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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Knowing that his arrows have limited effect and that the creatures are closing fast, Kalsgrim drops his bow and advances. As he joins Kriger in the forefront, he pulls out his sword for the engagement. With the spell upon him, he is engaging the monster before he knows it.

Drop bow, move to A7 (readying his sword as he moves) and attack.

To hit 1d20 + 9 ⇒ (20) + 9 = 29
Damage 2d6 + 10 ⇒ (6, 6) + 10 = 22

Possible crit, confirm:
To hit 1d20 + 9 ⇒ (3) + 9 = 12
Damage 2d6 + 10 ⇒ (1, 4) + 10 = 15


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
Wall of Fire, PFSRD wrote:


An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

You'll need to double the damage for jumping through the wall.


I had missed the last (very important) part... I'll update tonight.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps into the room, and calls up a familiar incantation, causing the ground beneath the zombie in front of Kriger to bubble up thick black oil.

step to B3, cast grease in the four squares beneath zombie 2 (d6, e6, d7, e7). Reflex save DC 17 or faw down, go 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

As Kriger feels the wind of the massive blade pass within inches of him, he looks to the one that is currently not surrounded by oil. "Nice. Now it's my turn." He winks, grinning wryly as he calls on the flame of his blade.

5' step to B 7. Full attack vs. #1.

Attack #1: +1 Flaming Greataxe w/PA/Haste: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d12 + 16 + 1d6 ⇒ (7) + 16 + (1) = 24

Attack #1(Haste): +1 Flaming Greataxe w/PA/Haste: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d12 + 16 + 1d6 ⇒ (6) + 16 + (1) = 23

Attack #2: +1 Flaming Greataxe w/PA/Haste: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d12 + 16 + 1d6 ⇒ (4) + 16 + (5) = 25

AC 23; Hp's: 75


Extra damage from Wall of Fire to Undeads
2d6 + 8 ⇒ (6, 3) + 8 = 17
2d6 + 8 ⇒ (2, 1) + 8 = 11
2d6 + 8 ⇒ (3, 3) + 8 = 14


Malaswyn to finish the round.


Malaswyn?


The Feasthall
The saviors of Frieland - Round 2

Knowing that his arrows have limited effect and that the creatures are closing fast, Kalsgrim drops his bow and advances. As he joins Kriger in the forefront, he pulls out his sword for the engagement. With the spell upon him, he is engaging the monster before he knows it. His blade cuts deep across the cyclops torso and he topples over, now forever dead.

Servayn steps into the room, and calls up a familiar incantation, causing the ground beneath the zombie in front of Kriger to bubble up thick black oil.

Secret Rolls:

DC 17: 1d20 + 1 ⇒ (4) + 1 = 5

Tthe giant undead falls down, axe and armor clashing loudly.

As Kriger feels the wind of the massive blade pass within inches of him, he looks to the one that is currently not surrounded by oil, but seeing Kalsgrim cut it down, he instead turns to the newcomer. "Nice. Now it's my turn." He winks, grinning wryly as he calls on the flame of his blade. The axe slashes and bites, over and over, bringing the undead down in an implacable shower of blood and guts.

Malaswyn steps in the room and lets an arrow fly at the incoming cyclop.
1d20 + 10 ⇒ (12) + 10 = 221d8 + 2 ⇒ (1) + 2 = 3
His arrow flies true, but doesn’t land so deep.

Dread Zombie Cyclops - Round 2
The cyclops move to close in, but the greased area forces them to circle the group. One of them gets to Kalsgrim though. His axe raised high above his head, he takes a two-handed swing at the paladin.

Secret Rolls:

Kal: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 7 + 3 + 6 ⇒ (4, 4) + 7 + 3 + 6 = 24

The savage swing catches Kalsgrim sideways. His shoulder is smashed and blood pours down the length of his arm. [ooc](-24 hp to Kalsgrim)

From the top of the stairs, you hear a booming dark voice. The clacking sounds it makes scratch at your bones and rattle inside your head. ”TSAKS! Finally you’ve arrived! I could TSAKS! see you make your way through TSAKS! my domain, and it TSAKS! seems you’re just what I needed: Fresh brains TSAKS! to show me what this world has come too... And TSAKS! prepare my return!”

Status
Haste for All round 2/8
Displacement on Kriger round 2/8
Barkskin on Kriger
Friewall (concentration +1 round/level) round 2/8

Map of the Feasthall.


