Kingmaker

Game Master Malinor.

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Narthropple Expedition

Sword Marches Stats

Kingmaker Campaign Rules

Perception:

[dice=Ser Andreas Perception]d20+6[/dice]
[dice=Rillka Perception]d20+8[/dice]
[dice=Albert Perception]d20+1[/dice]
[dice=Saoirse Perception]d20+4[/dice]
[dice=Duzz Perception]d20+11[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


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Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

A formidable foe...a worthy battle. Iomedae grant me the strength to defeat this enemy. To see my companions survive and that the innocent are reunited with their loved ones. If this means I am to sacrifice my life for theirs...then so be it. This is not what I want to see happen, but I am willing to do so if it means their survival. I will fight to the end.


KM Handouts Narthropple Expedition

Jackob?


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Jackob's spear clatters to the ground. Need hands more than this.

Rhavi and Von Ulm feel the unseen oracle brush past them as Jackob moves around the north side of the conflict.

GM: moving to the square between the Wisp and Tig. As I do not know how/if Tig is bound I am not sure how to free them. I will try however. Please make any necessary rolls. If there is still time Jackob will direct Tig to crawl under the tent wall to the west. If this is not possible then I will direct Tig to circle the Wisp to the south and stop by Rhavi. Hopefully the party can do something about the AoO Tig will take when they leave melee with the Wisp.

In the unlikely event I still have an action after all that Jackom begins casting Summon Nature's Ally to call 1d3 Dire rats into the tent. Maybe they will absorb a hit.Unlikely as I think Wisp's are intelligent but you never know.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka, fumbling through her gear for a slingstone comes across the wand of magic missile she has... as soon as she is able she will switch items to draw out the wand.


KM Handouts Narthropple Expedition

Behind the Screen:

Who to attack? 1-Andreas, 2- Rhavi: 1d2 ⇒ 1

Touch attack at Sir Andreas: 1d20 + 18 ⇒ (6) + 18 = 24

Damage against Sir Andreas: 2d8 + 2 ⇒ (3, 7) + 2 = 12

Rillka starts to draw her weapon, but remembers she has a wand of magic missiles and draws that instead.

Jackob makes his way past the others into the mound. When he reaches Tigg he finds the boy looking thin and battered. Tigg is also chest deep in colorfully banded snakes and a wide range of insects that are hissing and crawling around him in the pot. Being a muscular man, Jackob is able to pull Tigg, who immediately begins to struggle, out of the pot along with a dozen or more snakes and numerous insects that fall around the two of them.

The glowing head turns and a tendril of light smacks Sir Andreas across the face. He crumples to the ground shaking from the electrical burst that hit him.

Jackob can do a move action to reach Tigg and then he can pull Tigg out of the pot. He does not seem to be tied up, but looks pretty battered from what Jackob can see in the dim light. Also, these are not tents. They are earthen mounds. So the only way out would be to somehow reach the small chimney in the roof or go through the front door. Tigg currently does not seem to consider the invisible hands to be those of an ally as he seems panicked about invisible creatures currently. You can attempt to calm him down or tell him to run, but if you want to maintain a hold on him and carry him out without calming him down you will become visible.

@Rillka, it can be hard to remember all of the consumables in an online game. Especially with how slow they can run. Since you remembered before I posted we will say you did the same within the game and pulled out the wand instead.

Initiative: Bold Names Go!
Albert [25/35 ; Bless, Shield, Mirror Image-1 Images remain, Enlarge Person.]
Jackob [Bless, Invisible]
Rillka [Bless]
Flaming Green Skull of DOOOOOOM!!!!
Rhavi [9/31] [Bless]
Sir Andreas [-2/43] [Bless, Bleeding]

Everyone go!


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Seeing Sir Andreas fall again, Albert steels himself. It's not like he wasn't in a similar situation a few minutes ago. He steps into the tent, squeezing in the entrance, and takes a swing at the creature with his enlarged scimitar.

Attack + Enhancement - Squeezing: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damage: 1d8 + 7 ⇒ (5) + 7 = 12


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

To Tig "Your mother sent us, when you are out keep running."

If a diplomacy check is needed Jackob has a +8.

