Kingmaker

Game Master Jovich

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

Rillka's Map

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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Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

So what is our plan? Please tell me we have something more tactical than our usual, kill it before it kills any of us. I don’t have any fire spells prepared. We should also try to hit and run, standing toe-to-toe, or toe-to- root as the case may be, will get us killed if we can get it in a more open area to maximize our range would be best.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Albert is tempted to leave these creatures to deal with the Scythe Tree themselves, but cannot risk a known threat harming settlers. Once Andreas has committed the group to taking on the creature, he is resolved to do so, as well.

Thank you for your kindness, Lady Tiressia, and for your confidence.

Turning to his companions he adds, I too do not have access to anything that can damage this creature at range, though I can bring flames to the edge of my blade. I also have magic that can prevent it from striking me -- at least for a time.

Will need to change my spell layout a bit.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Seraphina nods her agreement. "It does indeed sound as if attacking from range would be our safest bet. Pity that normal arrows and bolts do little good against it. Fire bolts are a bit expensive, though and clearly not readily at hand. Could we perhaps alter the arrows and bolts we have to be lit before firing?"

"I always have fire spells available but I still must close within about 35 feet. Though I do have the option of attacking from above if needed. Which should keep me out of the fray." She adds.


Kingmaker Combat Maps and Art

Tiressia considers the problem, "Dryads are naturally wary of flame for obvious reasons. But I can see the necessity in this case. I can shape wood, in small quantities. I think I can alter your arrows and such to carry fire without burning up before they strike. Certain types of tree resin are quite flammable, I can provide this as well." She offers.

"You are also welcome to rest here. If that will help."

So we can jury-rig some Incendiary Arrows enough for 5 per person.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

I have a bow, but it may be better for another to fire from range while Andreas and I take point. Should the beast close with us, I shall make it regret the decision.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I have an idea, and I think it will work if we are able to keep it at bay.

We have not much time left. Get some rest and we prepared your spells accordingly. Fire is a priority. Talk to each other about what we have to offer. Share those supplies between us all. From what I can gather from the details we know...A direct assault would be bad. Therefore, we hit it from range. As I am the least likely to hit it from range I will stand on point, drawing its attention. I will keep retreating and taunting it to follow me...I hope. Albert and Kesten will be behind me firing bows. The rest of you hit it with your fire spells. If it does not go well I will charge into battle. Granted it is not what I want to do but it will buy you time to continue assaulting without threat of being hit. We need to remain more than 30 feet from it at all times. I will challenge it to battle and also teach each of you how to charge it with advantage. This I will do before we engage. IF we can spot it before it attacks. We can spring a surprise on the ambusher before it can act.

My challenge ability will give each of you +2 to attack it. This combined with the banner (which I may or may not have as we gained 5th level out in the wilds)+1 moral bonus to attacks.
I can grant a feat to all within 30 feet of me...so those that will be charging into combat if we have to.
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Distracting Charge:
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost.

With my challenge/Banner and my charge ability I get a +7 to hit on a charge. My damage will be +5 against it only.
So if I have to charge and I hit it. Each of you get a total of +5 to hit it before my next turn.


Kingmaker Combat Maps and Art

While Tiressia alters your arrows and bolts to hold a small recess to contain the flammable pitch, Falchos goes out to scout the Scythe Tree’s position and returns with the news that it is not advancing on the grove yet. You spend the evening planning your attack and making what preparations you can.

Kesten Garess shares about his specialized training. ”I fear I’m no mounted combatant like Baron Von Ulm. I can fire a bow at range and I have something of a knack for keeping a foe's aggressions directed at me.” He smirks and Seraphina chimes in with a grin. ”Must be your winning personality.”

Kesten waves away her sarcasm and continues. ”I’ll be best used to keep pace with Lord Albert as per the Baron’s orders. I can deflect attacks if I’m right beside him. And failing that, I can step in front of him and take the blow myself. That should leave him free to work his magic.” He says with a decisive nod.
You sup on rations followed by fresh fruit and the night passes uneventfully

Toilday, Rova 12th, 4711 AR
Description: Foggy
Temperature: Moderate
High: 61°F (16°C)
Low: 47°F (8°C)
Relative: Colder than normal
Wind Force: Light
Wind Speed: 10 mph (16 kph) from the NW

The new day dawns cool and misty. A wispy fog clings to the underbrush ominously and obscures distant sight. Falchos leads you along a game trail, his hoofed feet easily keeping up a pace that even your horses struggle to manage through the uncut wilderness. Seraphina opts to not summon her usual mount, riding double with Kesten to conserve her spell slots. Soon you see a clearing ahead and Falchos crests the hill carefully, pointing out the Scythe Tree in the center of the clearing.