(AC 18, hp 15 of 77) Summoner 9

Servayn steps back a pace (to A3), wary of the approaching zombie giant and invokes the same incantation, focused on this new threat.

grease on cyclozombie 4, squares e3, e4, f3 and f4. Ref DC 17 or fall.


This is it! Kalsgrim thinks when he hears the booming voice. It just isn't inside of him to react with fear, but he tries to supress his giddiness at the chance to crush an ancient evil. For just an instant, his concentration wavers from the task at hand, the cyclopses, before he engages the next.

Step to B8 and full attack #3.
To hit 1d20 + 9 ⇒ (20) + 9 = 29
Damage 2d6 + 10 ⇒ (6, 6) + 10 = 22

Possible crit, confirm:
To hit 1d20 + 9 ⇒ (18) + 9 = 27
Damage 2d6 + 10 ⇒ (4, 1) + 10 = 15

To hit 1d20 + 4 ⇒ (15) + 4 = 19
Damage 2d6 + 10 ⇒ (5, 6) + 10 = 21


Wow. #3 is obliterated.


And you forgot Haste!


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 around as he moves to the last one standing. "That guy doesn't sound too good," he remarks about the voice as he swings.

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11 In an attempt to avoid an AoO. Which I did not. Oh well.

Move to D 4; Attack #4

Attack #1: +1 Flaming Greataxe w/PA/Vital Strike: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 2d12 + 16 + 1d6 ⇒ (8, 2) + 16 + (2) = 28

AC 23; Hp's 75


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

With only a little divine power left, I pray to Sarenrae, that she might grant her might to Kriger Bull's Strength on Kriger.


The Feasthall
The saviors of Frieland - Round 3

Servayn steps back a pace, wary of the approaching zombie giant and invokes the same incantation, focused on this new threat.

Secret Rolls:

DC 17: 1d20 + 1 ⇒ (15) + 1 = 16

Once more, the grease has the better of the undead and its splashes loudly to the floor.

This is it! Kalsgrim thinks when he hears the booming voice. It just isn't inside of him to react with fear, but he tries to supress his giddiness at the chance to crush an ancient evil. For just an instant, his concentration wavers from the task at hand, the cyclopses, before he engages the next.

His cuts and strike are in perfect synchronization and he brings the centaur down with swift easy movements.

Kriger looks around as he moves to the last one standing. "That guy doesn't sound too good," he remarks about the voice as he swings.

As he gets closer though, the undead takes a shot at him with his axe.

Secret Rolls:

Kr: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 182d6 + 7 ⇒ (6, 1) + 7 = 14

but doesn’t come close to hitting the displaced ranger.

With only a little divine power left, Malaswyn prays to Sarenrae, that she might grant her might to Kriger.

Dread Zombie Cyclops and Vordakai - Round 2
”For ten TSAKS! thousand years I have slept! And all it TSAKS! took was some petty TSAKS! thief to awake me... The irony! TSAKS! That I was once the ruler, necromancer-tyrant, of Casmaron! And yet you come in my domain... Yes, I shall TSAKS! feed on you, then know TSAKS! that it is doom that you have spelled for your TSAKS! townsfolk of Frieland. Yes, TSAKS! they shall suffer under my rule, as a reminder of your hubris and folly!”

From the top of the staircase you see, partly through the wall of fire, the gaunt figure of an undead cyclop, his skin grey and decaying, taut over massive bones. He is garbed in elaborate robes that flow around him as he makes his way majestically down the stairs, pointing a bony finger at you, his single eye glowing with arcane power. He seems impervious to the flames...

Meanwhile, the undead stays down, thrashing with axe, bite and claw at Kriger.

Secret Rolls:

1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 142d6 + 7 ⇒ (6, 1) + 7 = 141d2 ⇒ 1
1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 202d6 + 7 ⇒ (3, 6) + 7 = 161d2 ⇒ 2
1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 271d8 + 7 ⇒ (2) + 7 = 91d2 ⇒ 2
1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 171d6 + 7 ⇒ (3) + 7 = 101d2 ⇒ 2

The axe and the bite are easily evaded, but then it slams a fist on Kriger’s foot, and sharp pain travels through the ranger’s body. (-9 hp to Kriger)

Status
Haste for All round 3/8
Displacement on Kriger round 3/8
Barkskin on Kriger
Friewall (concentration +1 round/level) round 3/8
Bull Strength on Kriger

Map of the Feasthall.

Round 4 for all.


(AC 18, hp 15 of 77) Summoner 9

Servayn moves carefully around the edge of the doorway to avoid moving within reach of the floundering zombie giant in front of Kriger, move from A3 to E1 drawing his wand of lightning as he does.