If I have an action after speaking with Tig whether or not I have calmed him I will grab him (CMB 7{6+1 bless}) and run back along the north side of the mound hoping to squeeze Tig past Rhavi and out into the village. If I loose invisibility then it will just make it easier for me to take the AoO when Tig leaves melee with the Skull. Invisible or not I will try to interpose myself between Tig and that AoO.


KM Handouts Narthropple Expedition

Roll your diplomacy check Jackob.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18 well, dead average.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

RIllka sees the wisp just beyond Rhavi, and speaks the command word for her wand; Aireratzea sending a force missile at the creature.

MM: 1d4 + 1 ⇒ (3) + 1 = 4


KM Handouts Narthropple Expedition

Someone give orders for Rhavi and we will see how it all plays out.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Botting Rhavi

Rhavi takes a 5'step south to get clear of the Skull. And taking cover beside the doorway drinks a CLW potion. Healing: 1d8 + 4 ⇒ (7) + 4 = 11


KM Handouts Narthropple Expedition

Sorry for the delay. I got caught up in some other things.

Behind the Screen:

CMB for Jackob: 1d20 + 7 ⇒ (15) + 7 = 22

AoO vs Jackob: 1d20 + 18 ⇒ (17) + 18 = 35

AoO damage vs Jackob: 2d8 + 2 ⇒ (4, 4) + 2 = 10

Sir Andreas Stabilize: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9

Attack vs Albert: 1d20 + 18 ⇒ (18) + 18 = 36

1 is Real Albert: 1d2 ⇒ 1

damage vs Albert: 2d8 + 2 ⇒ (5, 5) + 2 = 12

Rhavi falls back out of the earthen mound, but with Rillka and Albert in the doorway she is forced to just withdraw from combat to avoid the deathly skull. Sir Andreas bleeds slowly out in the doorway as Albert squeezes in and swings wildly at the small floating head. Squeezed into the doorway, Albert is hampered too much in his swing and the skull easily avoids the attack.

Rillka uses her wand and a bolt of force unerringly strikes the green skull and it hisses in pain.

Tig struggles against Jackob, but Jackob simply drags the child out of the earthen mound. As he does so he becomes visible once more and as he passes by the glowing skull a tendril lashes out and strikes him sending searing pain through him as he drags Tig out into the light. Seeing a human dragging him out of the dark mound, Tig stops resisting.

With only Albert and the bleeding Sir Andreas left in the tent, the green skull lashes out and strikes the true Albert instead of his illusionary image. The magus cries out as the electrical current surges through him.

Rhavi was not able to drink her potion. I rolled for Sir Andreas and he did not stabilize.

Ok, Tig is out and ready to run. Albert can withdraw if he wants or he can provoke to grab Sir Andreas and then run. Since Albert is out someone can feel free to decide what he wants to do or we can give him a day or two to get better depending on how fast everyone posts.

Go!

Initiative: Bold Names Go!
Albert [12/35 ; Bless, Shield, Mirror Image-1 Images remain, Enlarge Person.]
Jackob [25/35 ; Bless, Invisible]
Rillka [Bless]
Flaming Green Skull of DOOOOOOM!!!! [-4/??]
Rhavi [9/31] [Bless]
Sir Andreas [-3/43] [Bless, Bleeding]


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

I guess we find out if it has Combat Reflexes...

Jackob darts in and grabs Von Ulm's body dragging him free.

I think this is 2 move actions? One to move and one to grab? If I am misreading this and I have an action then J will cast Cure Light on Von U. healing: 1d8 + 4 ⇒ (4) + 4 = 8

3 of 4 second level spells used. 4 of 7 first level spells used.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka has flashbacks to the night atop the fort, when the Stag Lord had nearly slain her and Andreas. She hoped that his spirit still clung to this world as it did then, refusing to let of the fight. That made it through that night. They would make it through this one.
Rillka speaks the command word for her wand; Aireratzea sending another force missile at the creature.
MM: 1d4 + 1 ⇒ (2) + 1 = 3
Your king lies dead in the center of the village - go make him your sacrifice!


KM Handouts Narthropple Expedition

If you want to squeeze in with Rillka you can grab Sir Andreas without provoking. It would be an action to move up to the spot and an action to grab Sir Andreas. So there would be no healing. If Rillka wanted to step back after using the wand to not be squeezed, she could do that as well.


