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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Kalsgrim will have to move to fire at it, meaning a single arrow. Let me know what square you want.


J7, please. Sorry about missing that.


No worries. Servayn is up.


Round 4 - Frieland’s Finest
Kriger is both nauseated by the caustic fumes and blinded by the shower of sparkles. You get a save each round for blindness.

Concerned for Kriger, Malaswyn moves forward. This proved to be a foolish act as he too gets affected by the fumes.

The paladin does breathes the toxic air without so much as a cough, and does not so much as wince at the garish arcane explosion. Instead, Kalsgrim immediately focuses in on the glittery zombie, unleashing an arrow at it. It sinks with a loud thump, the zombie hissing madly. (I put you in J8 to have line of sight.)

Servayn’s archons fly around the room. Converging on the wizard. (Archons have +4 vs poison)
Save 1: 1d20 + 8 ⇒ (2) + 8 = 10
Save 2: 1d20 + 8 ⇒ (15) + 8 = 23
Save 3: 1d20 + 8 ⇒ (9) + 8 = 17
One of them can’t resist the fumes, but the other two fire rays at it.

Ray 1: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 6
Ray 2: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 4
Ray 3: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 5
Ray 4: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 1
A single ray catches the wizard as it flies around the room to evade them.

Servayn extends a hand to touch Kriger, delivering a simple spell to boost the ranger’s defenses (Cast Guidance on Kriger)

Round 5 - Cephal the Fallen
Visibly grievously wounded, the undead wizard extends a hand towards the more clear and direct threat in the room. His eyes are red and filled with hatred as he spits out: ”You’ll never escape His tomb alive! I will have your brain and he will bring you back as his eternal servants!” His image shifts for a moment and it suddenly duplicates in
1d4 + 2 ⇒ (3) + 2 = 5 images.

Status
Displacement on Kriger round 4/8
Bear’s Endurance on Kriger
Three archons summoned (assumed two are in range of the zombie).
Guidance on Kriger 1/1

Map
All of you are up. Remember you need a Fortitude save DC 15 if you’re where Kriger is or closer, or you’re nauseated by the fumes.


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

fort: 1d20 + 8 ⇒ (8) + 8 = 16

I start firing at the monstrosity.
attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d8 + 3 ⇒ (2) + 3 = 5

attack: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Malaswyn, I think you need line of sight first. Let me know where you want to move (means a standard action only...).


Fort Save 1d20 + 15 ⇒ (8) + 15 = 23

Kalsgrim's eyes dart back and forth, trying to discern the correct target. Not seeing any real differences, he starts shooting again hoping Erastil will guide his arrows true.

To hit 1d20 + 16 ⇒ (4) + 16 = 20
Damage 1d8 + 22 ⇒ (1) + 22 = 23
To hit 1d20 + 11 ⇒ (3) + 11 = 14
Damage 1d8 + 22 ⇒ (2) + 22 = 24

That includes the smite bonuses.

If the first is a hit, a 1 is the real zombie, 2 through 5 images.

1d5 ⇒ 5
And the second as well, though I can't imagine its a hit.
1d5 ⇒ 5


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'm still not sure why we're chasing hidey-mc-spell-wastey. If we backed off and let his spells fade out we'd get more change out of him.

I move back out of the room of choking and stuff.


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 + 4 ⇒ (7) + 4 = 11 DC 14 vs. Blindness

"I can't freaking see! And I'm sick to my gut!" Kriger attempts to back out of there the way he came. Running into whoever or whatever.

If possible, I want to retrace my steps backwards and get out of this mess.


Malaswyn and Kriger, you need to save to be able to act and move out instead of being nauseated. Sorry...


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

Does that mean I get a new roll, or does that mean I remain where I'm at because I'm nauseated? Usually, nauseated condition last like forever. Does this not? I'm unsure.


You need to make a save every round, either way.


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

Fort: 1d20 + 11 ⇒ (18) + 11 = 29

Okay, now if I can back out I will.


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 made my fort save in the post with my archery. Just changed my actions when I was told I couldn't see it.


Just to clarify, you need to move in to see it. Next to Kalsgrim would do it.


(AC 18, hp 15 of 77) Summoner 9

The archons continue attempting to strike the creature, moving as necessary to stay out of the way of their conjurer and his allies.