If there is a clear shot on the speaking cyclopean zombie descending the stairs, he hurls a blast of lightning at it, otherwise discharging the wand at the stricken zombie, careful to angle the bolt away from Kriger.

5d6 electrical damage, Ref DC 13 for half 5d6 ⇒ (1, 5, 2, 2, 3) = 13


For just a moment, it looks as though Kalsgrim is fleeing from the newcomer as he darts away toward the door where they entered. But just when he reaches the doorway, he stops, drops his sword and recovers the bow that he dropped earlier. He then turns and glares at the undead Cyclops, willing the wrath of his god to coalesce against Vordakai, with Kalsgrim as his instrument.

Kalsgrim moves to A3, drops his sword and picks up his bow. Smite evil against Vordakai.

AC 19, 24 vs. Vordakai. Hit Points 58/70. Haste, Smite Evil. Immune to fear, disease, charm.

Note: Allies within 10’ of Kalsgrim get +4 morale bonus on saves vs. fear and charm.


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

Irritated with this creature, Kriger swings relentlessly in hopes to end it quickly.

Attack #1: +1 Flaming Greataxe w/PA/Haste: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d12 + 16 + 1d6 ⇒ (10) + 16 + (3) = 29

Attack #1(Haste): +1 Flaming Greataxe w/PA/Haste: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d12 + 16 + 1d6 ⇒ (6) + 16 + (2) = 24

Attack #2: +1 Flaming Greataxe w/PA/Haste: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d12 + 16 + 1d6 ⇒ (10) + 16 + (3) = 29

AC 23; Hp's 66/75


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

Again, I tap my meagre reserves of divine power.

Praying to Sarenrare for her blessing cast bless, everyone get +1 to hit and to saves against fear effects.


I was wondering why no one had posted since Monday... It seems my post got eaten... I'll try to find time to fix this today or tomorrow. Sorry about that.


The Feasthall
The saviors of Frieland - Round 4

Servayn moves carefully around the edge of the doorway to avoid moving within reach of the floundering zombie giant in front of Kriger, drawing his wand of lightning as he does. There is a clear shot on the speaking cyclopean zombie descending the stairs, and he hurls a blast of lightning at it.

The lightning arc strike it plainly, but he doesn’t even flinch...

For just a moment, it looks as though Kalsgrim is fleeing from the newcomer as he darts away toward the door where they entered. But just when he reaches the doorway, he stops, drops his sword and recovers the bow that he dropped earlier. He then turns and glares at the undead Cyclops, willing the wrath of his god to coalesce against Vordakai, with Kalsgrim as his instrument.

Irritated with this creature, Kriger swings relentlessly in hopes to end it quickly. The axe crashes down and down, and Kriger sends it to cyclop heaven.

Again, Malaswyn taps his meagre reserves of divine power.

Vordakai - Round 4

Secret Rolls:

4d4 - 10 ⇒ (1, 2, 2, 1) - 10 = -4
4d4 - 10 ⇒ (2, 2, 2, 3) - 10 = -1

Vordakai makes his way very slowly down the steps.

Perception DC 25:
It seems the flames did singe it, but just a little.

”Yes, TSAKS! I know of you and your fledgling TSAKS! kingdom. This, I have read in Maegar’s brain TSAKS! Yeeesss... I will start with it, then I shall recall cyclops from all corners to build Casmaron anew TSAKS! and rule!!!”

He turns to Kriger as he turns around the stairs: ” TSAKS! Let’s deal with you now. I know what lies inside your heart, Kriger the Ranger, and I summon it TSAKS! forth to destroy you!”

(Kriger, Will save DC 19, +1 from Bless)

For Kriger if save is failed:

A glowing ball of light appears in front of you, and a large, hulking troll with a crown steps forth, carrying a greatsword made of lightning, its teeth clad in flames. It snarls at you and fear carries through your spine. It whirls the greatsword with ease and sends it crashing on your skull! (Kriger, now a Fortitude save DC 19 or die. If passed, take 3d6 ⇒ (3, 2, 6) = 11 damage)

Status
Haste for All round 4/8
Displacement on Kriger round 4/8
Barkskin on Kriger
Firewall (concentration +1 round/level) round 4/8
Bull Strength on Kriger
Bless on All, round 1
Smite Evil on Vordakai

Map of the Feasthall.

Round 5 for all.