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Prepared to make a last stand, Albert withdraws from the tent and prepares an attack action, should the creature pursue Tig outside.

Currently using my phone and can't move myself on the map. Could someone move me back a square?


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Albert Malek Garess wrote:

Prepared to make a last stand, Albert withdraws from the tent and prepares an attack action, should the creature pursue Tig outside.

Currently using my phone and can't move myself on the map. Could someone move me back a square?

Got it!


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Jackob Mulle wrote:


Jackob darts in and grabs Von Ulm's body dragging him free.

3 of 4 second level spells used. 4 of 7 first level spells used.

Gm is requesting a Drag roll: 1d20 + 6 ⇒ (14) + 6 = 20. Assuming a CMD of 0, as the king has more important concerns at the moment, that should be enough to get us both to where we are on the map. I think anyway.


KM Handouts Narthropple Expedition

You can get Sir Andreas to there, but you two are not sharing a square.

Someone give orders for Rhavi and Sir Andreas needs a check to stabilize.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
GM_Coreyllon wrote:

You can get Sir Andreas to there, but you two are not sharing a square.

Someone give orders for Rhavi and Sir Andreas needs a check to stabilize.

Re: square. Oops. Thanks for the catch.

Re: Sir Andreas Blood getting a vacation, -neg hp +Con: 1d20 - 3 + 2 ⇒ (3) - 3 + 2 = 2 Well he looks good in red.

Re: Rhavi Rhavi goes after the Skull o' DOOOOMMM no? Actually so does Von Ulm. Are we jumping the gun here? The skull's action could change things.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Stabilize: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0
The die roller keeps on giving...paizo, this is so much fun.


KM Handouts Narthropple Expedition

It went and hit Albert, then you all get to act before it goes again.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
Sir Andreas Eisfalke Von Ulm wrote:

[dice=Stabilize]1d20 + 2 -3

The die roller keeps on giving...paizo, this is so much fun.

Ow!!! I mean I'll heal you ASAP but that dice roller is just being MEAN!

Botting Rhavi Rhavi drinks an extract granting herself an Illusion of Calm and moves north to engage the Green bordered figure on the map. Does it seem hostile?

Illusion of Calm 19 of 20 rounds remain.


KM Handouts Narthropple Expedition

Behind the screen:

Touch Attack vs Albert w/cover: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17

Real Albert is 1: 1d2 ⇒ 1

Touch Attack Damage: 2d8 + 2 ⇒ (1, 1) + 2 = 4

The lizardfolk that was on the map should have been in a mound by now. He was the guide working with you, so I just moved Rhavi to start looking for the way out.

Jackob leaves Tig to race back to the earthen mound in order to grab Sir Andreas and drag him from the mound. Rillka sends another magical bolt at the green skull before backing up herself. Albert steps back to not be squeezed as the skull loves forward to strike at Albert again! Even with most of the fighter covered by the mound, a tendril streaks out and touches the real warrior, but turns out to be less strong then the previous strikes.

Rhavi drinks an elixir and moves towards the exit.

Albert can take his readied attack. At which point he will still be ahead of the Will o'Wisp and can take his full round action. Everyone Go!

Initiative: Bold Names Go!
Albert [8/35 ; Bless, Shield, Mirror Image-1 Images remain, Enlarge Person. Make a Readied Attack and then go!]
Jackob [25/35 ; Bless, Invisible]
Rillka [Bless]
Flaming Green Skull of DOOOOOOM!!!! [-7/??]
Rhavi [9/31] [Bless]
Sir Andreas [-3/43] [Bless, Bleeding]


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

"Someone! Grab his legs, I can't carry him!"

{The King and his gear put me well over my 230 heavy encumbrance limit. I can drag him but I am not sure how fast I can move while doing so. The rules are strangely quiet on this.}

Actions: Delay if needed to get project Carry on King! moving. Move with partner wherever they choose to roam. If I have a standard action that I do not need to move the King then I will cast CLW on the king

If Albert or someone stronger than me can take the King solo then I will cast CLW on the King and follow whoever is carrying the payload.