The sweet stench of decay hangs thick in this woodland clearing. Knotted branches of sickly trees line the perimeter, creating a thick canopy that blocks much of the sunlight and cloaks the hollow in shadow. Withered vegetation struggles to grow in ragged clumps among the multitude of bones strewn across the forest floor. The monstrous plant looks like a dark brown tree, 20 feet tall, with dark, twisted roots; a few reddish-brown leaves hang on the gnarled, wickedly curved scythe-like branches that give it its name.

"I can watch over your horses, keep them calm and move them away if the Scythe Tree comes after them. Good luck." Falchos says, gathering the reigns of your horses and leading them some distance back.

Duzz offers to cast Bull's Strength on those who would benefit from it and otherwise stands by with a torch to assist in lighting the ammunition.

Seraphina concentrates for moment and is wreathed in fire which unfolds from around her to reveal wings of flame. She casts her defensive spells and then nods her readiness to proceed.

GM Rolls:
Ser Andreas Init: 1d20 + 2 ⇒ (5) + 2 = 7
Rillka Init: 1d20 + 5 ⇒ (17) + 5 = 22
Albert Init: 1d20 + 2 ⇒ (19) + 2 = 21
Saoirse Init: 1d20 + 3 ⇒ (15) + 3 = 18
Seraphina Init: 1d20 + 2 ⇒ (5) + 2 = 7
Kesten Init: 1d20 + 2 ⇒ (18) + 2 = 20

Round 1
-------------------
➤Rillka
➤Albert
➤Kesten
➤Saorise
➤Ser Andreas
_Daisey
Seraphina
Scythe Tree

Party is up! I'm supposed to call this dim light but I hate concealment, so we'll just call it normal light. The fog clings to the brush, so it won't affect your attacks in the clearing. Kesten's movement will mirror Albert's though he will place himself adjacent to both Albert and Andreas where possible. You can assume a few pre-combat rounds to lay down any buffs you need.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka leaves her pack horse in the grove, and takes Lucca her dog. As they look upon the tree, a cold shiver runs down her back. Once again the Tall Folk will lead them into a fight, her greatest fear, that they all will not return from it.
Gozreh, look after this little halfling. she whispers to herself.
She then uses her Armored Mask ability, creating what appears to be a suit of chain in bluish tint made of force; +4 Armor bonus AC=18.
Second round she will cast Shield +4 Shiled bonus, AC=22; then follow the others as they move forward.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Albert accepts Bull's Strength from Duzz and cast Shield and Mirror Image on himself.

Mirror Image: 1d4 + 1 ⇒ (3) + 1 = 4

He readies his shortbow with a modified arrow, but will wait for Saorise to act before firing in order to maximize his chance to hit.

Once she begins to play, he imbues his bow with arcane energy and fires.

Attack: 1d20 + 5 + 1 + 2 ⇒ (9) + 5 + 1 + 2 = 17
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
The +1 to damage is from the fire.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas takes the time to instruct everyone on how to charge with advantage as they prepare to engage the tree.
Tactician: Granting Distracting charge to all. This will last 5 rounds if you need it. When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost. If I charge and hit...everyone will get a +2 bonus to hit it.
When the group is ready, the large knight moves forward a step or two and calls on the tree to fight him.
Issuing a challenge against the tree. Everyone gets a +2 Morale bonus to attack it only. My banner grants:" As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. " This will be good against any other enemies that may pop up.

The three of us will be out front slightly. Keep behind us and we will move back as needed. Launch your arrows and spells from here. I would like to hit as much as we can from out range.

Andreas lets his hand rest on his weapon.
His voice while low, it seems to be directed to the heavens above and not his companions.
I am the first into battle, and the last to leave it.


Kingmaker Combat Maps and Art

Round 1
-------------------
Ser Andreas - moves, issues challenge vs Scythe Tree
_Daisey
Saorise - moves, begins Inspire Courage performance
Rillka - moves
Albert - moves, fires Shortbow vs Scythe Tree, misses
Kesten - moves, fires Longbow vs Scythe Tree, misses
Seraphina - flies, casts magic missile vs Scythe Tree for 10 force damage.
Scythe Tree (-10 hp) - full round action to pull roots up

The party moves forward, cautiously. Ser Andreas issues his challenge to the tree and Saorise begins to perform. Albert and his four mirror images fire shortbows but the distance to the target is too far just yet and the flaming arrow falls short. Kesten fires his longbow, achieving only a bit more distance and burying the arrow deeper in the dirt.
Composite Longbow vs Tree: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16 Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Seraphina rises into the air and begins to fly toward the tree. "Sera!" Kesten's call sounds like a growl of disapproval and she "Tsks!" in annoyance and climbs fully 30 feet into the air before he nods his approval. Then she makes a bee-line for the tree, gliding on wings of red flame. She stops, wings flapping to hold her aloft and casts the only spell she can make cover the distance. Three magic missiles fly from her outstretched hand and strike the tree.
Magic Missile vs Tree: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

The Scythe Tree's branches quiver in agitation and it begins to squirm and thrash. You feel a slight tremor in the ground beneath your feet and hear a cracking, ripping sound as it begins to pull its roots free of the bone-strewn ground.

