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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Kingmaker Combat Maps and Art

Andreas slashes the savage beast and Daisey pummels it with her hooves, leaving it a crumpled heap of mangy fur on the forest floor. Albert dismounts and strikes at his attacker, scoring a substantial wound across it's snarling muzzle.

Kesten attack vs Red: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Kesten steps toward Seraphina and slashes with his blade wounding what seems to be leader of this pack. The creature opens it's jaws and calls out in a gravelly voice, "Come brothers, tonight we feast on man-flesh!" And Andreas' words prove prophetic as more wolflike shapes flow out of the brush to surround the party!

GM Rolls:
4d4 ⇒ (1, 3, 3, 1) = 8

Red bite attack vs Kesten: 1d20 + 7 ⇒ (12) + 7 = 19
Yellow bite attack vs Saorise: 1d20 + 7 ⇒ (4) + 7 = 11
Green bite attack vs Albert: 1d20 + 7 ⇒ (13) + 7 = 20 Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9 Trip attack vs Albert: 1d20 + 7 ⇒ (12) + 7 = 19
Blue Stabilize?: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13 Yes
Magenta bite attack vs Daisey: 1d20 + 7 ⇒ (17) + 7 = 24 Bite Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Trip attack vs Daisey: 1d20 + 7 ⇒ (14) + 7 = 21
Purple bite attack vs Kesten: 1d20 + 7 ⇒ (16) + 7 = 23 Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9 Trip attack vs Kesten: 1d20 + 7 ⇒ (4) + 7 = 11
Orange bite attack vs Kesten: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 Bite Damage: 1d6 + 4 ⇒ (5) + 4 = 9 Trip attack vs Kesten: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Cyan bite attack vs Daisey: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 Bite Damage: 1d6 + 4 ⇒ (6) + 4 = 10 Trip attack vs Daisey: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

The packleader snaps at Kesten, but rebounds off the soldier's shield. The one with yellow eyes lunges for Saorise again, but clamps down on only air. Albert's foe, it's eyes gleaming green chomps down on his other shin and gives a vicious shake, pulling the Magus off his feet.
Albert takes 9 more damage and is prone!

Two of the newcomers converge on Daisey, biting at her vulnerable legs, while the other pair rush to aid their packleader. One with eyes glowing magenta bites into the mare's fetlock, the other goes for her gaskin.
Andreas can make a Ride check to negate one of these attacks, assuming he will choose the one that dealt the most damage, so Daisey takes 7 damage from the first attack.

Kesten's attackers find their way past his ample defenses and rip into his thigh, the second managing to pull him off his feet as well.
Kesten takes 18 damage and is prone!

Prone:
Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity from each threatening enemy.

Previous Round:
Surprise!
-------------------
Kesten - dismounts, drawing sword
Wolf? (Red) - steps, attacks Seraphina, bites for 5 damage
Wolf? (Yellow) - steps, attacks Saorise, bites for 8 damage
Wolf? (Green) - steps, attacks Albert, bites for 9 damage
Wolf? (Blue) - steps, attacks Andreas, misses
Saorise - begins performance, Inspire Courage
Seraphina - grows wings

Round 1
-------------------
Ser Andreas - steps, drawing weapon, issues challenge, directs mount to attack, attacks Blue for 15 damage
_Daisey - attacks Blue for 15 damage
Albert - dismounts, drawing weapon, attacks Green for 11 damage
Kesten - steps, drawing shield, attacks Red for 8 damage
Wolf? (Red) - attacks Kesten , bites, misses
Wolf? (Yellow) - attacks Saorise, bites, misses
Wolf? (Green) - attacks Albert, bites for 9 damage, trips Albert
Wolf? (Blue) - stable -4 hp
Wolf? (Magenta) - attacks Daisey, bites for 9 damage, fails to trip
Wolf? (Purple) - attacks Kesten, bites for 7 damage, fails to trip
Wolf? (Orange) - attacks Kesten, bites for 9 damage, trips Kesten
Wolf? (Cyan) - attacks Daisey, bites for 10 damage, fails to trip
➤Rillka
➤Saorise (-8 hp)
➤Seraphina (-5 hp)

Round 2
-------------------
➤Ser Andreas
_Daisey (-7 hp)
➤Albert (-18 hp, prone)
➤Kesten (-18 hp, prone)
Wolf? (Red)
Wolf? (Yellow)
Wolf? (Green)
Wolf? (Blue)
Wolf? (Magenta)
Wolf? (Purple)
Wolf? (Orange)
Wolf? (Cyan)
Rillka
Saorise
Seraphina

Party is up! Andreas, I realize you cannot fail the checks, but I do still need you to make a Handle Animal roll to direct Daisey to attack and your Ride checks to negate her damage.


