Kingmaker AP - Into the Stolen Lands! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path
(Shared Resources Link)


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

"My master did the same thing, Raxus.
You could say it's part of their code of conduct."


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

"Why do I pray?" Bydar raises both brows in surprise, "Pardon, not a question I was expecting. Prayer is means by which any man or woman may attempt to entrust his or her woes, hopes, and most sacred self with a divine being. It can bring solace, strength, hope, or comfort." He says gently.

Then he adds, "For clerics, as myself, prayer is also the conduit...the path, by which gods invest some small part of their power into us as living vessels. Shelyn has entrusted me with such. It is by her grace I am able to do such things as heal with magic."


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

"The healing comes from the prayer?" Raxus says simply, seeming to understand something that had been bothering him. "My mother used to pray. And heal. I did not know they were connected. She was never allowed to teach me those things, or this 'code' her followers have."

Nodding to himself he hefted his hooked spear and waited for the others to finish getting ready.


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

Arumil got up from his trance, his preperations complete. Listening to the others he did not bother to comment, he had his own god and ways. Dusting himself off and making sure everything is in place he waits for the others to finish.


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

"Your mother sounds like an interesting woman, Raxus. Perhaps later, after we find this scout, you'll tell me more of her," Bydar is indeed curious, but they have a duty to perform and a kobold's life to save. An odd task to be sure.


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith finishes his own prayer, coming over to gather with the rest. He pulls his hood over his horns and then gathers his equipment. "Let's get moving."


The entrance into the cavern is dark, and a foul musty odor emanates from the depths. Peering into the entrance, you see a tunnel that leads down at a shallow angle then turns to the right. The interior of the mine appears to be a mix of dirt and stone, and despite its age, seems to be in stable condition.

I will post a map for the cavern in the shared folder this afternoon.

How do you want to enter the cave? Are you going to have a scout? Attempt to move quietly? Etc. I don't need a precise marching order, but I'd like to get a general idea about how the group is going to proceed.

Raxus, though you find the mine cramped and too short, you do not have to "squeeze" as per the rules.


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

"So who goes in what order?"


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

"My advice would be warriors at both front and back while casters stay closer to center. Bridgette, do you wish to take center?"


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith unsheathes his weapon and looks to the others as they attempt to decide the marching order.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Bydar wrote:
"My advice would be warriors at both front and back while casters stay closer to center. Bridgette, do you wish to take center?"

Please change that to 'Do you wish to take Point?'

*Facepalm*


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

I think it's better to let the typo stand for RP reasons
"I'm not that weak of a lady, Bydar.
Heck, some of the local hunters call me an Amazon.
And it could be a habit of yours, from living in a city."


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

"Forgive me, I misspoke," Bydar apologizes. "I meant, 'do you wish to take point?' I asssure you, we have many powerful women in the church of Shelyn "


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

"I don't mind taking point.
My former master is a priestess of Kurgress and she's powerful,
but don't let her near the booze as it can cause problems."


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

"She should be interesting to meet one day."


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

"If she shows up, she shows up."


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 seemed bothered that Bridgette was at the head of the column, but he said nothing and moved to the rear of the line with his dogs.


Nearly sixty feet into the cave, the first few people of the group follow the tunnel far enough to lose sight of the entrance. Darkness lies ahead, and near-constant dripping causing the interior to echo with droplets of water.

As Bridgette continues leading the group deeper into the mine, she spots a large room ahead. From what she can see, the room appears to be roughly carved by hand (it is not natural).

Perception DC 20:
You hear a slight wheezing sound, as if something is having trouble breathing.

Perception DC 25:
A short rapid staccato of something hitting stone grabs your attention. That came from a different direction than the breathing.

There is a slight penalty associated with Perception checks inside the mine. I will be taking these into account - players should roll checks as normal.

Also, I assume there is a light source near the front of the group. Please correct me if I'm wrong.

I am still working on the map, will be up asap.