Round 2
-------------------
➤Ser Andreas
_Daisey
➤Saorise
➤Rillka
➤Albert
➤Kesten
➤Seraphina
Scythe Tree

Reordered initiative based on delays. Party is up!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Keep firing! Albert calls as he moves forward and releases another arrow.

Attack: 1d20 + 5 + 2 + 2 + 1 ⇒ (2) + 5 + 2 + 2 + 1 = 12
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Leaving Aria with Falchos, and opting to leave her hands free to use her crossbow, Saoirse rolls her shoulders, taking a few deep breaths before beginning to hum, a sonorous undertone in the lower register of her throat, that serves as an accompaniment as she begins to fully sing, filling the air with a powerful melody that wraps around each of her companions, bolstering them with purpose and confidence, pushing back against the tree's ominous presence.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Lord Garess has the right of it. Keep the pressure on it. Fire at will but be prepared to fall back.
Andreas keeps his eyes on the tree and the surrounding area.
He...it could be alone but be warry of our flanks.
Daisy paces back and forth as the large knight keeps directing the others.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Saoirse continues singing as she takes aim and fires at the menacing tree.

Light crossbow/Inspired/Challenge/Incendiary: 1d20 + 6 + 1 + 2 - 1 ⇒ (6) + 6 + 1 + 2 - 1 = 14
Piercing/Inspired: 1d8 + 1 ⇒ (2) + 1 = 3
Fire=1


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas seeing the group moving south urges his mount to ride on.
Damn it.
He motions for the others heavies to follow.
Come on, we need to cover them before they get themselves killed.


Kingmaker Combat Maps and Art

Previous Round Summary:
Round 1
-------------------
Ser Andreas - moves, issues challenge vs Scythe Tree
_Daisey
Saorise - moves, begins Inspire Courage performance
Rillka - moves, casts Shield
Albert - moves, fires Shortbow vs Scythe Tree, misses
Kesten - moves, fires Longbow vs Scythe Tree, misses
Seraphina - flies, casts magic missile vs Scythe Tree for 10 force damage.
Scythe Tree (-10 hp) - full round action to pull roots up

Round 2
-------------------
Ser Andreas - moves
_Daisey
Saorise - moves, fires Light Crossbow vs Scythe Tree, misses
Rillka - double move
Albert - moves, fires Shortbow vs Scythe Tree, misses
Kesten - moves, fires Longbow vs Scythe Tree, hits for 1 fire damage
Seraphina - flies, casts Burning Arc vs Scythe Tree for 16 fire damage.
Scythe Tree (-27 hp) - Double move

Kesten jogs up beside the array of Alberts,"Looks like it's readying to move." He advises before raising his bow to fire. Duzz follows along, holding the lit torch for those firing incendiary arrows.
Composite Longbow vs Tree: 1d20 + 8 + 2 + 2 - 1 ⇒ (20) + 8 + 2 + 2 - 1 = 31 Damage: 1d8 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Confirm: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
Kesten's incendiary arrow strikes the tree squarely, but much like Falchos reported, the damage inflicted seems negligible.

Seraphina continues along her direct flight path and as she draws close an arc of flame leaps from her hand to burn the tree.
Burning Arc Fire Damage: 5d6 + 5 ⇒ (2, 5, 2, 5, 3) + 5 = 22
Tree Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23
Though she singes it, the tree seems to shake off some of the effects.16 fire damage.

Blackened and smoking he tree creeps toward you, it's ripped up roots crawling along the ground like some tentacled thing out of water. It's scythe-like branches whip about wildly, but the airborne sorceress is too far above for it to reach.

Round 3
-------------------
➤Ser Andreas
_Daisey
➤Saorise
➤Rillka
➤Albert
➤Kesten
➤Seraphina
Scythe Tree

Party is up!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Albert fires on last shot at the tree.
Attack: 1d20 + 7 + 2 + 2 - 4 ⇒ (2) + 7 + 2 + 2 - 4 = 9

Dropping his bow, he calls out Archers, hold and keep firing! and advances, pulling out his scimitar and imbuing it with his arcane energy.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Taking a single step closer to Duzz as she continues singing, Saoirse signals for him to ignite the bolt loaded in her crossbow, before firing again, this shot far more accurate, though only marginally more effective than her previous miss.