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 + 3 + 1 ⇒ (16) + 3 + 1 = 20 UN-BELIEVABLE. That NEVER, EVER happens. Amazing. And that even includes my wisdom damage of 2 points. Normally I'm at a massive, unstoppable save of +4. :P

Perception: 1d20 + 20 ⇒ (15) + 20 = 35

Kriger raises an eyebrow as he waits for whatever is suppose to happen for just a moment and then, "Whatever. I'm comin' to kill ya, freak! And the fire barely affected him fellas!" Kriger yells out to the others as he's moving away from them with an astounding speed toward Vordakai.

Ranger's Focus(My last one of the day): Vordakai

Double move to the first landing of stairs. Should be 120'. I'd call it W,X - 5,6. I'm fairly sure I can reach that but if not, then put me right at the foot of them. W,X - 3,4 I'd say. Of course the W,X is not on there, I just kept going with the alphabet.


(AC 18, hp 15 of 77) Summoner 9

"****ing giants." Servayn exclaims as he dashes forward ending in K2, "Why is everything so big and far away!"

Centering in front of the Cyclops on the stairs, a writhing mass of black tentacles erupts from the ground, attempting to ensnare and bind the undead giant.

20 ft. radius centered on Q17, Q18, R17 and R18. From that square, they will extend into each of the surrounding 10 ft. squares, and a further 5 ft. to the front, right, left and rear, so they will engulf Vordakai and the two 5 ft. squares behind him, and a full 25 ft. in front of him. CMB is +13, CMD is 23, on a successful grapple the target takes 1d6+4 damage and can't move until it escapes the grapple. As long as the tentacles remain, the area is difficult terrain.

grapple check 1d20 + 13 ⇒ (5) + 13 = 18
damage 1d6 + 4 ⇒ (1) + 4 = 5

Don't worry Kriger, Servayn can make it disappear early if you make it up the stairs to him!


Kalsgrim silently slides around the fallen cyclopses to get a better angle on Vordakai; as he goes, he calls on Erastil's wrath to aid him in conquering this monstrosity. In response, white flames flicker to life along the length of his bow. As he runs, he silently curses the burden of his breastplate for slowing him down so!

Move to I2 and invoke Divine Bond on his bow to add the Holy attribute.


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've got a few channels left, is Kriger injured at all?

I move up between Kriger and Servayn, dropping my bow as I go.

The problem with a giant spellcaster is that it's probably strong enough to shrug off a certain amount of grappling. I can probably hit him with my fire bolt though.


The Feasthall
The saviors of Frieland - Round 5

Kriger raises an eyebrow as he waits for whatever is suppose to happen for just a moment and then, "Whatever. I'm comin' to kill ya, freak! And the fire barely affected him fellas!" Kriger yells out to the others as he's moving away from them with an astounding speed toward Vordakai.
The Grease area forced a small detour...

"****ing giants." Servayn exclaims as he dashes forward, "Why is everything so big and far away!"
Centering in front of the Cyclops on the stairs, a writhing mass of black tentacles erupts from the ground, attempting to ensnare and bind the undead giant.

Unfortunately, Vordakai avoids them. Reminder: Kriger has the ring and could move in the area.

Kalsgrim silently slides around the fallen cyclopses to get a better angle on Vordakai; as he goes, he calls on Erastil's wrath to aid him in conquering this monstrosity. In response, white flames flicker to life along the length of his bow. As he runs, he silently curses the burden of his breastplate for slowing him down so!

Malaswyn moves up between Kriger and Servayn, dropping my bow as he goes.

Vordakai - Round 5

Secret Rolls:

4d4 - 10 ⇒ (4, 4, 4, 2) - 10 = 4

Perplexed that his incantation failed, Vordakai moves down the steps, clearing the field of black tentacles, as a shimmering force field is conjured in front of him. Shield spell.

”Annoying! TSAKS! Those tricks will not stop me!”

Status
Haste for All round 5/8
Displacement on Kriger round 5/8
Barkskin on Kriger
Firewall (concentration +1 round/level) round 5/8
Bull Strength on Kriger
Bless on All, round 2
Smite Evil on Vordakai
Divine Bond round 1

Map of the Feasthall.

Round 6 for all.


Kalsgrim stops and roars at Vordakai ”Fool! It wasn’t meant to stop you, only distract you! In Erastil’s name, perish!” The rage on his face is obvious, and white light from his bow illuminates him brightly in the dim chamber.

Kalsgrim unleashes a volley of arrows, thanks to the supernatural speed bestowed upon him by his ally. Each arrow flickers with holy light as it streaks at the giant.