Male (Oni-Spawn) Tiefling Inquisitor 3

Perception check: 1d20 + 7 ⇒ (9) + 7 = 16

Temerith attempts to peer around inside the tunnel, not noticing anything of note. He attempts to peer around, before realizing that his comrades may be having trouble seeing in the darkness. He mutters a few words and touches his blade with his left hand, causing it start radiating light.

Temerith casts Light on his Bastard Sword.


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

and give away our position with that light.


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

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Bydar can see thanks to Temerith's light, but if the mites are about, he doesn't see them, yet.


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 - 1 ⇒ (12) - 1 = 11

More concerned with not bumping his head than with his surroundings, Raxus keeps low and follows the others.


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

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


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

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Don't know how the dogs would react to what they are hearing. I haven't checked the spoiler. I'll let you describe what the dog does when it notices whatever it is.


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

perception: 1d20 + 8 ⇒ (5) + 8 = 13


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
1d20 + 2 ⇒ (13) + 2 = 15


The group continues exploring and enters a large area that has obviously been expanded by manual labor. Despite the lack of mining experience, each of you notices the tool marks on the smooth walls, floor, and ceiling.

Another tunnel exits this room heading in the same direction you're currently going (south). Another tunnel leads to the west.

The group also notices a large fenced enclosure in the northeast corner of the room. From the debris inside the enclosure, it was apparently once used for storage. Broken tool handles, empty buckets, and coils of rotted rope lie strewn about. But what immediately grabs your attention is the small curled up form resting against the far wall. Tiny eyes open to watch as you enter the room, and you can now hear the creature's labored breathing. It lowers its arms and you can clearly see it is a kobold.

Perception DC 23:
You see two large centipedes in the shadows to the west!

Sense Motive DC 15:
The kobold deliberately glances behind you, alerting you to centipedes hiding in the shadows to the west!

Everyone please roll Initiative checks; if you made either or both of the spoilers above, please also include actions for the surprise round; I'll get everyone's actions, post a recap, then we'll continue with standard combat rounds from there.

GM Screen:

1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 5 ⇒ (10) + 5 = 15


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

perception: 1d20 + 3 ⇒ (6) + 3 = 9
Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16

Init: 1d20 + 1 ⇒ (17) + 1 = 18

"Behind us...I think the Kobold is warning us," If he sees the target in question, he moves slightly to the side and fires his crossbow at the nearest centepede before they can close into melee range.

to hit: 1d20 + 1 ⇒ (3) + 1 = 4
If that hits, dmg is: 1d8 ⇒ 4


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

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Init: 1d20 + 2 ⇒ (3) + 2 = 5


Male (Oni-Spawn) Tiefling Inquisitor 3

Perception check: 1d20 + 7 ⇒ (14) + 7 = 21
Sense Motive check: 1d20 + 8 ⇒ (17) + 8 = 25
Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Temerith notices the Kobold's gaze, and turns to face the pair of centipedes. "Nnh...," he grunts and he raises his Bastard Sword in front of him. With his free hand, the tiefling pulls his hood down, before beginning to glare directly at the beasts with all his fury. His eyes blaze red as he tries to pin the giant insects down with only his force of will.

Knowledge (Nature) check: 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Intimidate to Demoralize: 1d20 + 9 ⇒ (11) + 9 = 20

It looks like I can only demoralize a single target at a time as a standard action, so I suppose you can pick which one it's aimed at, Haldhin.


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
1d20 + 2 ⇒ (1) + 2 = 3
Sense Motive
1d20 ⇒ 17
Initiative
1d20 + 2 ⇒ (12) + 2 = 14

Arumil notices the kobolds warning. He cast a simple spell at the vermin.

Jolt vs Centipede
RTA 1d20 + 2 ⇒ (2) + 2 = 4
EDmg 1d3 ⇒ 1

"We have a pair of big bugs, it seems."

Switching over to draconic. He speaks to the kobold.