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

Handle Animal: 1d20 + 18 ⇒ (14) + 18 = 32
Ride: 1d20 + 16 ⇒ (9) + 16 = 25
Hearing the Worg speak drawls a scowl to his face and Andreas knows the tone of a leader.
Oh come now wolfy. Your ambush is faltering...
Andreas issues a challenge to the "leader Worg". I think Red.
The knight and Daisy proceed to attack the Worg assaulting Albert.
Attack: Green: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Attack: Hoof1: Green: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: Hoof1: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Attack: Hoof2: Green: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage: Hoof2: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11
If I can...If any of these attacks puts the green one down, I would like to direct the remaining attacks at the Magenta Worg...If that is possible

If Green dies:

...already two of your numbers are down. I suggest you leave now while you can.


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

Kn Arcana: 1d20 + 12 ⇒ (4) + 12 = 16
Worgs! Hey Tall Folk I hope Daisy leaves some for you, but can I have that pelt?

Rillka adjusts her position so as to not be exposed to the beast's jaws

5' step away from Magenta. She then uses her arcanist elemental lightning lance to attack.
Ranged Touch LL: 1d20 + 4 ⇒ (19) + 4 = 23
Electic Dam: 2d6 + 3 ⇒ (1, 6) + 3 = 10


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

Acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12
Red Bite AoO: 1d20 + 7 ⇒ (8) + 7 = 15 Bite Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Seraphina launches herself into the air off her summoned mount with a mighty flap of her flaming wings. The Worg pack-leader rips into her leg with a crunch of powerful jaws. She yelps in pain, but powers through ascending at a 45 degree angle and turning back to extend a hand back toward the pack-leader.

Sacred Geometry Pool: 5d6 ⇒ (2, 5, 3, 3, 5) = 18
Sacred Geometry Equation: (((5x5) +3) x2) +3 = 59

Burning Arc vs Red: 8d6 + 8 ⇒ (5, 3, 4, 5, 3, 6, 5, 1) + 8 = 40
Burning Arc vs Purple: 4d6 + 4 ⇒ (2, 5, 5, 1) + 4 = 17

Red Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Purple Reflex: 1d20 + 6 ⇒ (9) + 6 = 15

A massive font of flame leaps from her hand to immolate the pack-leader and then jumps like a living thing from the smoldering mound of fur to the next worg nearby, burning that one seriously as well.

Her summoned mount, now rider-less, follows Daisey's example and steps to pummel the flaming, purple eyed worg, though with much less success.

Hoof 1: 1d20 - 1 ⇒ (4) - 1 = 3
Hoof 2: 1d20 - 1 ⇒ (17) - 1 = 16 Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Since Seraphina acted before Andreas, he can redirect his 2nd challenge to another target. Still need actions from Saorise and Albert. Andreas attacks do finish off Green so Albert is free to stand up from prone.


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

Damn you, infernal beast! Albert yells as his feet are pulled from under him and he hits the ground.

Unsure of how steady his legs may be, he prepares to swing his scimitar at the wolf, until he sees Andreas's mount Daisy trample it to death.

Seeing the coast is clear, he rises to his feet and stumbles toward the wolf attacking Saorise, his sword bursting into flame as he brings it down on the creature's thick fur.

To the pits of hell with you, abomination!

Attack + IC: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage + fire: 1d6 + 6 + 1d6 ⇒ (6) + 6 + (5) = 17

Used arcane pool to ignite blade. 2 Arcane Pool 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

I will change my challenge to CYAN.


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:

Knowledge Arcana: 1d20 + 11 ⇒ (4) + 11 = 15

Hearing one of the wolves shouting out intelligably, Saoirse's eyes widen as she notes the glint of malice in the yellow-eyed beast trying to snap at her. Dismounting on the opposite side of her horse, she begins to unleash a blistering tirade of unrelenting insults, so devastating that they bomard the attacking creatures, both mind and body.

Cast Blistering invective
Intimidate (check to demoralize all enemies within 30ft): 1d20 + 11 ⇒ (19) + 11 = 30

Enemies that are demoralized this way take 1d10 ⇒ 9 points of fire damage and must succeed at a Reflex save (DC 16) or catch fire.


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

GM Rolls:
5d20 ⇒ (5, 6, 19, 13, 14) = 571d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Rillka zaps a worg with a lance of crackling lightning. Saorise breaks into a tirade that leaves the beasts blistered and shaken as two of them burst into flame. Seraphina blasts with her arc of leaping flame. Daisy pummels the green eyed beast into submission while Andreas slashes at Rillka's electrified target. Albert regains his feet and strikes down Saorise's attacker with his flaming blade. Kesten lashes out from his prone position with his longsword, felling one of the burning beasts.