To hit 1d20 + 11 + 5 ⇒ (15) + 11 + 5 = 31
Damage 1d8 + 6 + 16 + 2d6 ⇒ (2) + 6 + 16 + (5, 1) = 30,good aligned, bypasses all DR.
To hit 1d20 + 6 + 5 ⇒ (16) + 6 + 5 = 27
Damage 1d8 + 6 + 16 + 2d6 ⇒ (1) + 6 + 16 + (5, 5) = 33, good aligned, bypasses all DR.
To hit 1d20 + 11 + 5 ⇒ (5) + 11 + 5 = 21
Damage 1d8 + 6 + 16 + 2d6 ⇒ (6) + 6 + 16 + (5, 3) = 36, good aligned, bypasses all DR.


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

@Mal: I'm only down 9. @OM: Thanks for the reminder about the ring! I completely forgot.

Kriger continues up the stairs as fast as he can.

Double move up the stairs. Wanna get as close as possible. I'll take the AoO if I can get next to it. Of course, with those rolls Kalsgrim just threw out there, it may be a moot point. Man those are some nasty rolls!

AC 23; Hp's: 66/75


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

Moving up behind Kalsgrim move action, I throw bolts of flame at the undead caster.

I'm not sure about the scale, if I'm not within 30ft (bolt range) then I will double move until I am.

attack: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d6 + 5 ⇒ (5) + 5 = 10

attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 5 ⇒ (4) + 5 = 9

haste attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d6 + 5 ⇒ (4) + 5 = 9

If out of range I'll save these rolls for next round, rather than re-roll.


(AC 18, hp 15 of 77) Summoner 9

Servayn is taken aback by how quickly this creature strolled through the most powerful magic he knows, and moves forward himself (at a much slower pace) ending in Q3 before calling forth more of his remaining magic. Smoke rises and blazing embers fall in the area surrounding the giant, clinging to it's body and making it stand out against the walls of the chamber.

glitterdust, Will DC 17 or be blinded for 8 rounds. Minus a bajillion to Stealth checks for Vordy.


The Feasthall
The saviors of Frieland - Round 6

Kalsgrim stops and roars at Vordakai ”Fool! It wasn’t meant to stop you, only distract you! In Erastil’s name, perish!” The rage on his face is obvious, and white light from his bow illuminates him brightly in the dim chamber.
Kalsgrim unleashes a volley of arrows, thanks to the supernatural speed bestowed upon him by his ally. Each arrow flickers with holy light as it streaks at the giant.

The first two shafts sink deep in the evil lord’s chest, sending him growling in pain and anger.

Kriger continues up the stairs as fast as he can. As he does so, Vordakai extends a hand to touch the ranger. ”Ahah!”

Secret Rolls:

1d20 + 15 ⇒ (4) + 15 = 191d8 + 9 ⇒ (3) + 9 = 12

Vordakai doesn’t seem bothered one instant by the illusions protecting Kriger. The hand touches him on the shoulder, sending cold waves through his body. (-12 hp to Kriger) The ancient evil’s eyes widen as he fails to notice something: ”How can this be!?”

Moving up behind Kalsgrim, Malaswyn moves within 30 feet of the undead. From this distance, and without the wall of flame, the priest knows now for certain that this is dread zombie...

Servayn is taken aback by how quickly this creature strolled through the most powerful magic he knows, and moves forward himself (at a much slower pace) before calling forth more of his remaining magic. Smoke rises and blazing embers fall in the area surrounding the giant, clinging to it's body and making it stand out against the walls of the chamber.

Secret Rolls:

1d20 + 19 ⇒ (6) + 19 = 25

The undead cyclop seems unphased by the magic.

Vordakai - Round 6

Secret Rolls:

DC 21: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24

With a flick of his fingers, Vordakai conjures a shifting field of force around him, warping his form and making it harder to pinpoint!
”I’ve studied you as you traveled through my land. TSAKS! I know your fears, your flaws! You are mine! MIIIIIINE!!!”

Status
Haste for All round 6/8
Displacement on Kriger round 6/8
Barkskin on Kriger
Firewall (concentration +1 round/level) round 6/8
Bull Strength on Kriger
Bless on All, round 3
Smite Evil on Vordakai
Divine Bond round 2
Displacement on Vordakai round 1

Map of the Feasthall.

Round 7 for all. Roll 1d2, miss on a 1 for all attacks on Vordakai.


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

Shaking off the cold feeling, Kriger glares at him through narrowed eyes. "Anyone ever tell you that you talk too much?" Kriger comments as he swings his axe furiously at the creature.