Light crossbow/Inspired/Challenge/Incendiary: 1d20 + 6 + 2 + 2 - 1 ⇒ (16) + 6 + 2 + 2 - 1 = 25
Piercing/Inspired: 1d8 + 2 ⇒ (4) + 2 = 6
Fire1


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Finally close enough, Rillka pulls out the Flaming Sphere scroll and reads the inscription, unleashing the magic from the page.
Flaming Sphere CL 3, Ref Sv Negates (DC 16), SR applies

FS-fire: 3d6 ⇒ (3, 2, 5) = 10


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas steadies his mount and prepares to advance. He calls out to the others.
Albert, fall back a bit if you can. Kesten Cover the others. The rest of you stay behind us and keep up the pressure.

It looks like we may have to engage it in melee.
Holding my action to charge into battle. If it attacks Albert even with an AoO, I will start to charge it.


Kingmaker Combat Maps and Art

Previous Round Summary:
Round 1
-------------------
Ser Andreas - moves, issues challenge vs Scythe Tree
_Daisey
Saorise - moves, begins Inspire Courage performance
Rillka - moves, casts Shield
Albert - moves, fires Shortbow vs Scythe Tree, misses
Kesten - moves, fires Longbow vs Scythe Tree, misses
Seraphina - flies, casts magic missile vs Scythe Tree for 10 force damage.
Scythe Tree (-10 hp) - full round action to pull roots up

Round 2
-------------------
Ser Andreas - moves
_Daisey
Saorise - moves, fires Light Crossbow vs Scythe Tree, misses
Rillka - double move
Albert - moves, fires Shortbow vs Scythe Tree, misses
Kesten - moves, fires Longbow vs Scythe Tree, hits for 1 fire damage
Seraphina - flies, casts Burning Arc vs Scythe Tree for 16 fire damage.
Scythe Tree (-27 hp) - Double move

Round 3
-------------------
Ser Andreas - delays
_Daisey
Saorise - moves, fires Light Crossbow vs Scythe Tree, strikes for 1 fire damage
Rillka - casts Flaming Sphere vs Scythe Trees for 15 fire damage
Albert - fires Shortbow vs Scythe Tree, misses, drops bow, moves, drawing blade
Kesten - drops bow, moves, drawing sword, draws shield
Seraphina - tries to ascend, fails, flies 30’ to stabilize
Scythe Tree (-43 hp) - full attack vs Albert for 12 damage and -1 mirror image
Ser Andreas (-17 hp) - charge attack vs Scythe Tree for 28-10= 18 damage
_Daisey

Tree Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10 Fail, 15 fire damage
Rillka’s spell takes full effect, the roiling sphere of flame scorching the tree’s bark.

Kesten continues to stick with Albert, dropping his own bow as well and drawing forth his weapon and shield for better defense against the looming Scythe Tree.

Seraphina Fly Check: 1d20 + 10 ⇒ (8) + 10 = 18
Seraphina flaps her wings of flame to try and gain more height without moving away but she fails to compensate for the updraft from the sphere below and she is forced to glide further away to stabilize her flight.

A split down the center of the Scythe Tree’s trunk opens, revealing a toothy maw as it lunges toward Albert like a striking snake. It lashes at him with it’s scythe-like branches. Kesten’s sword clashes with the woody blades, seeking to deflect them from his charge but the might of the fell tree is too great. The first branch strikes one of Albert’s mirror images and it disappears. The second strikes the magus, raking a gash down his leg. The final strike, Kesten fends off, his longsword interrupting the attack and buffeting the branch away.
Albert takes 12 damage!

Branch Attack 1 vs Albert, PA: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 Strikes Image?: 1d5 ⇒ 5 Yes
_Kesten AoO to Improve Albert AC: 1d20 + 12 ⇒ (12) + 12 = 24 Succeeds, but doesn't halt attack.

Branch Attack 2 vs Albert, PA: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 Strikes Image?: 1d4 ⇒ 1 No Damage, PA: 2d4 + 6 + 4 ⇒ (1, 1) + 6 + 4 = 12
_Kesten AoO to Improve Albert AC: 1d20 + 12 ⇒ (15) + 12 = 27 Succeeds, but doesn't halt attack.

Branch Attack 3 vs Albert, PA: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 Strikes Image?: 1d4 ⇒ 1 No
_Kesten AoO to Improve Albert AC: 1d20 + 12 ⇒ (18) + 12 = 30 Succeeds, halts attack.

You can’t ready a full round action such as a charge, so Andreas effectively delayed to the bottom of the round. Hopefully I got the bonuses right.
Andreas urges his mount into a quick burst of speed as he lowers the lance. But just before the lance strikes, a wickedly hooked branch whips out to strike the knight on his approach.
Andreas takes 17 damage!

