Kingmaker AP - Into the Stolen Lands! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path
(Shared Resources Link)


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

"Of course, He may already know, but assure him I won't be harming him," Bydar nods and looks over the injury as the elf does just that.

Healing 1d20 + 7 ⇒ (17) + 7 = 24

Concentrating, Bydar seems to gently glow with holy power.

Channeling to heal some hitpoints, will also get others if they need it: 1d6 ⇒ 5


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 takes some time to carve the mandibles free of the carcasses, as well as a few of the larger chitin segments and any poison sacks they might have.

Take 20 on a survival check to harvest the important parts of the centipedes. Not going to worry about cleaning them or making them pretty right now. Basically, I'm just carving them out, wrapping them in oiled leather and stuffing them in my pack.


The kobold responds to Arumil:

Draconic:
[b]"Not know. Was captured and put here, not know about deeper tunnels. Do know mites go in and come out from both tunnels - could be all over.

Bydar heals the small creature, and the wound instantly seems much cleaner. Mikmek grins and bobs his head in thanks as he caresses the healed stump.

Raxus, there are quite a number of segments, probably too many to fit inside your pack. But you can tie them on the outside if you want to, not a big deal, really just noting that you're getting a bunch of parts from two 8' centipedes.


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

"There we go," Bydar says to Mikmek, then speaks to the others, "I'm torn between taking Mikmek straight home to safety, or taking advantage of the element of surprise we might have on the mites now."


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith removes a trail ration from his pack, handing it to the wounded Kobold with an awkward smile. He turns back to the rest of the party and speaks, "Surprise is not so easy to achieve... stamping them out now would be wise."


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

"Well he says they come from both tunnels. Their numbers could be spread which would be easier for us. I would suggest completing our mission."

He did not consider it wise to return to the dragon with half measures. The mites still needed to be dealt with and the treasure recovered.


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

"If we decide to stamp them out now, should we go as one group, or as two groups?"


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

"I think we should stay together. If nothing else, mikmek will want to be protected by our numbers. We'll want that too, if he dies, treasure and dead mites or not, we're very likely to have a very angry dragon on our hands , even more so than now."


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith nods deeply and emphatically. "Together is safest."


What would the group like to do?

What are you going to do with MikMek? He only has a move speed of 10' at the moment. He is more than willing to exit the mine and hide outside to wait for you.


Male (Oni-Spawn) Tiefling Inquisitor 3

Having him wait outside is probably the safest bet, though Temerith would probably rather have him close by, where he knows he can protect him. I'll wait for the others to clock in with their opinions before I say anything for sure.


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

"True, together is safest."


Just waiting on a few more to post before continuing.


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

Torn on what to do with Mikmek to be honest. I can see advantages/disadvantages to either.


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

If we put him outside we could hide him up a tree and I could have a dog guard him.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Raxus Half-blood wrote:
If we put him outside we could hide him up a tree and I could have a dog guard him.

Good idea. I like the dog back up/guard . Unless anyone else objects, let's go with that.


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

We could have him use the bug bodies as a hide out. ;)


Mikmek cautiously agrees to the plan, but asks if anybody has any food he can have.

Assuming somebody gives him something to eat

He hobbles outside and manages to climb into some branches of a tree fifty feet away from the mine entrance. He assures you he won't leave until you come back for him, or if the mites manage to kill you all and come out looking for him. ;)

You have two directions leading out of the cave where you found Mikmek - east and south. With all of the dripping water, nobody can hear anything unusual or distinctive down either tunnel.

Survival DC 15:
It seems the larger bug tracks spotted outside the cave head into the south tunnel. You do not see any bug tracks leading back out of either tunnel.

Perception checks aren't much good simply due to the distances involved. Let me know which way you want to proceed and I'll provide Perception checks if/when you get close to something.


Male (Oni-Spawn) Tiefling Inquisitor 3

Survival check: 1d20 + 3 ⇒ (4) + 3 = 7

Temerith looks between the passages, before shrugging. He looks to the others, curious.


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 digs out a water skin and some strips of jerked beef, giving them to the kobold, then points to the Kobold and grunts something in a rough tongue, commanding Dusk to stand guard over the little lizard-man.

The dark-haired mastiff trots to the base of the tree and hunkers down. Tossing his dog it's own strip of jerky, the big man followed the rest back inside.


Which direction does the group want to explore?


Male (Oni-Spawn) Tiefling Inquisitor 3

1 East, 2 South: 1d2 ⇒ 1

One vote for East.


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

Bydar glances about I think Survival can be used sans training iirc. So with wisdom bonus alone
1d20 + 3 ⇒ (6) + 3 = 9

And with a roll like that it won't matter anyway. I'll go with whatever folks want.


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

East it is


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

survival: 1d20 + 2 ⇒ (3) + 2 = 5

"So which way do we go?"


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

"One way seems as good as the other, at least by what we know. Let's try east first and hope we're picking lucky."


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith nods at Bydar's suggestion, and mumbles a few words under his breath before touching the blade of his Bastard Sword again, causing it to glow brightly.

