Kingmaker AP - Into the Stolen Lands! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path
(Shared Resources Link)


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V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

"What about the others?"


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"A good question."


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

If they are her followers she'll order them to stay out of the fight between me and Her. She likes one on one duels to help prove herself as the better of us, and not worrying about watching her back.


Gunda breaks the silence with a loud curse, grabbing one of the poles and breaking it in two with her other hand. She raises her head and screams toward the sky.

Looking back at the two women beside her, she growls, "She's not coming, I thought she would meet me once I had Soloman, but it seems I was wrong."

She stalks over to a tree, reaches behind it, and drags a large bag out into the open. She quickly unties the knot and roughly tips it over. A crumpled form tumbles out. Savagely, she kicks the person, then again. Leaning over, she yells, "Get out of my sight, you dog! Tell Bridgette I'll have a surprise for her next time we meet!"

She backs away and starts walking toward the south. Glancing back over her shoulder, she yells, "Come on, we've got work to do."

The two women quickly grab their tunics and hurry to catch up with the retreating Gunda.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette adds
"Something seems off about Gunda, she never insulted Solomon before."


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

"Well, then. Let's find out what's going on..." Arianna whispers to Bridgette, her lips curling into the hint of a mischievous grin.

How far away are Gunda and her companions? I understand they're across a river ford from us.


At this point, they have moved into the woods and out of sight.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

But Soloman is still in the clearing?


Yes, he's lying on the ground. Feebly stirring and shifting, not sitting up or standing.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Arianna moves carefully and quietly toward Soloman, keeping an eye and ear out for the return of Gunda and her companions..

Stealth check: 1d20 + 8 ⇒ (5) + 8 = 13
Perception check: 1d20 + 7 ⇒ (8) + 7 = 15


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette moves towards Soloman, watching encase it's a trap.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 9 ⇒ (17) + 9 = 26


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Raxus lets them move on ahead, ready to move into action if something happens.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar follows their lead


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith follows suit, carefully scanning the area as he moves.


The group nears Soloman to find him struggling to stay conscious. Turning toward your approach, the injured man sees Bridgette and gasps. With effort he reaches out a hand toward her, but he does not possess the strength to keep it raised - his arm crashes back to the ground after only a couple of seconds.

Tears are clearly visible streaming down his face and he speaks in a hoarse whisper, [b]"Bridgette, you're here. Gunda... she did things... let her students practice on me. She's changed now. Cruel. Said she found... somebody new. Somebody... strong."

Heal DC 10:
Soloman does not appear to be in terrible shape, but he has obviously been mistreated. Bruises and welts cover his arms and legs, and he has a couple of cracked ribs.

Heal DC 20:
Careful! Soloman needs to remain perfectly still for at least a day - his back was broken in several places and if he's moved too quickly, he could very well be paralyzed for the rest of his life!

To prevent this from happening, Soloman needs to receive 24 hours of care from somebody capable of making DC 15 Heal checks (taking 10 is fine, but cannot take 20)

Cannot take 20 on the Heal checks


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Heal Check: 1d20 + 2 ⇒ (20) + 2 = 22 Critical Success

Bridgette is crying as she speaks and gently holding one of his hands
"Holy crap, they really beat the life out of you.
Your back is broken in a few places, so we can't move you at the moment, or risk paralysis.
But I'm glad I got to you before she went any farther."


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Raxus' eyes went wide. He remembered what it was like to have his back broken at his fathers hands. It was one of the worst beatings he had ever taken. Even with Shelyn's power and his mother's expert touch he was still bed-ridden for days.

Knowing there was little he could do to help, he set about gathering wood for a fire. It looked like they would be making camp here for a while.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Heal 1d20 + 8 ⇒ (2) + 8 = 10
So horrified by the story of Gunda's corruption is Bydar that he almost misreads the man's healing needs. Fortunately, Bridgette's focus is better and he takes a deep breath at the extent of the damage, "I can heal him a little now, but the problem you describe cannot be handled by that."

DM- Would Remove Paralysis work on this?


If he becomes paralyzed because of a broken back, then no. I think that condition is more serious than what remove paralysis addresses in the spell's description - "temporary paralysis or related magic".