Branch AoO vs Andreas, PA: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 Damage, PA: 2d4 + 6 + 4 ⇒ (4, 3) + 6 + 4 = 17

Andreas Lance Attack, Charge, IC: 1d20 + 8 + 4 + 2 ⇒ (19) + 8 + 4 + 2 = 33
Damage, Challenge, IC: 2d8 + 6 + 10 + 4 ⇒ (2, 6) + 6 + 10 + 4 = 28

Though the charge does serious harm, it’s clear the hit was not as debilitating as it would have been against a more vulnerable foe. Still, the Scythe Tree looks not long for this world, blackened scorch marks flaking with ash and a deep gouge from the Knight’s lance.

Round 4
-------------------
➤Saorise
➤Rillka
➤Albert (-12 hp)
➤Kesten
➤Seraphina
Scythe Tree (-61 hp)
➤Ser Andreas (-17 hp)
_Daisey

Party is up! Finish him… Merry Christmas Eve or whatever you may be celebrating!


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Albert cries out as the Scythe Tree slashes his leg. Seeing that the thing has been wounded, he steels his resolve and charges at it.

Aaah he yells, a limp in his stride. His blade bursts into flame as he swings it.

Attack + Charge + Arcane Enhancement + bonuses from Andreas & Saorise: 1d20 + 10 + 2 + 1 + 2 + 2 ⇒ (5) + 10 + 2 + 1 + 2 + 2 = 22
Damage + Flaming: 1d6 + 8 + 1d6 ⇒ (5) + 8 + (2) = 15

Charge, used 1 Arcane Pool to make blade flaming. 1 Arcane Pool points left.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas rolls with the hit as he drops the lance. Adjusting Daisey towards a more advantageous position, the knight draws his main weapon.
Draw bastard sword as part of Daisy's 5ft. step
The knight slashes out at the large tree.
Attack, Challenge, IC : 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22
Damage, Challenge, IC : 1d10 + 3 + 5 + 2 ⇒ (9) + 3 + 5 + 2 = 19
His concern is evident as he looks to Albert.
You ok Albert?
His voice shows his pain but weather that is his own pain or a guilty pain for seeing his companion getting hurt is not currently evident.

Daisy...attack!
Attack, Distracting Charge, IC : 1d20 + 6 + 2 + 2 ⇒ (16) + 6 + 2 + 2 = 26
Damage, IC : 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Attack, Distracting Charge, IC : 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30
Damage, IC : 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Confirm Crit, Distracting Charge, IC : 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17
Damage, IC : 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10

This round only everyone gets a +2 bonus to attack due to the distracting charge feat I have.
Not trying to get us killed...my lance damage is 1d8+3+5+2


Kingmaker Combat Maps and Art

Branch AoO vs Albert, PA: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
_Kesten AoO to Improve Albert AC: 1d20 + 12 ⇒ (12) + 12 = 24 Succeeds, but unnecessary

The Scythe Tree makes one last desperate swipe at Albert as he charges in, but it swings wild even without any interference from Kesten. Albert's strike lands true, burning through the dark wood.

By the time Ser Andreas and Daisey finish with the the thing, it's little more than a pile of rough hewn lumber and splinters.

Out of Combat!

Sir Andreas Eisfalke Von Ulm wrote:
Not trying to get us killed...my lance damage is 1d8+3+5+2

Ok, so I got it right, given lance damage is double for a charge, yes? I did make a slight boo-boo... forgot the bloody tree had Cleave...

Retcon Cleave on Kesten: 2d4 + 6 + 4 ⇒ (2, 2) + 6 + 4 = 14

"Nasty piece of work, that!" Kesten says, eyeing the pile of smoking wood warily. "Seems like we all kept our footing though. Any battle you can walk away from, eh?" He grins cheerfully.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Seraphina lands nearby, dismissing her flaming wings with a wave of her gloved hand. "We should burn all trace of it away though. Some trees can reproduce from a cutting. We wouldn't want another prowling the woods again." She says with a slight shudder.

When the fellas were ready, she urges them to stand close and heals them up with a few more castings of burning hands.
5d4 + 5 ⇒ (4, 2, 3, 4, 1) + 5 = 19
5d4 + 5 ⇒ (4, 1, 3, 1, 4) + 5 = 18
18 hp regained, so all healed up.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Letting her inspiring battle song fade, Saoirse walks over to join the others, studying the decimated remains of the Scythe tree taking a moment to study one of the bladelike branches.

"Agreed!" she says lighting a torch and pouring oil on the mass of the tree's fallen body before setting it alight and stepping back. "Valiantly fought!"


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

As you say, Albert answers Seraphina. He then uses his flaming sword to light the parts of the tree that Saoirse has doused in oil.