CLW healing: 1d8 + 4 ⇒ (4) + 4 = 8 healed.

GM how long until nightfall?


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Seeing that the creature can miss, Albert takes the opportunity to strike at it twice, hoping he can land a serious wound.
Attack 1: 1d20 + 10 ⇒ (17) + 10 = 27
Damage 1: 1d8 + 7 ⇒ (8) + 7 = 15
Attack 2: 1d20 + 10 ⇒ (6) + 10 = 16
Damage 2: 1d8 + 7 ⇒ (3) + 7 = 10

So close to a crit!

Knowing he has damaged the wisp, his confidence grows. He turns to the others: "Save the king! I will do what I can to hold this foul apparition back!"


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rhavi, grab Andreas! Rillka shouts over her shoulder as she let’s another missile fly; Aireratzea sending another force missile at the creature.
We stand or fall together Tall Folk, let’s go before we fall! Rillka shouts at Albert. Keeping pace with him as they retreat.
MM: 1d4 + 1 ⇒ (4) + 1 = 5


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Stabilize: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12


KM Handouts Narthropple Expedition

Albert, just so you know, you were hit last round. And, unfortunately, your attack misses.

Behind the Screen:

Attack on Albert: 1d20 + 18 ⇒ (17) + 18 = 35

Real Albert is 1: 1d2 ⇒ 1

Damage on Albert: 2d8 ⇒ (2, 4) = 6

Sir Andreas proves how sturdy he is as he stops bleeding right before he is healed to consciousness by Jackob and pulled to his feet by Rhavi.

Albert strikes what he thinks is a great blow at the glowing skull, but still misses the small creature. In relatiation, the creature strikes back and once more hits the true Albert as he feels another blast of electricity rock him and leave him reeling but still standing. Rillka sends another magic missile into the creature and it hisses at her in anger.

Initiative: Bold Names Go!
Albert [2/35 ; Bless, Shield, Mirror Image-1 Images remain, Enlarge Person. Make a Readied Attack and then go!]
Jackob [25/35 ; Bless, Invisible]
Rillka [Bless]
Flaming Green Skull of DOOOOOOM!!!! [-12/??]
Rhavi [9/31] [Bless]
Sir Andreas [5/43] [Bless]

Everyone is up and on their feet. Go!


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

"Ah, that should have hit," Albert thinks to himself as he takes a step back, pulls out one of his potions of cure light wounds, and drinks it.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

My previous post included my readied attack


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

The taste of blood filled his mouth as his tongue probed his split lip. The men look at him with evil menace as he back stepped from the strike. The hit should have put a normal man on his ass, but this young knight refused to give in. The innocent remained silent as they watched from behind their captors. A low voice penetrated the clamor of battle...
Will you fight for them.
...the knight was still unable to understand it completely.
The voice came back a little louder.
Will you fight for them.
He pauses, listening to the voice as he adjusts his armor, preparing for more fighting.
Would you be the savior of the innocent, the weak and the broken.
Will you fight for them!

The words silently escaped the knight's mouth.
...I... will...
His voice gains strength and tone.
I will fight for them, and I will die for them if I must.
He charged the enemy, shield held in tight with his weapon across the face.

The knight remembers looking up from the ground at his instructor, his voice filled with respect and disappointment.
You fought well and died well. Yet your chargers are still not free.
A armored arm reaches down to help the young knight up.
You know how to fight for them, and you know how to die for them...but the most important thing to do for them and this is something you have yet to learn...
The older man looks to the young knight, brushing off grass from the younger man's armor.
You must live for them. It is easy to fight and die for a person or a cause, but it is the true measure of a knight's character when he can live for that person or that cause.
The young knight looks up at the older man with understanding.
Yes father.

Andreas knew darkness and his will to continue on was in control as his body responded to his wishes.
Then the light came back to his eyes as his body was healed with magic.
This appears to be going swimmingly.

He rolls over to get up looking for his weapon and sees Tig.
Get Tig out of here...go. We all leave now.

Anyone have a way to keep that thing inside?
I am under the impression by the map that we are all outside and that thing is inside.