Draconic:

"Thanks for the warning. We were sent by Hhuristalax your chief. Would you happen to be the missing scout?"

Edited- How I am the play thing of these things called dice. -.-


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 ⇒ 14
Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16
Perception: 1d20 - 1 ⇒ (2) - 1 = 1

Raxus squints at the Kobold and slowly turns around as he realizes the tiny creature was trying to warn him of something. His eyes widen at the site of the Centipedes.

Without a map I'm not sure what my attack options are. Also, am I under any kind of penalties for being too large for the tunnel? Technically I'm a Medium creature, but I didn't want to assume.


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

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

The pale mastiff's ears swivel and her hackles rise. She whips around and crouches at the sight of the giant vermin. Her head lowers and a rumbling growl echoes through the tunnel.

Go defensive. Waiting for directions from Raxus


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

1d20 + 8 ⇒ (16) + 8 = 24

The darker male whips around a half second after the female, reacting to her and taking up a mirroring stance, adding his own growl to hers.

Defensive. Waiting for commands.


I uploaded a map last night but the tokens didn't survive the export. So there is a big blank map for everyone to enjoy. :/ I'll get tokens up asap when I get home from work. Sorry for the inconvenience.

Raxus, the centipedes are twenty feet away. Despite the cramped quarters, you are not suffering any penalties to your actions in the mine.

Knowledge (nature) DC 7:
You recognize these creatures as centipedes. They are vermin, and from the size of their forcipules, are likely to have a painful bite.

Vermin are living creatures, mindless, have darkvision, have natural weapons, and don't use armor.


Male (Oni-Spawn) Tiefling Inquisitor 3

Knowledge (Nature) check: 1d20 + 4 + 3 ⇒ (13) + 4 + 3 = 20

Temerith's glare does not falter, even as he recognizes the beasts. "Centipedes...", he mutters, just loud enough for the rest of the party to hear.


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

Assuming the terrain isn't difficult...

In the cavern, Raxus had adopted a primitive seeming stoop that lowered his effective height by almost two feet and had his hands nearly touching the ground, his massive frame seeming more than a little simian.

At the sight of the vermin, the big man lunged, actually planting a hand on the ground for a moment before lashing out with the nasty point of his hooked polearm.

Charge with ogre hook: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d10 + 7 ⇒ (7) + 7 = 14


Surprise Round

22 Centipedes
18 Bydar
14 Arumil
14 Raxus
07 Teremith
05 Bridgette

Both centipedes move forward out of the shadows to engage the party.

Bydar fires at one of the creatures (#1), but the bolt flies wide.

Arumil casts a spell but it also misses the target (#1). The kobold does not respond to you.

Raxus swings at the centipede in front of him, but he misses the writhing form of the large insect.

Teremith glares at one of the creatures (#1), but he can't tell if his visage has any effect on the mindless vermin.

Bridgette turns in surprise as the centipedes engage the party.

-----

On to standard combat rounds.

I have added a tactical map with images for characters and the centipedes. Your enemies are also numbered.

When moving, please reference the letter-number combination for the row-column codes on the map.

Raxus, the centipedes went first, so you did not get the charge bonus to hit.

Teremith, not sure why you made the second Kn: nature check?

GM Screen:

1d20 + 2 ⇒ (20) + 2 = 22


Male (Oni-Spawn) Tiefling Inquisitor 3

Oops. Heh. I think I probably wasn't really thinking when I did that, but it worked both times, so no harm no foul? ;)

Temerith grasps his blade in both hands, rushing forward to strike at one of the centipedes. He grunts as he brings the weapon down, his eyes still blazing red.

Move to C6 (Move). Attack Centipede 1 (Standard).
Bastard Sword vs. Centipede 1: 1d20 + 4 ⇒ (14) + 4 = 18
Bastard Sword damage vs. Centipede 1: 1d10 + 6 ⇒ (4) + 6 = 10


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

Move: C1
Standard: Jolt vs Centipede 1
RTA: 1d20 + 2 ⇒ (5) + 2 = 7
EDmg: 1d3 ⇒ 2

Arumil back peddles to put more space between him and the giant bugs. Then recast his spell.