Finally only one worg still stands, surrounded by the the smoking remains of it's decimated pack, shaken to it's bones and with the scent of of it's own burning flesh and fur in it's nose, the creature breaks and flees for it's life!

Cyan withdraws, Out of Combat!

Seraphina calls down from above. "Should I pursue and finish it off?"


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 looks around at the carnage and then at the damage the worgs did to them.
Man flesh...
He looks to Seraphina up in the air.
Destroy it.


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 gives a quick nod and then flies swiftly after the fleeing worg. Another heightened blast of flame and the creature is left a smoking heap.

Sacred Geometry Pool: 5d6 ⇒ (4, 5, 3, 3, 5) = 20
Sacred Geometry Equation: (((3+5) +3) x5) +4 = 59

Burning Arc vs Cyan: 8d6 + 8 ⇒ (1, 3, 2, 5, 1, 3, 3, 6) + 8 = 32
Cyan Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Seraphina returns soon and sets down, wincing as she puts weight on her injured leg again. "I don't think I've ever seen such a large pack of worgs before!" She exclaims as she turns to check on Kesten's wounds.


Kingmaker Combat Maps and Art

Ser Andreas remembers the purse he spotted in the trail and goes to retrieve it. The leather pouch is worn and filthy, with obvious teeth marks scarring it's surface. He is surprised to discover it holds something and is nearly shocked when he pours the contents out into his hand to reveal several sizeable, high quality gems. The worgs had likely baited and kill many a band of travelling merchants to have collected such a prize.

3,000 gp in assorted gems!

Seraphina expends the rest of her low level spells to ameliorate the worst of the party's wounds and as the shadows deepen with the approach of dusk, it becomes clear that it has come time to camp again. Fortunately, dinner is a simple affair with Tiressia's gift of goodberries. They last only a limited time, so you take advantage of the filling and nourishing meal without the need to cook.

With the extensive use of fire, most of the worg hides are ruined. But Rillka can likely acquire one from the first worg killed, since it was only affected by blade and hoof. Party is currently in G15.


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

Returning to the group, Andreas tosses the pouch to the ground in front of them.
It appears that this was the lure they set out for travelers.

The knight looks at the Worg bodies, worry etched on his face.
Rumor has it that this Howl of the North Wind hunts the Kamelands not the Narlmarches. I had hopes that this was him and we would be able to put his reign of terror to rest. I doubt this is him.


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 seeks to first aid the others, at least until Seraphina returns and is able to heal everyone wounded.
She then sets about collecting the worg pelt, skull and claws. She places them with the puma pelt, skull and claws collected from the companion of the mad hemit, Bokken's brother, and looking through the items she had gathered up at the tree. She unwraps the locket and examines it and the cloth wrapping closer...

Even if it isn't Tall Folk, worg bandits are still bandits. We did good...together. She adds the last with a pointed look to each of the companions and a silent nod of thanks.
These are good companions for you little halfling, strong of spirit and blade, spell and song. she adds silently to herself.

In camp she will offer to help everyone clean up, casting prestidigitation as accepted.

Rillka's map is updated with current location


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 blinks at the news of more worgs in the area. "Let us hope that his pack is not so large as this..." She comments as she casts mending on her torn breeches.

Rillka notices a funny blotch on the cloth that she had taken for a stain before resembles the shape of a skull. She opens the cloth fully and after a few minutes spent deciphering the scrawls and faded marks, she recognizes the distinctive shape of the Tuskwater! This is a map that seems to point the way to a hidden burial cairn somewhere in the Kamelands between the Gudrin and Shrike rivers, due east of your capital!

Cartography DC 25:
The map uses pictograms rather than language, the images seem to indicate the presence of a legendary weapon, likely guarded by skeletal undead.


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 Rillka's offer to help him clean up a bit. Thank you. We did do well, although it is troubling that so many seem to have fallen victim to these vicious wolves without any organized response. Could someone be helping them?


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:

"Even normal wolves are bloody efficient hunters, especially in a pack aginst isolated prey. With the intelligence o' worgs, t'is no surprise that they've likely held this area for quite a while." Saoirse replies. "It's like combining a wolf pack with the most cutthroat bandit den!"

Shaking her head, she cleans the dirt and grime of the day off with her own prestidigitation spell, humming a pleasant little tune as her skin and clothing shed the remnants of the day's travel and battle.