Fort save 1d20 + 8 ⇒ (16) + 8 = 24
Fort save 1d20 + 8 ⇒ (8) + 8 = 16
Fort save 1d20 + 8 ⇒ (8) + 8 = 16

Thanks to their celestial resistance to earthly toxins, they retain their focus and pepper the zombie with rays of dazzling light.

ranged touch attack 1d20 + 3 ⇒ (13) + 3 = 16
ranged touch attack 1d20 + 3 ⇒ (4) + 3 = 7
damage bypasses DR 1d6 ⇒ 2
damage bypasses DR 1d6 ⇒ 1

ranged touch attack 1d20 + 3 ⇒ (12) + 3 = 15
ranged touch attack 1d20 + 3 ⇒ (20) + 3 = 23
damage bypasses DR 1d6 ⇒ 3
damage bypasses DR 1d6 ⇒ 5

ranged touch attack 1d20 + 3 ⇒ (11) + 3 = 14
ranged touch attack 1d20 + 3 ⇒ (12) + 3 = 15
damage bypasses DR 1d6 ⇒ 4
damage bypasses DR 1d6 ⇒ 6

Servayn also steps into the room, drawing his wand of lightning, and attempting to find a shot, through watering eyes and air hazy with fumes.
Fort save 1d20 + 5 ⇒ (13) + 5 = 18

If he can get a clear shot, past the others, he sends a bolt of lightning at the creature, ignoring his summoned allies, whom he is pretty sure are not harmed by lightning...

electricity damage, Ref DC 13 halves 5d6 ⇒ (6, 4, 2, 6, 1) = 19

Gosh, if I were writing Pathfinder 2.0, I'd give Lantern Archons only a single light ray for 2d6. Too much rolling!


Secret Rolls:

1d5 ⇒ 3
1d4 ⇒ 4
1d3 ⇒ 3
1d2 ⇒ 2
1d20 ⇒ 2

Arrowed, lighted and zapped, image after image collapse as the illusion seems to protect the zombie until the very end, until more light rays and a wide electricity bolt cut through him and its smoking shape collapses in the burning, sticking black pool.


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

Hearing all kinds of sounds, "What's happenin'?! Are we winning?!"


Kalsgrim will join the others in the passage way.

Fort save 1d20 + 15 ⇒ (6) + 15 = 21

"It is fallen, and landed in the black pool. I believe that threat is dealt with. But we still have the problem of how do we get across?"


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 cough and spit a ball of phlegm.

"Eurgh. I don't think I could climb in those conditions. Perhaps Servayn could call forth a steed?"


(AC 18, hp 15 of 77) Summoner 9

"An air spirit might be able to lift the weight of one of us at a time and bear us across, although it might be best to divine for any further menaces lurking in the room, before separating ourselves."

Taking his own advice, Servayn mutters and incantation and then wraps a cloth around his mouth and nose to try and keep out the worst of the fumes, peering into the room for magical auras that might reveal sources of unseen danger.

Fort save 1d20 + 5 ⇒ (9) + 5 = 14
detect magic
Perception 1d20 + 8 ⇒ (8) + 8 = 16


No aura can be discerned. Servayn can barely keep from bending over, thanks to the scarf.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps back outside of the room, satisfied that the landing area is not an illusion or other magical trap. "I'll call up an air elemental to ferry us across one at a time. My talents allow me to call up exceptionally strong individuals, so it shouldn't be a problem, so long as nobody weighs more than twenty stone or so..."

The air elemental should be able to fly with 300 lbs. of passenger. Elementals don't breathe, so, hopefully, that will allow it to ignore the effects of the fumes...

From the cleaner air of just outside the chamber, he calls up the elemental, and instructs it in the Auran tongue to take Kalsgrim first to the landing at the opposite side of the room.


Kalsgrim tenses for combat when the elemental appears, but relaxes once Servayn starts casually conversing with it. When the elemental moves towards him, the paladin puts together the pieces of what the summoner is doing. He readies his bow and arrow in case of any surprises while moving or at the other end.

Fort save for moving through the room 1d20 + 15 ⇒ (20) + 15 = 35


The elemental can carry you across, you simply need to make a save to remain conscious of what's going on and stay alert as you sit on the other end, unless the first arrived wishes to try the bronze door on the other end... Also, be mindful of resources.


So, crossing now?


Yes, crossing. As the first across, Kalsgrim will try to get the bronze door open immediately.

Also, as the elemental carries him over, he'll look to see if anything remains of the zombie on the pool surface where it fell.