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 continues his asault, growling a command in a guttural tongue, commanding his dogs to attack.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 7 ⇒ (1) + 7 = 8


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

The pale mastiff lunges in, snapping at the creature.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Trip, if attack hits (not likely with all those legs, but what the heck): 1d20 + 5 ⇒ (10) + 5 = 15


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

The darker dog follows it's mate, working in concert with her to harry the creature, but failing to get it's jaws on it.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


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

Bydar backs up closer to the kobold, and fires another bolt at a centipede, at which ever one has the fewest attackers on it.
"I'll have to give a look, but I wonder if Mikmek, assuming that is he, is hurt or hurting from the attacks of these things already? He may require healing."

to hit: 1d20 + 1 ⇒ (3) + 1 = 4
dmg if that hits: 1d8 ⇒ 3


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

Move D6

Atk(Axe)@C7: 1d20 + 4 ⇒ (16) + 4 = 20
Damage): 1d6 + 3 ⇒ (5) + 3 = 8


Round One

22 Centipedes
18 Bydar
14 Arumil
14 Raxus
07 Teremith
05 Bridgette

One centipede (#2) lashes out at Raxus but misses its attack. The other attempts to bite Dawn, but fails to penetrate the dog's defenses.

Bydar shoots another bolt at the creature, but the bolt flies down the side passage.

Arumil retreats, but sends another magical bolt at the centipede... only to be disheartened to see it crackle on the stone floor.

Raxus brings his ogre hook around and connects with the northernmost centipede, tearing open its chitinous shell. Dawn attacks the other vermin, ripping several legs off, but Dusk is not as proficient, and misses its target.

Teremith charges forward and brings his sword down on the centipede's head, cleaving completely through its skull, instantly dropping it.

Bridgette circles around and times her attack perfectly to take advantage of Dawn and Dusk's ferocity. With a swift strike, she slams her axe down across the creature's back, severing its spine. With a few final shudders, the pieces of the centipede finally lie still.

DM Screen:

1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (10) + 4 = 14

Both of the creatures are dead, and from the silence in both of the tunnels, it seems your short fight did not cause enough noise for other inhabitants to notice.

-----

The kobold looks at Arumil with a mixture of relief and pain in his eyes. He leans forward to grip the bars of his cage, and with a breaking high-pitched voice, he exclaims:

Draconic:
"You are here from Chief Sootscale? You can help Mikmek escape? Help go home?"

Perception DC 15:
When Mikmek leans forward and grabs the bars, you notice a ragged bloody stump where his right "foot" should be.


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: 1d20 + 2 ⇒ (13) + 2 = 15

Arumil quickly puts his hands up. Whispering.

Draconic:

"Keep it down we do not need more trouble just yet. We were sent to help you as well as end the Mite threat. What can you tell us?"

Noticing the kobolds condition.

"Our friend here has been relieved of his right foot it seems. Bydar could you take a look while I find out what he knows of the Mites."

Speaking to the kobold once more assuming Bydar agrees. Making certain assure the little reptile.

Draconic:

"We have a healer, he will see what he can do about your injury. Do not be alarmed."

Edit-Just barely rolled.


The kobold nods quickly and replies in a hushed voice while indicating his injury:

Draconic:
"There are ten mites, and their leader. He has a big insect that did this to me. They also have a big chest - probably full of treasures they took when they left the tunnels under the sycamore tree."


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

Arumil passes on the information to the others. Open spoiler above.

"So it seems we have a total of 12 enemies. I dont know about the rest of you but that seems a bit much. They cant all be active at the same time. I will see if I can get some more information from our friend."

He switches back to draconic.

Draconic:

"Do they all stay in the same place or are they spread out? Also do you know if when some of them sleep and where?"

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