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

We will leave the bodies for the scavengers. Get some rest and we will continue come morning.

Andreas seems distant at this time, his thoughts lost. He goes about his evening as normal, but very little in the way of conversation is had with him. His answers are short and matter of fact. A burden weighs heavily on his shoulders and that weight affects his sleep.

Come morning as the group is packing up to head out for the next region, the knight heads back to the area where the bag of gems was found.
He kneels down and examines the landscape. Looking all over the area again and again. He walks back down the paths where the Worgs came bounding out of hiding.
...laying there...came from.... there...
He mumbles to himself as he goes about this task, his fingers pointing this way and that.
...so where...
and he stops. Standing still for what seems an eternity.
...and how...
Coming out of his thoughts, Andreas slowly turns his body as his gaze follows around in a circle. The ambush sight becoming all too familiar with the large man.
I have questions. Now granted I know very little about Worgs and their ways. However, I cannot see them running around the area with a bag of gems in their mouths. All in the hope of catching someone traveling the lands. Not a logical assumption. So where did they come from? Is there a central lair that they use when they detect prey and run out to a set location for the ambush...or is this region their lair. Could there be more to these creatures. Could there be prisoners, could there be more to this than some random event? I am not comfortable leaving just yet.


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

Cartography: 1d20 + 12 ⇒ (3) + 12 = 15
Rillka looks at the faded cloth, unable to discern much beyond a general location of a burial cairn to the east of Sturmulme. She will point it out to the group, perhaps Saoirse has heard tales.

We scould scout this are more thoroughly, specifically looking for signs of a lair, or pack leader beyond that. Rillka points to the corpse of the ambush leader.


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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

Wealday, Rova 13th, 4711 AR
Description: Rainy
Temperature: Moderate
High: 69°F (20°C)
54°F (12°C)
Relative: Normal
Wind Force: Moderate
Wind Speed: 12 mph (19 kph) from the W

The night passes uneventfully, save for the morning watches suffering their post through a drizzle. It seems the promise of yesterday's grey blanketing of the sky is to be fulfilled today. The day is warmer, though it doesn't really feel it under the patter of raindrops and the uptick in wind speed.

Andreas shares his supposition during a lull in the precipitation. Seraphina nods along with Rillka's assertion that they will search for such a lair.

Knowledge(Arcana): 1d20 + 7 ⇒ (18) + 7 = 25

After considering, she offers an opinion. "It's certainly worth looking into, but I think Saorise had the right of it yesterday. Normal wolves can range for hundreds of miles, if hunting is scarce. Worgs are essentially craftier and crueler wolves. Perhaps these found better luck with hunting humanoid prey and deemed it worthwhile to carry a lure. Or they may have valued the gems as trophies."

Or perhaps the GM thought a CR 8 random encounter warranted some manner of loot as a reward. ^_~

Your day spent exploring is damp and unpleasant, but you find no sign of a worg lair nor anymore trouble beyond your wish for warm, dry feet. Fortunately, the clouds have deposited their payload for the day and as you set up your evening camp, a coral hued harvest moon rises, beaming down upon you.

Next Hex is the Ruined Elven Keep. Time to give some thought to how you want to proceed.


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:

Bedding down for the night as comfortably as possible, with the lingering scent of scorched wolf fur filling the air, Saoirse chuckles wryly to herself as the light drizzle begins during her watch, because...of course it would start raining.

When Rillka confers with her on the odd cloth maps, she spends a bit studying it, but the strange images, or what they represent are a mystery to her as well. ”Never seen a map like this, though a burial cairn to the east….”

Loremaster 1/day take 20 Knowledge (Local) = 28

She watches as Sir Andreas goes over the area, trying to find some deeper significance to the ambush, but is glad to hear that Seraphina shares her opinion on the likely activity of the pack.

"It is always possible that some rich noble and their retinue fell prey to the worg pack within the recent past. I mean who else would be carrying around a bag of gems." Saoirse adds with a shrug. "There are many who ignore the warnings of just how dangerous the Stolen Lands are to those who travel them unprepared."


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 felt it was a Random encounter, but you never know what a DM will toss your way. When we first started with this game so many years ago...we had Santa stop in. LOL
Andreas lets the Worg situation go for the time being.
I know nothing of wolves and worgs. It just does not sit well with me but for now we have a bigger problem to tend to.

I think we should investigate from a distance...
and with this he looks up to the skies and then to Seraphina.
...keep our distance so as to not be seen. Use what magic we can to determine what we are dealing with. I imagine the use of flight and invisibility to be a good combo to find such details.

Thoughts?