Attack #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 1d12 + 23 + 1d6 ⇒ (3) + 23 + (3) = 29

Attack #1(Haste): +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 1d12 + 23 + 1d6 ⇒ (4) + 23 + (6) = 33

Attack #2: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d12 + 23 + 1d6 ⇒ (12) + 23 + (1) = 36

This is assuming the first two rolls hit.
Displacement roll for attack #1: 1d2 ⇒ 2
Displacement roll for attack #2: 1d2 ⇒ 1

The 1d6 damage roll is for fire. So it's probable you just subtract that number from damage.

AC 23; Hp's: 54/75


(AC 18, hp 15 of 77) Summoner 9

Everything else Servayn can cast requires him to be within 10 or 15 paces of the creature, so he runs up the stairs to stand just ahead of Malaswyn W14. Panting and out of breath, that's all he accomplishes for the moment.

Run action


Kalsgrim silently holds his resolve, continuing to assault the dread zombie lord in the way his divine benefactor intended.

Without deadly aim this time to increase chance to hit.

To hit 1d20 + 13 + 5 ⇒ (12) + 13 + 5 = 30
Damage 1d8 + 2 + 16 + 2d6 ⇒ (3) + 2 + 16 + (3, 6) = 30,good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 1
To hit 1d20 + 8 + 5 ⇒ (9) + 8 + 5 = 22
Damage 1d8 + 2 + 16 + 2d6 ⇒ (2) + 2 + 16 + (5, 6) = 31, good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2
To hit 1d20 + 13 + 5 ⇒ (7) + 13 + 5 = 25
Damage 1d8 + 2 + 16 + 2d6 ⇒ (4) + 2 + 16 + (5, 4) = 31, good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 1


The Feasthall
The saviors of Frieland - Round 7

Shaking off the cold feeling, Kriger glares at him through narrowed eyes. "Anyone ever tell you that you talk too much?" Kriger comments as he swings his axe furiously at the creature.

Only his first hit manages to connect through the same illusion that protect the ranger, but Kriger frowns as his hit seems to do little damage to Vordakai. The flames don’t seem to bother him, and the consistency of his body reduces dramatically the effectiveness of his axe. This is very different than with the dread zombies!

Everything else Servayn can cast requires him to be within 10 or15 paces of the creature, so he runs up the stairs to stand just ahead of Malaswyn. Panting and out of breath, that's all he accomplishes for the moment.

Kalsgrim silently holds his resolve, continuing to assault the dread zombie lord in the way his divine benefactor intended.

The gods seem to have turned their back on them as Kalsgrim’s arrows can’t pierce through Vordakai’s defenses.

Malaswyn throws a bolt of flame at Vordakai. (I didn’t see any reference that this could be done more than once per turn. Let me know if you have a source.)

1d2 ⇒ 11d20 + 10 ⇒ (11) + 10 = 211d6 + 5 ⇒ (1) + 5 = 6

The bolt misses Vordakai.

Vordakai - Round 6

Vordakai raises his arms and chants:”TSAKS! Praise the Horseman! That they flush these insects and raise my dominion!”

A wave of dread washes over Kriger, Malaswyn and Servayn. They feel their bowels turn to shreds.
Negative Channel, Will save (DC 17) for half: 5d6 ⇒ (1, 1, 5, 1, 1) = 9

Status
Haste for All round 7/8
Displacement on Kriger round 7/8
Barkskin on Kriger
Firewall (concentration +1 round/level) round 7/8
Bull Strength on Kriger
Bless on All, round 4
Smite Evil on Vordakai
Divine Bond round 3
Displacement on Vordakai round 2

Map of the Feasthall.

Round 8 for all. Roll 1d2, miss on a 1 for all attacks on Vordakai.


Wow! The dicebot hates me too!


(AC 18, hp 15 of 77) Summoner 9

Will save vs. negative energy, DC 17 1d20 + 7 ⇒ (2) + 7 = 9

Servayn grimaces at this new injury, but focuses his concentration to call up a slick black tar at the creatures feet.

grease in Vordekai's 10 ft. space, Ref DC 17 or fall down, flat-footed while in area


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 + 9 ⇒ (19) + 9 = 28

Noticing his axe seemed to do nothing, Kriger raises an eyebrow, "I'm thinkin' we're in trouble, fellas!" Shrugging, he draws his axe back and swings for the fences.