The zombie is now stuck in tar. It would require some efforts to free him from the sticky substance.

Behind the door, a corridor stretches out into darkness.


Once Servayn is across, Kalsgrim will say "If your elemental has time left here once everyone is across, do you want to ask it to free the zombie's remains? In case something valuable is on it, like keys."


If it does, it will need a STR check.


(AC 18, hp 15 of 77) Summoner 9

If the elemental ferries them across and has time to spare, Servayn will ask this additional task of it, particularly if the zombie corpse might have some sort of key to the door before them.

Str 18, 1d20+4 for the roll? Servayn will cast guidance to give it a +1. 1d20 + 5 ⇒ (1) + 5 = 6

Ha, my luck with dice is fickle!


The elemental tries several times, but it serves only to show how sticky the tar is. You would need something much stronger to pull the corpse out.


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

"I don't think we should risk the tar. Can we open the door?"


Other Mastermind wrote:
Behind the door, a corridor stretches out into darkness.


"Yes, let's leave it for now. If we find a need for anything it may bear, we'll return. Kriger?" Kalsgrim readies his bow to show he's ready for the ranger to resume the lead.

Do we have light sources still?


Indeed. Always good to review these.


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 nods. As soon as he gets some form of light, he starts along into the darkness. "Ahhh darkness. Good times."

Perception: 1d20 + 20 ⇒ (18) + 20 = 38


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 cast light on a stone and toss it a ten feet ahead of us.

"Just kick it along."


The rough passage curves through a fracture in the rock, then leads to a carved flight of stairs leading up...

...And to another great bronze door. Once precautions are taken, Kriger opens it, revealing a long crypt only twenty feet wide, but close to a hundred long.

Its left wall is lined with similar standing sarcophagi as discovered before.

But what catches your attention is the fresh corpse lying in the middle of the room.


Fresh?

"Malaswyn, can you tell what killed them?" Even as he asks, Kalsgrim approaches to try and identify the slain. Male/Female? Race? Equipped?


The corpse is about 60 feet from you. It looks human, male, old and seems to only wear clothes, though they look fancy enough.


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

"Hold fast a moment."

Casting detect magic, repeatedly, to check for auras before advqncing further.


No magical aura can be discerned.


(AC 18, hp 15 of 77) Summoner 9

"At least one of the folk of the Varnhold seem to have made it this far, although, given the obstacles we have faced, I am surprised that any could have been marched here."

Servayn looks around to the sarcophagi, magical torch held high, to see if any show signs of having been recently opened.

"Perhaps this unlucky soul was a sacrifice to whatever guarded this area? Or was killed to awaken something..."

Is the body wet, such as from the drowning trap a few rooms back? Or show any visible (or odiferous) signs of contact with the tar or noxious fumes in the previous room?


You approach the body. The room is filled with the smell of ancient history and forgotten civilizations. The body, lying face down, doesn't seem to have passed through water or tar.


?


"I wonder how he got here?" Kalsgrim will examine the body more closely, rolling it over to get a good look.

Gender? Identifiable nationality (I mean, obviously Varisian, or Ulfen, etc.)? Estimated age? How long has he been dead? Could he have been one of the missing settlers based on how he's dressed?


As Kalsgrim twists the man's body, a foul smell rises, of putrefied flesh and blood, and a gruesome sight is revealed, for the man had, but a few days or weeks ago, been the meal of a zombie. Its forehead and most of his face is missing, though his clothes are from Brevoy and are in fashion.

A trail of dark and dry blood leads further in.

Suddenly, you are interrupted as a ghostly figure rises from the floor behind Servayn: "As all the good folks of Varnhold, you are doooomed!". The summoner turns to defend himself when the apparition gasps in disbelief: "By Nethys, it couldn't be..." The apparition kneels immediately, repeating familiar words from Servayn's past: “Your blood is true.”


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

My hand reaches for Her holy symbol but then I pause and look to Servayn with a raised eyebrow.


(AC 18, hp 15 of 77) Summoner 9

Servayn recoils, fearing another wits-devouring apparition (and he, quite literally, at his wit's end), but is surprised by the creature's words.

Does the spectral figure bear facial features (or some sort of heraldry) suggesting ties to House Rorgavia?

Knowledge (local) +4 or Perception +8, if necessary.
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 8 ⇒ (17) + 8 = 25

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