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

Oathday, Rova 14th, 4711 AR
Description: Partly Cloudy
Temperature: Moderate
High: 79°F (26°C)
Low: 67°F (19°C)
Relative: Warmer than normal
Wind Force: Light
Wind Speed: 1 mph (1 kph) from the W

The new day dawns almost unseasonably warm and muggy from the recent rain. Fortunately there is little mud, the dry summer soil sipping away the puddles thirstily without reaching saturation. The breeze is almost nonexistant, making the warmth even more noticeable.

Your party catches sight of one of the towers rising out of the tree line and you stop to consider your approach before you draw too close.

Seraphina nods, "I can vanish for a brief period, but am not able to make myself truly invisible." She mentions, acknowledging her limitations regarding stealth.
I know Rillka can cast it, but Sera doesn't.

GM Rolls:
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 9 ⇒ (15) + 9 = 24
1d20 + 15 ⇒ (9) + 15 = 24
1d20 + 12 ⇒ (17) + 12 = 29

When she returns from her scouting flight, she shares what she saw. "I don't think I was seen, but I also didn't see anyone lying in wait. There have been some repairs in a few areas of the keep which seem to confirm habitation. The most work has been done on the central tower, but I noticed improvements to the Southeast tower and the one to the Northwest as well. I suspect those are the areas we want to be most wary of. The courtyard is significantly overgrown with creepers, climbing vines and scrub brush. I saw bones too, skulls especially. They are definitely placed too evenly for it to be haphazard... like decoration." She says with a slight shudder.


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 watches closely as Seraphina once again conjures up her flaming wings, before taking to the air and vanishing from sight.

"Trophies,,,and a warning." she mutters, looking at the tower, after the sorceress gives a report of her scouting. "So… dangerous, violent, and at least cunning. Do we want to approach the areas we think are definitely inhabited first or last?"


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'm not one for quiet Albert says, his armor jingling as he moves his arm, but I am willing to wait for details from those who are.

I say we target the inhabited section first, if only to increase our chance of surprise.


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

Thank you for the details. I am pleased to see you return safely.
Andreas relaxes a bit on seeing the young Medvyed return.
The information you have gleamed is very useful. When we all get back to the city, I would like to discuss ways to use flight and secrecy to our advantage. I can see many opportunities for us along with military advantages as well. For now, let us concentrate on the Elvish tower.

He looks at the rough drawling of the area that they are looking to investigate, pointing this way and that as they talk about how to move forward.
we missed the storm this time around and will not have it to cover our advance, however, I feel we use the same approach as we did with the Stag Lord.

He points to the southern portion of the tower.
We do not use the front door. We come in from here. This breach will get us inside and with the overgrowth inside the courtyard, we should be able to make it to the southeast tower unseen. Granted this is if we are undetected so once we start, we need to be extra vigilant on our surroundings.

We get as close as we can and then proceed on foot. Tie off the horses to daisy. If there is trouble, she can keep control of them and protect them.

We can scale the broken wall using ropes and some flying to get us over the wall.

Now spells that will protect us from charms would be useful as we know the one creature has a fondness for such tactics.

Well that is my idea...thoughts?


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 looks over the drawing of the fortress. Tall Folk, if you were defending this ruin, wouldn't you use the southest tower to watch the main entrance and the big hole in the wall? Perhaps we should check out this smaller breach to the west of the southwest tower. Rillka points to the indicated collapse. Right by G5

Getting in probably won't go unnoticed for long. what do we know about the creatures we are likely to face?


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

She has a point...

However that breach may not be big enough for most of us to get through. Seraphina, does it look like a way in or not?
Do we know if this is a possibility. That western breach is it large enough for us?

That knowledge rest with the rest of you? Those skills are beyond me.


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 considers, "We could only pass one at a time through that gap, but it does have good cover inside. No trouble for some of us, I'm sure but well," She eyes the exceptionally tall Baron, sizing him up. "You might have to squeeze in... *ahem*, your Grace." She says, trying and failing to suppress a smile.

Squeezing:

In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.
This would only apply if you got caught mid entry in combat. It will still be just a move action to pass through.


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:

"So potentially a good entry point, but if we're spotted we're getting picked off single file until everyone's, in...can't say I'm too fond o' that idea." Saoirse chimes in.

"I've a few tricks that might help defend against mentally controlling magic, but I'll need to see exactly what I'm dealing with to counter it."