I apologize for moving in against your orders, Lord he says to Andreas, but I was already within the creature's reach. To fall back would have only left me exposed.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

You are my companion as all of you are. None of you are military men or women and I am not your commander. We do the best we can in every situation. I do not want to see any of us injured.
Andreas steps towards the burning tree.
We came out of this alive and we helped some new friends. So, all in all, we did a fine job.

He scans the area looking at the blighted landscape.
With this thing destroyed, perhaps that land can heal as much as the people have that we helped.

He turns his head back to the burning tree.
Let us make sure there are no remnants of this thing left. I want all of it burnt.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka rolls the flaming sphere around over the trunk until the spell ends.

Hey Tall Folk; no one is mortally wounded for a change! Well done.


Female Human (Keleshite) Crossblooded Sorcerer 5 (Draconic/Phoenix)|HP 32/34|F +4 R +4 W +4 (+5 vs Fey, +7 vs Charm/Compulsion )||AC 15 T 12 FF 13 |Speed 30'|Resist Fire 10||CMB +3/CMD 15| |Initiative +2|Concentration +9|Perc +9 , Portrait
Spells Used:
First level: 5 of 7 | Second level: 2 of 5|
Kingmaker Art and Maps

Seraphina casts dancing lights and investigates the hole the tree abandoned when it ripped itself loose. She burns a few suspicious looking broken roots and detects magic. "Something down there, looks like a bundle of cloth." She points her finger and lifts the bundle out with mage hand.

Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge(Arcana): 1d20 + 7 ⇒ (14) + 7 = 21

"It's definitely magical, but I can't tell what precisely it is. It's a strong aura of abjuration, but that's all I can be sure of." She says, offering it for anyone else who might like to examine it.

The bundle of cloth unfolds to reveal a rather unremarkable looking charcoal grey robe. There is also a small leather pouch containing 3 pieces of amber worth 100 gp each. 42 cp, 55 sp, 6 gp, and simple silver ring worth 65 gp.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka will take a look; casting detect magic she studies the object’s auras reading the magic.

Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

"Probably the leavings of some poor bastard that ran into this monster" Saoirse says as she looks over the contents of the bundle. "Shall we share the good news with Tiressia and Falchos? I'm sure they'll rest much easier knowing she's no longer being hunted by this thing, and her grove's a bit safer now."


Kingmaker Combat Maps and Art

Rillka:
You feel a twinge of surprise as you examine the unremarkable looking robe. It is a Robe of Bones, which while useful and valuable, some might find objectionable. Perhaps a necromancer once tried to harvest the Tree's Scythewood and became it's prey instead.

Falchos meets the party at the edge of the clearing with the horses, having guessed at your victory by the plume of smoke rising from the cinders of the smoldering tree. The Satyr looks on with awe, "You are truly as formidable as Tiressia claimed. Let us tell Tiressia the good news, though she will know already. It is hard to surprise a Dryad in her own wood."

Tiressia welcomes you back with a jubilant expression. "May The Wind and the Waves and the Elk Father bless and guide your path through all of your days. You have our gratitude and friendship evermore." She passes out 12 goodberries, 2 potions of cure moderate wounds and a wand of cure light wounds (26 charges) as well as 176 gold pieces. "I fear it is not enough for the risk you undertook, but I will always shelter you here, beneath my branches should you have need. Likely my most precious resource to offer is knowledge. There is little to the west (G15), but southwest there is a ruined keep that has become a bastion of wicked fey, (H16) beyond the keep is the den of a Hodag, (I15) not an evil creature but dangerous. And several miles due south of where you destroyed the Scythe Tree, (H17) is the lair of a Forest Drake (J17)." She explains pointing out the areas on the map when prompted.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

This is a robe of bones. Rillka announces absently, as she examines the embroidered patters.She then ads it to the party pile of loot.

Rillka will show Tiressia her map; telling the fey of their experiences, and adding the new information to the map she has been making.

Thank you, your gift of hospitality is greatly appreciated, as are your other gifts. Andreas is a loyal ally, and a better friend. Thank you most of all for your friendship. Rillka says to Tiressia quietly when she has a private moment.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Before departing with Falchos, Albert uses his Dancing Lights to locate his dropped shortbow.

Thank you, Lady Tiressia, for these gifts. It seems that many wicked fey are restless in these parts. What can you tell us of the ones haunting the keep you mentioned?


Kingmaker Combat Maps and Art

Tiressia seems moved by Rillka's words. "Such friends are rare and precious as the new sprouts in spring. You and yours are a treasure such as we have not known for many centuries."

She nods in reply to Albert's questions. "I will tell you all I can, though it is not as much as I would like. The trees observe and report to me, but trees do not experience the world with eyes and ears as we do." She shares, hoping you will understand.

"The keep is old... far older than I. But elven architecture is built to last, still it has suffered under the entropic force that oppresses this land. One of it's towers has crumbled completely to rubble and another is missing it's crown."