Attack #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4/Bless: 1d20 + 21 + 1 ⇒ (17) + 21 + 1 = 39
Damage: 1d12 + 23 + 1d6 ⇒ (7) + 23 + (6) = 36

Attack #2(Haste): +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
Damage: 1d12 + 23 + 1d6 ⇒ (5) + 23 + (4) = 32

Attack #3: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Damage: 1d12 + 23 + 1d6 ⇒ (11) + 23 + (2) = 36

Attack #1: 1d2 ⇒ 1
Attack #3: 1d2 ⇒ 2

Crit confirm
Attack #3: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Damage: 2d12 + 46 + 1d6 ⇒ (1, 11) + 46 + (2) = 60

AC 23; Hp's 50/75

Is half of 9 going to be 4 or 5 damage? I never can remember how that works.


To no one's surprise, Kalsgrim continues his almost mechanical assault. It is almost as though nothing else exists but him and the undead, and he has no purpose to exist beyond ending the other's existance.

To hit 1d20 + 13 + 5 ⇒ (7) + 13 + 5 = 25
Damage 1d8 + 2 + 16 + 2d6 ⇒ (1) + 2 + 16 + (6, 1) = 26,good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 1
To hit 1d20 + 8 + 5 ⇒ (5) + 8 + 5 = 18
Damage 1d8 + 2 + 16 + 2d6 ⇒ (1) + 2 + 16 + (3, 5) = 27, good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2
To hit 1d20 + 13 + 5 ⇒ (5) + 13 + 5 = 23
Damage 1d8 + 2 + 16 + 2d6 ⇒ (1) + 2 + 16 + (4, 3) = 26, good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2


The Feasthall
The saviors of Frieland - Round 8

Servayn grimaces at this new injury, but focuses his concentration to call up a slick black tar at the creatures feet.

Secret Rolls:

1d20 + 11 ⇒ (11) + 11 = 22

The undead lord doesn’t seem troubled by the spell and remains on its feet.
PFSRD wrote:


Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Noticing his axe seemed to do nothing, Kriger raises an eyebrow, "I'm thinkin' we're in trouble, fellas!" Shrugging, he draws his axe back and swings for the fences. Vordakai grunts as the last swing of Kriger’s axe gets dangerously deep (though a lot less deeper than it should have gone).

To no one's surprise, Kalsgrim continues his almost mechanical assault. It is almost as though nothing else exists but him and the undead, and he has no purpose to exist beyond ending the other's existance.

Again, Vordakai’s defenses keep him from Kalsgrim’s deadly arrows.

Malaswyn, feeling Servayn’s arcane celerity dwindle down, calls upon Her Grace to bestow increase capacity for a few moments. (Casting Blessing of Fervor to replace Haste, on Servayn, Malaswyn and Kriger. Kalsgrim is too far.)

Blessing of Fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

The wall of flame that was roaring drops down like a curtain, leaving the room suddenly silent.

Kriger feels the magic protecting him slowly leave.

Vordakai - Round 8

Vordakai keeps his arms raised and chants some more:”TSAKS! Praise the Horseman! That they flush these insects and raise my dominion!”

Again, a wave of dread washes over Kriger, Malaswyn and Servayn, turning hope to misery.
Negative Channel, Will save (DC 17) for half: 5d6 ⇒ (3, 5, 5, 2, 4) = 19

Status
Haste for All round 8/8 DONE
Displacement on Kriger round 8/8 DONE
Barkskin on Kriger
Firewall (concentration +1 round/level) round 8/8 DONE
Bull Strength on Kriger
Bless on All, round 5
Smite Evil on Vordakai
Divine Bond round 4
Displacement on Vordakai round 3
Grease under Vordakai round 1
Blessing of Fervor round 0/8

Map of the Feasthall.

Round 9 for all. Roll 1d2, miss on a 1 for all attacks on Vordakai.


(AC 18, hp 15 of 77) Summoner 9

Servayn calls out in the celestial tongue and conjures forth a group of lantern archons.

second to last SMIV SLA for the day, 1d3+1 lantern archons in X18, X17 and, if more than 2, X16, 15 and 14, consecutively. Vordekai has to make a Will save, DC 11, or be affected by Aura of Menace from each one. 1d3 + 1 ⇒ (1) + 1 = 2

The two globes of light that appear begin pulsing with light, shooting golden rays at the towering creature.

-4 to attack for a target in melee
ranged touch attacks
1d20 - 1 ⇒ (13) - 1 = 12 1d20 - 1 ⇒ (19) - 1 = 18
1d20 - 1 ⇒ (5) - 1 = 4 1d20 - 1 ⇒ (1) - 1 = 0
untyped damage that bypasses all DR
1d6 ⇒ 1 1d6 ⇒ 5
1d6 ⇒ 3 1d6 ⇒ 3
miss chances
1d2 ⇒ 1 1d2 ⇒ 1
1d2 ⇒ 2 1d2 ⇒ 1

Sensing the power of Malaswyn's spell, Servayn chooses the +2 AC, attacks and Ref saves option, this round.