Not sure if this yielded anything in regard to what we're facing

Saoirse Oparaeal wrote:


Loremaster 1/day take 20 Knowledge (Local) = 28


Kingmaker Combat Maps and Art
Saoirse Oparaeal wrote:

[old] Not sure if this yielded anything in regard to what we're facing[/ooc]

Saoirse Oparaeal wrote:


Loremaster 1/day take 20 Knowledge (Local) = 28

I thought this was regarding Rillka's map. If it's for the keep, you might know some tales of the ancient elves who lived there once. But not the current occupants, who are Fey (Nature).

Tiressia's information for reference.


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

Ok so we know that there are three or more adversaries...potentially.
Andreas hold up a finger.
Something that is swift and wind like...a gale of wind. I think that is how Tiressia described it.
He holds up a second finger
Grimstalker named Teorlian. She said he controls plants. Given the abundance of age and overgrowth of the tower, I would expect to see other plants involved somehow.
The third finger comes up and he exhales.
This dancing lady, the Baobban Sith. She likea warm blooded creatures, especially the males. This is where the spells to break charms would be of use.

So who here know anything about these three.


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 focuses on the Dancing Lady, running through every fragment of the myriad of tales, folklore, and songs mentioning anything of the sort.

Knowledge Nature (Baobban Sith): 1d20 + 5 ⇒ (19) + 5 = 24


Kingmaker Combat Maps and Art

Saorise recalls and shares that a Baobhan Sith captivates her prey with her alluring dance, which oddly enough, seems similar in nature to a bard's performance. All who see her dance are at risk of falling under a daze that leaves them vulnerable to her predations. She drains her victims of blood quickly, weakening them of both strength and constitution. And one tale in memory suggests that a creatures such as this can curse her slayer with her dying breath.


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 considers, "I do know a spell that obscures sight with cloud of haze, however it does have other effects that might be just as troublesome. Still, it might help if we have need of an emergency retreat."

We can assume discussion of the fey's abilities occurred early enough that prepared casters can select spells they think might help in the coming combat.


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

"The only protection I have at the moment is my blade," Albert replies. "At least until I can access a library and a forge."

"Should there be need for haste, I believe I can quickly debilitate at least one foe. I have little protection against a group of them, but if we move quickly, there may be little chance of an organized defense."

Spells updated to focus on damage output.


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:

"As far as the Baobhan Sith is concerned, I...may be able to counter the effect of her dancing...by doing something similar...sort of draw attention away from her." Saoirse informs her companions with a wry expression,


Kingmaker Combat Maps and Art

GM Rolls:
Ser Andreas Stealth: 1d20 - 1 ⇒ (16) - 1 = 15
Rillka Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Albert Stealth: 1d20 + 1 ⇒ (20) + 1 = 21
Saorise Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Seraphina Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Kesten Stealth: 1d20 - 2 ⇒ (12) - 2 = 10

1d20 + 5 ⇒ (7) + 5 = 12

Ser Andreas Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Rillka Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Albert Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Saoirse Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Seraphina Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Kesten Perception: 1d20 + 0 ⇒ (7) + 0 = 7

Ser Andreas Init: 1d20 + 2 ⇒ (6) + 2 = 8
Rillka Init: 1d20 + 5 ⇒ (2) + 5 = 7
Albert Init: 1d20 + 2 ⇒ (13) + 2 = 15
Saoirse Init: 1d20 + 3 ⇒ (12) + 3 = 15
Seraphina Init: 1d20 + 2 ⇒ (18) + 2 = 20
Kesten Init: 1d20 + 2 ⇒ (14) + 2 = 16
???: 1d20 + 13 ⇒ (6) + 13 = 19
???: 1d20 + 11 ⇒ (19) + 11 = 30
6d20 ⇒ (3, 10, 15, 8, 15, 3) = 54

Kesten smacks himself in the forehead with a gauntleted hand and pulls down his saddlebag before you all tether your mounts and set off for the keep. ”Nearly forgot, I still have those weapons I promised you.” He draws out a well crafted bastard sword made of a dark bluish grey metal and crossbow with 10 bolts tipped with the same metal as well as 10 similar arrows. ”These might come in handy, given what we face.” He adds, passing the sword to Ser Andreas, the crossbow and bolts to Saorise and the arrows to Albert.

A ruined, circular keep looms out of the forest, surrounded by towering, ancient trees draped with hanging moss. Four circular towers sprout from the cracked walls like the trunks of great trees, at least one crumbled into rubble. Twisting vines and thick moss cover the walls in a coat of verdant green, blending the ruins almost seamlessly into the surrounding woods. The overgrown remains of a path lead to an open, arched gateway gaping in the keep’s eastern wall, its doors long since rotted away.

