coming, but also would protect them and their animals, land, etc. from the settlers, and that we'd probably need to take some away to teach them stuff their tribe will need to know to co-exist with us. It's awesome how you compressed the salient points down like that! I was also thinking that we should encourage them to send a family group or three to settle into the warrens beneath the old dead tree, so that the place can't be resettled by mites...


Janku:

Janku, in the room where they killed Tartuk, saw images depicting a god looking exactly like the statue they found in the mites' lair.

Also, Janku can tell the Soothscale chief is not dead yet, though unconsciouss and probably dying quickly.

Kriger:

In the room where they killed Tartuk, Kriger saw images depicting a dragon-like humanoid looking exactly like the statue they found in the mites' lair.

Also, Kriger can tell the Soothscale chief is not dead yet, though unconsciouss and probably dying quickly.


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's eyes go wide as he realizes the chief is just barely breathing. Pulling the others close, "Janks, looks like the chief is still alive. I think you ought to heal him with that wave of healing thing you do. I think you can heal him to Kals but that wave thing Janks can do would be quicker. Now I don't like these bugs one way or another, but, I sure don't trust one that gets his promotion by killing his way to the top. Oh and one other thing, our chief pal, he ain't got much time. One of you better decide quickly or he'll be dead and this conversation ain't gonna matter."


AC 24 (25) HP 30/30 AP 8/8

"I suppose one evil Kobold chief is as good as any". "Anybody else that needs some healing gather around"

Janku channels positive energy being sure to leave out Tartuk

2d6 ⇒ (5, 2) = 7 Channel


Janku, I'll assume you meant Norkyl... ;-p

At first, Norkyl smiles and moves forward as he slowly makes the terms the paladin utter.

Draconic:
"Ah yesss! Thisss isss good termsss. You are a wissse leader and the Norks will be proud and happy to be a part of your land, in peacssse and yesss prosssperity. We promissse, we promissse"

But then Kriger and Janku notice the former chief is not yet dead and, as Milani blesses the group with her grace, something stirs in the cage behind Norkyl.

As a low voice (for a kobold; to you it's still a high pitch shrill) growls behind him, Norkyl blanches, his smile collapsing as his body starts to shake like a leaf;

Chief Soothscale in Draconic:
"What isss thisss Norkyl? You? Betraying ME!!! Open this cage I command, and we shall see how I'll deal with you, scoundrel!"

Norkyl in Draconic:
"B-b-but CHIEF!!! Thank god you're alive! I wasss ordered by Tartuk to kill you. I had no choice! He put a ssspell on me! A SSSPELL!"

Norkyl is now on his knees, kissing the floor in front of the cage, where a confused chief is crouching.


(AC 27 (w/mage armor), hp 62 of 62)

Ember plops down on his haunches, eyes flicking back and forth between Norkyl and the Chief, captivated by the prospect of violence.

His 'translation' is curt to the point of useless, as he growls in Common to the others, "Chief is angry. Norkyl lies about wanting to kill him."


(AC 18, hp 15 of 77) Summoner 9

Servayn is startled by the sudden revival of the 'dead' chief, and recognizes the surge of healing energy as the cause. His mind races as he attempts to find a way to turn this occurence to their advantage...

In Draconic, he says to the watching kobolds, and to the caged Chief, as he steps forward,

Spoiler:
"Your ways have been the ways of Tartuk and his treachery. New ways have come to these lands, and you will not profit by attacking or betraying your own. Your strength cannot be the strength of a single spear, but the strength of an entire tribe, working together, if you are to remain in these lands."

He reaches for the cage, addressing the Chief now,

Spoiler:
"We come to make alliance with your people, having killed the mites, having killed the Stag Lord and his bandits. These lands will be safer for us, and for you, if you make treaty with us."

He begins to open the cage, but stands between the Chief and Norkyl, to pre-empt impromptu violence, and Ember rises at his silent mental signal and also stands next to Norkyl, although Ember clearly doesn't understand the point of this...


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 waiting for a pause, looks to Ember for a translation. "Well?" He asks impatiently.

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