Giving him a CLW or so right now would help though.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

"I'm so sorry," Arianna whispers to Bridgette as she places a comforting hand on the kneeling woman's shoulder. "Since Soloman can't be moved, we'll need to camp here and keep a sharp eye out in case Gunda and her friends return."

Arianna busies herself helping Raxus gather wood and set up the campsite. With those chores completed and Soloman resting, she discusses this latest turn of events with her companions. "Soloman said that Gunda had 'found somebody new... Somebody strong.' Do you think she could be in league with the Stag Lord?"


Need to get a watch order if you are planning to have somebody guarding the camp. Soloman is unable to take a watch, he needs his rest.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

How about 3 watches, with each of the 3 PCs with darkvision paired with the other PCs who don't have darkvision: Raxus and Bydar, Bridgette and Arianna, and Temerith and Arumil?


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Works for me.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I don't think Temerith will like taking watch with Arumil. xP


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Would you rather take Raxus, Arumil.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I don't see how that would be a problem, as far as I know anyways.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10
Bydar prays softly to his goddess to heal the man's pain even if he cannot yet tend to the spine.
"I was wondering if the 'strong' wasn't a religious reference."


Arianna and Bridgette, please roll two Perception checks. You may also roll Knowledge (nature) checks in addition to the Perception checks if you have ranks in the skill.

Perception DC 15 or Knowledge (nature) DC 15:
About an hour into your shift, you notice a sound. Soft at first, then louder - the sound of something sliding against something else. Whatever it is, the sound is growing louder... and it sounds big.

If you make the checks, please let me know what you would like to do. If you don't make the checks, I'll post an update describing what happens.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DC 15 Perception check #1: 1d20 + 7 ⇒ (3) + 7 = 10
DC 15 Perception check #2: 1d20 + 7 ⇒ (4) + 7 = 11
DC 15 Knowledge (nature) check: 1d20 + 8 ⇒ (17) + 8 = 25

Arianna motions to get Bridgette's attention and points in the direction of the sliding sound. She then whispers the words to a minor cantrip and points to Raxus, Temerith, and Arumil. "Wake up!" her voice hisses sharply in their ears. "Something big is approaching!" With her warning delivered, she loads a bolt into her crossbow.

Cast Message to try to wake up and warn Raxus, Temerith, and Arumil (sorry Bydar, but I can only target 3 people and thought it best to alert the people who can see best in the dark).


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette whispers
"Oh great, let's hope it's not trouble."


Arianna casts the spell and whispers her message while Bridgette tries to get a better view of whatever is moving.

The creature soon reveals itself - shining green eyes shine in the fire light as a draconic head enters the very edge of your vision. Pulling itself forward on two thick forelegs, the scuffling sound you heard earlier is revealed to be the monster's tail dragging along the ground. A forked tongue flicks out between four-inch teeth, tasting the air, and a hiss escapes its toothy maw. The eyes regard both of you for a moment before the creature exhales quickly, throwing puffs of gas into the air. It's claws dig into the soft ground as it begins charging toward you.

A tatzlwyrm! And it's a big one!

Knowledge (arcana) DC 17:
Feel free to peruse the tatzlwyrm entry for information on this creature. The one you're facing, however, appears to be quite large - obviously a particularly vicious specimen!

This version is size large and looks to be stronger and tougher than a typical tatzlwyrm.

All of the sleeping people are still asleep (I rolled those checks). Bridgette and Arianna, please roll initiative and let me know what you want to do. No surprise round. The tatzlwyrm is 150 feet away, given your enhanced vision and campfire.

Everyone else, please roll two Perception checks. These checks are to see if you wake up from the increased noise of the tatzlwyrm charging the camp; first round DC is 25, second round DC is going to be 6. Raxus, please roll for your dogs too.

DM Screen:

1d20 ⇒ 7
1d20 ⇒ 8
1d20 ⇒ 4
1d20 ⇒ 11


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Perception 1: 1d20 + 2 ⇒ (2) + 2 = 4
Perception 2: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge (Arcana) vs DC 17: 1d20 + 13 ⇒ (4) + 13 = 17

Last time I checked elves don't sleep they trance and remain aware of things around them, but just in case making the rolls and my arcana roll for whenever he does become aware.