Saorise leads the way and slips noiselessly inside via the narrow gap. Rillka next and Albert get through without putting so much as a toe wrong. Seraphina stumbles over a loose stone and sends a cascade of pebbles clattering onto the cobblestones however. Everyone listens, holding their breath and hear a distant voice call out, ”Did you hear something?” with an answer close behind. ”Nah, you’re jumping at shadows.”

Ser Andreas and Kesten squeeze through the gap with relatively little fuss and ruckus, reuniting with the group inside the wall.

A graceful tower rises out of the keep’s central courtyard, now overgrown with bushes, undergrowth, and several sizable trees. Like the outer walls, the tower is draped with vines and creepers, and several small plants have taken up residence on ledges and in cracks along its sides.

Seraphina steps out of the brush into a slight clearing and peers toward where the voices sounded. "I think they are on the other side of the tower, near the gate." She whispers back to the group. Kesten draws his sword and shield.

Round 1
-------------------
Seraphina
???
Kesten
➤Saorise
➤Albert
➤Ser Andreas
➤Rillka

Moving into rounds cuz reasons. XD Party is up and Map is updated.


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 grasps his spellbook in his left hand, and traces a circle in the air in front of him with his right. For a moment, the air in front of him shimmers before returning to normal. He then takes out his sword, the hiss of it rubbing against his scabbard seeming unnaturally loud in the silence.

Albert then takes a step forward into the fortress.

I cast shield, take out my spellbook and scimitar with move action, then take a five-foot step.


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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

Rillka draws on her arcane reservoir to use her arcanist ability, armored mask. AC=17 It now appears as if the halfling is wearing a blue chain outfit. She says a little prayer to herself Gozreh, protect this little halfling and my friends. and awaits the coming fight.

Arcane Reservoir 4pts


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 moment to load one of the new bolts into her crossbow, Saoirse lets it hand at her side on the strap slung over her shoulder before drawing her rapier, shifting her weight onto the balls of her feet.

Load light crossbow, draw rapier


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

Feeling the weight of the new weapon brings a smile to the knight's face.
This will do nicely.

Andreas looks to the groups as a whole. He keeps his voice low so that those around him can hear him.
I guess we are as ready as we are going to be.

Voices from the gate area.
He gives a slight smile to Seraphina.
Care to be our over-watch. Think you can see what is on the other side from up high? Just be careful of the central tower...So far, we have two voices, and we know there is at least three here.


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

I can make you invisible Seraphina, if that will help. Rillka adds to Andreas’ request.


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 wings of flame growing from her back. Her eyes search out a path for upward trajectory. Once she finds a suitable route, she casts her own vanish so as not to use up Rillka’s resources and launches into the air, judging by the sound of flapping wings.

Stab vs Saorise: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, Sneak: 1d4 ⇒ 32d6 ⇒ (1, 5) = 6
Saorise Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

A mere breath later the leaves rustle from stiff breeze and a small slender blade lances into Saorise’s leg while a green-skinned creature barely taller than Rillka shimmers into view holding onto the hilt of the needle-like blade. He grins maliciously and then rattles off a speech so swiftly spoken and oddly accented you can barely make it out. ”Buncha bloody shitehawks, the lotta ya. Shove off now, a’fore I get peevish!” And he zips away in a blink, easily 45 feet from where he attacked and making crude hand gestures at you from beside the tower.
And no, you don’t get AoOs. =P

Saorise feels a stinging from the wound and looks down at her leg to see a slight bluish residue left on the fabric of her breeches, the wound is also bleeding freely as if the little blighter nicked an artery.
Saorise takes 11 total damage, 2 from bleeding. This bleed damage will continue each round until she receives a DC 15 Heal check or some form of magical healing.

Kesten struggles through the thick underbrush toward the attacker, his momentum hampered by the overgrown vegetation.
The whole courtyard isn’t difficult terrain, you can move normally in areas that aren’t covered in green. But completely green squares will cost x2 movement. Party is up!

Round 1
-------------------
Seraphina - steps, observes, grows wings
???
Albert - casts shield, draws scimitar and steps
Kesten - draws sword and shield
Saorise - draws rapier
Ser Andreas - draws sword and shield
Rillka - expends 1 point for armored mask

Round 2
-------------------
Seraphina - casts vanish and flies up
??? - spring attacks Saorise, then zips away again
➤Albert
Kesten - double move
➤Saorise (-11 hp, bleeding)
➤Ser Andreas
➤Rillka

Knowledge(Nature) DC 13:
You are looking at a Quickling. Evil fey with roguish abilities, natural invisibility and unparalleled speed.


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

Following Kesten's lead, Albert presses through the thick brush into the clearing. He whispers a brief incantation, and duplicates of himself appear around him. He channels his arcane power into his blade, which briefly ripples with a crackle of energy.