GM Rolls:
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 13 ⇒ (7) + 13 = 20

"One of the creatures residing there we cannot discern beyond that there is something, the trees get only an impression of swiftness, like a gale of wind. The second shares many features in common with myself, able to command the plant life that grows wild there. Teorlian is his name, he is what is known as a Grimstalker."

"The third is the dark Lady of the keep. She has been in residence the longest and seems the de facto leader. She is a Baobhan Sith known only as The Dancing Lady. She lures warm-blooded creatures with her dance and feeds on their blood. Warm-blooded male creatures, especially." She says with a tone of concern, her gaze lingering on Andreas, Albert and Kesten.

This would be an excellent time for you fellas to come out of the closet, lol! XD


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas watches as the others convers with the Fae, and he steps forward as they finish.
Lady Tiressia, Lord Falchos...we are pleased that you both are safe. I pray that the land will heal soon and be whole again. These items will come in handy as we continue forward. I also thank you for the information on the surrounding areas, it will greatly help us.

He looks around the forested area and tils his head to the side as he contemplates something.
I can use someone out in this area between the two rivers. Someone to help maintain the peace. To help us build a good relationship between the natives and those not native to the forest. To help us keep a balance between nature and civilization.

The large man looks to the Fae with curiosity.
Would this be something the two of you and Melianse be interested in? The fact that you know a lot of things going on in the region before anyone else is very valuable. I would be interested in figuring out a way to communicate that great distance.


Kingmaker Combat Maps and Art

Tiressia nods but her features pinch with worry. "As a druid, I serve the balance of nature, yes. As a dryad, I am wary of so-called civilization encroaching too closely. I hope you can understand. I will strive to keep you informed of events that come to my attention, but I am uncertain of what more I might do."

Duzz chimes in to the discussion. "I would like to stay on with Tiressia and Falchos here in the grove for now. It has been some time since I have had the fellowship of another druid and I think that together, we might be able to determine more about this corruption that is sunk into the land. I can send messages to town care of one of my feathered friends if we need to contact you." He offers.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Saoirse nods as Tiressa expresses her preference for less 'civilized' spaces, understanding the sentiment and appreciation for the natural beauty of much of the region.

Turning to Duzz as he voices his decision to remain in the dryad's grove, she considers the scenario, looking between Duzz, Tiressa, and Falchios.

'He might fit in well here...Tiressa clearly has a type.' she thinks with a smirk.

"That'll definitely help to keep the lines of communication open." she says with a smile.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andres nods his head in understanding.
If ever the three of you should have need of our aid. You only need to send word.

He extends his hand out in friendship.
May you have safe days coming. Till we meet again...

Andreas moves to his Daisy and prepares to leave.
I am interested in this keep; however, the others have a say in which direction we go from here.


Kingmaker Combat Maps and Art

The trio bid you safe travels with well wishes and hopes to speak again soon.

GM Rolls:
2d100 ⇒ (91, 97) = 1882d6 ⇒ (5, 3) = 8

Rillka Cloudhopper wrote:
H19>H18>G17>G16>G15>H16>H17 was our original exploration plan.

I'm going to strongly suggest you continue with this plan given what I just rolled. >.<


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Duzz, you have been a valuable companion. I hope your skills can still be of use to the kingdom on the fringes.

Turning to Andreas, he continues, I agree that the fortress should be a priority. It may also be a valuable defensive position for the surrounding area. Still, we cannot go in blind. Once we return to Stagfell, perhaps we can do some research on the creatures Tiressia described, or see if anyone knows more about them. I do not wish rush into battle without knowing our foe, if it can be helped.

He mounts Aurora and, like Andreas, prepares to depart. Until then, let us continue on our current expedition.


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Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Albert’s logic is sound Tall Folk. Don’t want to go find another lizard folk god if we can be prepared for it. Stay on the path, for now.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

"That makes sense, though I agree that we should look into the keep sooner rather than later." Saoirse says as she runs through the information provided by Tiressa, tapping on her wealth of knowledge to gain some insight into the keep and its residents.

Knowledge Arcana 15
Knowledge Local 18
Knowledge Nature 15
Knowledge Planes 15
Knowledge Geography 15
Knowledge History 15

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally.


Kingmaker Combat Maps and Art

Saorise:
You recall little else besides what Tiressia already shared. Grimstalkers are known to be able assassins, especially in a forested environment. And Baobhan Sith are the stuff of dark legends, a strictly female species that preys on hapless male wanderers.
Btw, I recently saw a rules thread regarding take ten which clarified that Loremaster allows you to take ten on knowledge rolls during combat, and that anyone can take ten on trained knowledge outside of combat.