Kalsgrim's draw, nock and release cycle slows as the magic fades from his bones, but his determination does not falter.

To hit 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33
Damage 1d8 + 2 + 16 + 2d6 ⇒ (7) + 2 + 16 + (6, 3) = 34,good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2
To hit 1d20 + 8 + 5 ⇒ (18) + 8 + 5 = 31
Damage 1d8 + 2 + 16 + 2d6 ⇒ (4) + 2 + 16 + (2, 5) = 29, good aligned, bypasses all DR.
Bypass field 1d2 ⇒ 2

I'm consistently rolling high! On the 1 to 2 roll for displacement...


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

"Dang. You're a tough bird." Kriger surmises as he continues his assault, knowing he's at least hurting it a little.

Fort: 1d20 + 9 ⇒ (12) + 9 = 21

Attack #1: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 1d12 + 22 + 1d6 ⇒ (2) + 22 + (1) = 25
1d2 ⇒ 1

Attack #1(Blessing of Fervor extra attack): +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d12 + 23 + 1d6 ⇒ (3) + 23 + (5) = 31
1d2 ⇒ 1

Attack #2: +1 Flaming Greataxe w/PA/Haste/Bull's Strength/Focus +4: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d12 + 23 + 1d6 ⇒ (8) + 23 + (3) = 34
1d2 ⇒ 1

AC 23; Hp's 40/75


The Feasthall
The saviors of Frieland - Round 9

Servayn calls out in the celestial tongue and conjures forth a group of lantern archons. The two globes of light that appear begin pulsing with light, shooting golden rays at the towering creature.

Secret Rolls:

1d20 + 19 ⇒ (10) + 19 = 29
1d20 + 19 ⇒ (4) + 19 = 23

Vordakai is unphased by their aura. Yet, one of their rays burns him.

Kalsgrim's draw, nock and release cycle slows as the magic fades from his bones, but his determination does not falter. Vordakai’s eyes grow wide and bright with fear as the two shafts sinks so deeply, eliciting a groan of anguish.

"Dang. You're a tough bird." Kriger surmises as he continues his assault, knowing he's at least hurting it a little. Unfortunately, the illusion draws all his attacks.

Malaswyn draws an arrow and fires without much hope at the creature.
1d2 ⇒ 21d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d8 + 3 ⇒ (7) + 3 = 10; 1d2 ⇒ 11d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d8 + 3 ⇒ (4) + 3 = 7 but his arrows don’t seem to make any difference: ”I have exhausted most of my power!”

Vordakai - Round 9

Vordakai roars: ”IMPOSSIBLE!!! TSAKS!” You can hear the fear in his voice.

He whistles a clear solid note...

Secret Roll:

Concentration DC 23: 1d20 + 9 + 5 + 4 ⇒ (6) + 9 + 5 + 4 = 24

and disappears...

Spellcraft DC 19:

Dimension Door

Status
Barkskin on Kriger
Bull Strength on Kriger
Bless on All, round 6
Smite Evil on Vordakai
Divine Bond round 5
Displacement on Vordakai round 4
Grease under Vordakai round 2
Blessing of Fervor round 1/8

Round 10 for all. You can try to pursue, and we’ll stay in round mode, or stop and regroup, which will break the rounds.


(AC 18, hp 15 of 77) Summoner 9

Spellcraft 1d20 + 4 ⇒ (7) + 4 = 11


Malaswyn's Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21

"He teleported nearby. He can't be that far, though finding where might prove complicated..."


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

"Dangit! We gotta find him. If we don't, those arrows that Kalsgrim stuck him with are gonna be all for naught. They seem to hurt him the most. He'll fix himself up and get all his magic back and I'm thinkin' we don't wanna start over and have to fight this thing at full strength again." Kriger takes a look around the place. "Any way to track magic, fellas? If not, I say we move this way. Maybe these stairs lead to somewhere."


(AC 18, hp 15 of 77) Summoner 9

Servayn concentrates on dispelling his black tentacles, causing them to fade away, as he calls out to his celestial minions, "Seek out the undead giant, split up and report back when you find it!"

lantern archons have a perfect fly speed of 60 ft., always on detect evil, darkvision and low-light vision. GM's call where they search and how fast they move through rooms with double-move actions.


Kalsgrim quietly nods in approval at Servayn's tactic of having the archons start the hunt. Clever...

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