Mirror Image: 1d4 + 1 ⇒ (3) + 1 = 4 images

Arcane Pool now 3/4


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:

"@$&@*^^!!!" Saoirse blurts out in pain as she's suddenly stabbed quite deeply in the thigh. "Godsdammed quickling, filthy speedy little fey feckers!!"

Knowledge Nature: 1d20 + 5 ⇒ (9) + 5 = 14

As the swift little bastard darts off gesturing obscenely, she drops her rapier, whipping up her loaded crossbow and firing off a shot at her attacker.

Light crossbow: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing/Cold Iron/Arcane strike(magic): 1d8 + 1 ⇒ (1) + 1 = 2


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 sighs as he contemplates his next move, which is to move towards the main tower and around it.
Double move
Keep an eye out for the others. One of them likes plants and we are sitting in not so good place. Move forward.

He watches as the enemy known as a Quickling runs away.
Why act like that and run away? His speed could get him over traps before they are set off.
Do not follow him or it or whatever that little f!#* is. He could be goading you. Wanting you to follow him into a pit trap that he can run over with ease.


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

Kn Nature: 1d20 + 5 ⇒ (14) + 5 = 19
To far for her to channel her lightning, Rillka uses the old standby - sending magic missiles at the Quickling. She really wants to call out at the creature as well, but doesn't want to attract other attention, so she remains silent, aside from her verbal component, for now.
MM: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14


Kingmaker Combat Maps and Art

Saorise fires on the quickling, feeling pretty confident of her aim but the shimmering image of the small fey wavers and her bolt clatters against the tower wall instead. ”Have to try harder’n that, ya overgrown strumpet.” Rillka’s missiles of force still his taunting tongue though as he grits his teeth against the assault. Blood continues to trickle down the bard's leg. -2 hp from bleeding.

Seraphina pops into view up above, mimicking Rillka’s tactic and firing off her own magic missiles before flapping further northeast to maintain her flight. The quickling sneers, ”Meddling geebags!” He pronounces and then twiddles his fingers in a teasing gesture of farewell as his image fades from view.

Kesten moves forward and readies an attack in case the creature reveals itself again in proximity.

GM Rolls:
Miss Chance: 1d100 ⇒ 3
Sera MM: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12
Kesten Ready Attack: 1d20 + 12 ⇒ (2) + 12 = 14 Miss Chance: 1d100 ⇒ 84

Previous Round:
Round 1
-------------------
Seraphina - steps, observes, grows wings
???
Albert - casts shield, draws scimitar and steps
Kesten - draws sword and shield
Saorise - draws rapier
Ser Andreas - draws sword and shield
Rillka - expends 1 point for armored mask

Round 2
-------------------
Seraphina - casts vanish and flies up
Quickling - spring attacks Saorise, then zips away again
Albert - casts mirror image, charges blade and moves
Kesten - double move
Saorise (-11 hp, bleeding) - drops rapier, draws crossbow and fires, misses
Ser Andreas - double move
Rillka - casts magic missile vs Quickling

Round 3
-------------------
Seraphina - casts magic missile and flies
Quickling (-26 hp) - fades from view
➤Albert
Kesten - moves, readies attack
➤Saorise (-13 hp, bleeding)
➤Ser Andreas
➤Rillka

Party is up!

Rillka:
Your familiarity with this type of fey informs you that a Quickling's method of Invisibility works similar to natural camouflage. They only go invisible when they remain still.


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' voice shifts slightly as he takes in the situation.
His demeanor and combat stance shows a person used to combat and command. With a calm voice and an even tone...
Kresten, Rillka, Saorise join up. We stand a better chance if we stay together as a unit. Move in front of me, I will take the rear guard.

Assuming the group comes together somewhat.
His voice lowers so that the group can hear his words.
I think that thing will come around from behind. I will bait him into range then you unleash hell on him. It is too fast for us to react to his attacks. Use his speed to our advantage and hit him as he comes in.
Andreas then turns his back so that he is facing south-east.
Bluff: 1d20 + 12 ⇒ (14) + 12 = 26
I am trying to draw him into our lines making him think that I am focused on the front gate area.
Ready an attack and a swift action (challenge) on the Quickling when he appears again.


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:

With a groan, Saorise picks up her rapier, limping over to take up a position in front of Andreas, noting the blood still freely flowing down her leg.

Channeling the tension of the moment, waiting for an unseen opponent to attack again, and giving voice to her anger, she begins a guttural rhythmic chant that flows through her companions, bolstering their courage and resolve.

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

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