GM Rolls:
Ser Andreas Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Rillka Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Albert Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Saoirse Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Seraphina Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Kesten Perception: 1d20 + 0 ⇒ (20) + 0 = 20

Ser Andreas Init: 1d20 + 2 ⇒ (20) + 2 = 22 1d3 ⇒ 1
Rillka Init: 1d20 + 5 ⇒ (10) + 5 = 15
Albert Init: 1d20 + 2 ⇒ (20) + 2 = 22 1d3 ⇒ 3
Saoirse Init: 1d20 + 3 ⇒ (11) + 3 = 14
Seraphina Init: 1d20 + 2 ⇒ (11) + 2 = 13
Kesten Init: 1d20 + 2 ⇒ (17) + 2 = 19
Monsters Init: 1d20 + 2 ⇒ (14) + 2 = 16
4d6 ⇒ (5, 4, 3, 1) = 13

The day continues to be grey and overcast as you leave the cheery surroundings of the dryad’s grove. The forest presses close, often forcing your horses into a single file formation as you wind through narrow passes and game trails. You grow uneasy as the sounds of bird calls and the chittering of squirrels fade into silence save for the footfalls of your own mounts. Ser Andreas spots something in the path ahead that looks like a small coin purse.

Then a rustle of the underbrush is the only warning you receive as four grey beasts rush out and snap at your stirrups. Kesten cries out a warning of ”Wolves!” and he is down off his horse with his blade in hand.

Red bite attack vs Seraphina: 1d20 + 7 ⇒ (16) + 7 = 23 Bite Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow bite attack vs Saorise: 1d20 + 7 ⇒ (13) + 7 = 20 Bite Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Green bite attack vs Albert: 1d20 + 7 ⇒ (13) + 7 = 20 Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Blue bite attack vs Andreas: 1d20 + 7 ⇒ (4) + 7 = 11 Bite Damage: 1d6 + 4 ⇒ (6) + 4 = 10

One sinks it's teeth into Seraphina's boot, the second savages Saorise's calf, shaking violently. The third bites down onto Albert's shin, bruising down to the bone. The fourth lunges for Andreas, but fails to make contact.
Seraphina takes 5 damage, Saorise takes 8, Albert takes 9!

Surprise!
-------------------
Kesten - dismounts, drawing sword
Wolf? (Red)
Wolf? (Yellow)
Wolf? (Green)
Wolf? (Blue)
➤Saorise (-8 hp)
Seraphina (-5 hp)

Round 1
-------------------
➤Ser Andreas
_Daisey
➤Albert (-9 hp)
➤Kesten
Wolf? (Red)
Wolf? (Yellow)
Wolf? (Green)
Wolf? (Blue)
Rillka
Saorise
Seraphina

Knowledge (Arcana) DC 12:
They definitely look like wolves, if a bit on the large side, but the tell-tale gleam of intelligence in their eyes informs you that these are magical beasts know as WORGS!
Not much more to know about them. They are smarter and stronger than traditional wolves and can speak and understand the common tongue.

Saorise has one move or standard action for Surprise round, then Andreas and Albert are up for Round 1. Map and Art is updated.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas urges daisy to move between the two closest Worgs as he pulls furth his weapon. Five-foot step, draw weapon and attacking blue. I will challenge blue if I can. Drawing is a free action but is part of a move action and challenge is a swift action...can I do both? IF not remove 5 damage from blue then.
Take them down quickly. Keep an eye on flankers, there could be more.
Attack: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 1d10 + 3 + 5 ⇒ (7) + 3 + 5 = 15

Attack: Hoof1: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: Hoof1: 1d4 + 5 ⇒ (1) + 5 = 6
Attack: Hoof2: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: Hoof2: 1d4 + 5 ⇒ (2) + 5 = 7
Crit Confirm: 1d20 + 6 ⇒ (16) + 6 = 22
Crit Damage: 1d4 + 5 ⇒ (4) + 5 = 9


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Aah! Albert calls out in surprise as the wolf grabs hold of him. Aurora begins to rear in fright. Albert tries to bring her under control.

Ride: 1d20 + 7 ⇒ (6) + 7 = 13

Steady, girl. Steady.

The mare is too frightened by the wolf and the sudden attack to respond to his entreaties, and he is occupied with trying to bring her under control.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 2/22 Conditions:

Letting out a colorful expletive of pain as the creature bites into her calf, Saoirse begins to belt out an angry song, ruling her companions up to kill the ambushing beasts.

Surprise round: Inspire courage. +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: | EA: Detect Magic

Seeing that he cannot maintain control of Aurora, Albert carefully dismounts while taking out his scimitar. He imbues his blade with arcane energy as he swings it at the nearest wolf.

Attack + Arcane Pool + Inspire Courage: 1d20 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 20
Damage + IC: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11

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