Andreas rushes forward to side of the entrance, his shield at the ready.
Go I am right behind you.
I am holding my action, if I may, to shield bash that thing back inside the tent. I am not attacking it but if it comes out, I am just going to try and slam my shield at the area to force it back inside the tent. So, kind of a shield bash/bull rush on an area. There is no rule per se for this action as I am totally making it up.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Assuming the others are right behind him the Nature Oracle makes like a tree and leaves!

Full round action: RUN! 120'(30x4 light armor) for the gate. I think I counted the squares properly to go around the south side of the central mound.


KM Handouts Narthropple Expedition

Rhavi and Tig run after Jackob.

I had to move Jackob back some. You cannot run and move around the Mounds, but you can still be out of town and into the river next turn.

Rillka?


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka runs; that was the plan after the last blast from the wand.
Time to go! Everyone!! No heroes die today!
Could someone move me on the map, my base speed is 30’, so I can keep up


KM Handouts Narthropple Expedition

Rillka, I had you run to be next to Tig. Its a straight run along the wall to get to the gate.

[ooc]Albert and Sir Andreas, can you move yourself to where you want to be on the map? If you opt to run you can go a lot faster, but must move in a straight line and so the mounds will block your ability to go through them. [/ooc[


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

I'll move up next to Andreas. In this case, I would not be able to take out my potion and drink it, so I'll just take it out.


KM Handouts Narthropple Expedition

Albert, do you run to be next to Sir Andreas or do you move to where you currently are and draw a potion?


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

If Andreas is also running, I will forego drawing a potion and be right behind him.


KM Handouts Narthropple Expedition

Where you were you could move further towards Tig and Rillka then you could towards Sir Andreas. Do you want to remain by Sir Andreas or move as far as you can? I have moved you back to the door to show the lines while you decide.


KM Handouts Narthropple Expedition

Where you were you could move further towards Tig and Rillka then you could towards Sir Andreas. Do you want to remain by Sir Andreas or move as far as you can? I have moved you back to the door to show the lines while you decide.


LN Human Magus (Soul Forger) |HP 35/35 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | scimitar+1 +8 1d6+5/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +2 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

I'll remain near Sir Andreas.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7
GM_Coreyllon wrote:


I had to move Jackob back some. You cannot run and move around the Mounds, but you can still be out of town and into the river next turn.

Thank you. Man they do like to hide little rules like that don't they.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Next turn, assuming the Skull does not catch us Jakob will stop at the water's edge and delay/hold to assist Andreas in swimming. Swim skill is +9 and I will take 10 on any rolls that I can.

GM how long until nightfall?

Come on everyone! Keep moving!"


KM Handouts Narthropple Expedition

The skull flies out of the mound and sees the dead from earlier as it swoops around the large central mound and then zips inside it. Rhavi double moves to the edge of the water.

It is in the central mound. You can all go and move yourself. Remember, if you want to do the run action you have to go in a straight line.

Initiative: Bold Names Go!
Albert [2/35 ; Bless, Shield, Mirror Image-1 Images remain, Enlarge Person. Make a Readied Attack and then go!]
Jackob [25/35 ; Bless, Invisible]
Rillka [Bless]
Flaming Green Skull of DOOOOOOM!!!! [-12/??]
Rhavi [9/31] [Bless]
Sir Andreas [5/43] [Bless]


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

GM I do not think Jackob is still invisible.

Double move to nearly catch up with Rhavi. Map updated.

3 of 4 second level spells used. 5 of 7 first level spells used.

Dark Archive

Male Human

Albert double moves toward the exit.


Male HP:43/43 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+6 CMD:+18 EA: Defend Human Cavalier 4

Andreas moves along with the others. His head looking from side to side and behind them as the run.


Halfling CN Female Halfling Arcanist 4 HP:22/22 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+8 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka takes Tig by the hand and runs with him straight up the edge of the palisade to the gate, and her waiting friends.
Can you swim? she asks Tig as they run.


KM Handouts Narthropple Expedition

Jackob, you are correct. But we will be dropping out of initiative.

The group flees out of the village and, with some difficulty, manage to ford the river. As you drag yourself up onto the shore you here angry cries beginning to go up in the lizardfolk village.

Tig is a good swimmer and makes the swim with ease. What do you guys want to do?

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