Edit- Wow with those rolls I really hope they wont be used. High mod saves the day again for knowledge. >.<


The default is that elves need sleep in Pathfinder. Changed it after beta. Trance was a 3.5 thing.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Perception r1: 1d20 + 3 ⇒ (10) + 3 = 13
Perception r2: 1d20 + 3 ⇒ (1) + 3 = 4


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Ah well next round he is up then. Hope everyone sleeping survives to wake up that is.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette whispers under her breath
"Oh sh**, Looks like a big Momma"


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Perception: 1d20 ⇒ 20
Perception: 1d20 ⇒ 20

Woah. What a waste of 20's.


HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1, Perception +8

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 8 ⇒ (12) + 8 = 20


HP 13/13, AC 15, CMD 15/19, Fort +5, Ref +5, Will +1

Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Dusk is up and barking as the beast approaches.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Quick post...

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

DC 17 Knowledge (arcana) check: 1d20 + 7 ⇒ (8) + 7 = 15

Action to follow...


Round One

Tatzlwyrm
Arianna
Bridgette

The tatzlwyrm pushes its way through the smooth stones as it moves toward Arianna and Bridgette. As it closes within the camp distance, Dusk raises his head and growls. Long deep barks follow soon after, shattering the silence of the night.

Arianna and Bridgette still have actions. The creature is 30 feet away (and don't forget about combat reflexes and it's large size.)

Everyone else wakes up next round with Dusk going crazy and barking at the huge man-tree creature!


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Round One:

Arianna fires her crossbow at the approaching tatzlwyrm and then hurriedly steps back from the creature.

Standard action to fire light crossbow at the tatzlwyrm. Move action to step back 20 feet.

Light Crossbow Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Light Crossbow Damage: 1d8 ⇒ 4


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette whispers
"I pray, I can protect Soloman"

Bridgette goes for a defense fighting and moves up 10ft.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Round One

Raxus snores loudly, oblivious to the danger.


Round One

Arianna's bolt bites into the creature's breast, causing a trickle of black blood to flow down its scales. The tatzlwyrm roars in defiance.

Bridgette moves up and takes a defensive stance.

Round Two

All characters wake up this round due to Dusk and the proximity/noise of combat. Please roll initiative; in this round, you are lying down and do not have a weapon in your hand. The dogs are beside Raxus; everyone is forty feet away from Bridgette.

The tatzlwyrm charges at Bridgette and leaps at her, ripping into her with its huge jaws and clawed forelegs. bite hit - 13 points; one claw hit - 8 points.

Arianna is up, then Bridgette.

DM Screen:

1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
2d6 + 7 ⇒ (4, 2) + 7 = 13
1d6 + 3 ⇒ (5) + 3 = 8


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Init: 1d20 + 1 ⇒ (18) + 1 = 19

Bydar finally wakes to the sound of battle, his eyes widen and he reaches for his weapon as he stands


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Initiative: 1d20 ⇒ 11

Raxus surges to his feet and snatches up his weapon grunting at his dogs to stay close as he gets his bearings.

Stand, draw weapon, order dogs to Guard me.

Seeing the draconic creature his eyes go wide in awe and surprise.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


Round One - continued

Bridgette unleashes a flurry of blows against the creature, hitting both times.

Arianna fires her crossbow again, but misses the agile creature.

Round Two

Tatzlwyrm 23
Arumil 21
Arianna 19
Bydar 19
Raxus 11
Bridgette 1

The tatzlwyrm's head darts forward and bites Bridgette again, tearing into her shoulder and throwing her to the ground. Bridgette is unconscious and bleeding at -5

Seeing its victim crumple to the ground, the tatzlwyrm moves toward Arianna.

Everyone else is up. No map for this, but please remember the tatzlwyrm is size large.

DM Screen:

1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 10 ⇒ (12) + 10 = 22
2d6 + 7 ⇒ (2, 5) + 7 = 14


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

CON Check: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15 (+2 is from Angel Blood)

I think you forgot to roll Bridgette's damage.

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