Raising the weapon up in front of him, the tiefling moves towards the east tunnel.

Temerith casts Light.


The group heads east.

The tunnel is about thirty feet long, before it makes a sharp right turn. It continues on for another hundred or so feet, with smaller tunnels branching off every twenty feet or so. The smaller tunnels were obviously locations for prospective mining, and they all hit a rough dead end after only a few feet.

Knowledge (dungeoneering) DC 15:
It appears that this mine still has some untapped veins of gold in the walls.

At the end of the longer tunnel, it begins going down in a shallow descent. Unfortunately, the dripping water is increasing to fall in small rivulets down the walls, hitting the floor and running by your feet down the tunnel.

Perception DC 25:
High-pitched voices can be heard up ahead!

DM Screen:
1d20 + 4 ⇒ (7) + 4 = 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)

Knowledge (Dungeoneering): 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 2 ⇒ (4) + 2 = 6

Arumil studies the mine as they go. He takes out his journal and makes a note of interest for later. He puts it quickly away, no need to have his hands full with in the enemy lair.


Male (Oni-Spawn) Tiefling Inquisitor 3

Perception check: 1d20 + 7 ⇒ (7) + 7 = 14

Temerith walks down the tunnel cautiously, his eyes and ears peeled for signs of danger. His hand seems to squeeze around the grip of his sword every few steps, as if it confirm its presence.


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 ⇒ (20) - 1 = 19 Sigh.

Raxus and Dawn pull up the rear.


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

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


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

Bydar notices the elf taking notes, and whispers "Something of interest?"

Perception: 1d20 + 3 ⇒ (15) + 3 = 18


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 shrugs.

"Perhaps, I rather not say until confirmed. Not that we have the time to focus on anything but the task at hand."


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

Bydar nods.


The tunnel continues its downward slope for another thirty feet before leveling out again. It abruptly opens into a large natural cavern with another exit to the west. The eastern edge falls off into a seemingly bottomless pit. Several piles of rock and debris are piled around the area.

As the group enters the area, a small blue creature leaps out from behind one of the rubble piles and runs off down the exit to the west. It's one of the mites!

The mite emerging and running away has initiated combat. Please roll initiative.

Also, please make a Perception check; if you make a DC 20, you may act in the surprise round.

No map for this combat, but I'll upload one if we need it.

DM Screen:
1d20 + 9 ⇒ (11) + 9 = 20


Male (Oni-Spawn) Tiefling Inquisitor 3

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Perception check: 1d20 + 7 ⇒ (19) + 7 = 26

Spooked slightly by the mite hopping into view, Temerith rushes after the little insect-like creature.


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

Init: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

I've rolled nothing but low rolls for two days now


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

Init: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

NVM. got those mixed up


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

Init:: 1d20 + 2 ⇒ (8) + 2 = 10
Perception:: 1d20 + 2 ⇒ (12) + 2 = 14

Sometimes I wonder whats the point. -.-


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 ⇒ (17) - 1 = 16
Initiative: 1d20 + 0 ⇒ (20) + 0 = 20


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

Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Acts on Raxus' Initiative. Just checking to see if the dog is caught Flat Footed and if she might have a chance to protect her master.


Initiative
20 Bydar
20 Raxus
17 Teremith
10 Arumil
08 Enemies
04 Bridgette

Teremith reacts quickly as the mite runs away, breaking into a run to chase after the creature. As he enters the tunnel on the far wall, he pulls up short and skids to a stop.

Teremith:
The entire tunnel has been littered with caltrops. You actually stepped on one, but it failed to penetrate the sole of your boot. To continue down this tunnel, you would need to proceed slowly (half speed)

As Teremith crosses the room, a rustling draws everyone's attention to the ledge on the west side. Climbing over the ledge are thousands of tiny insects, but what concerns you the most is the large crablike monster that follows them!

Knowledge (nature) DC 12:
This is a cave fisher, a vermin that lives underground on ledges and in fissures. It has two large claws it uses to catch its prey. It also can shoot a thin filment of sticky silk at targets. If it hits a target, it can pull its victim to its claws and mouth.

You are facing a 10x10 cave fisher. The thousands of tiny insects are annoying, but are not an enemy you have to fight.

DM Screen:
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (6) + 1 = 7


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

Knowledge (Nature): 1d20 + 12 ⇒ (1) + 12 = 13

Arumil knows what the creature is as soon as he see's it. He lets the others know of what they face. Open spoiler

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

In no mood to deal with something that big and dangerous he backs up while sending a sapphire eagle at the beast.


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith grunts as he realizes there is a caltrop stuck in his boot, and stops in his tracks. "Caltrops!" he shouts to the rest of the party, gesturing down the tunnel. He turns upon noticing the swarm of insects and the big crab-like vermin, deciding that chasing after the mite would likely lead him away from the party, possibly into a trap. The Inquisitor grips his blade in both hands and charges back at the Cave Fisher.

Temerith charges and makes a Destructive Smite attack on the Cave Fisher with his Bastard Sword. 5/6 Destructive Smites left today.

Bastard Sword vs. Cave Fisher: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Bastard Sword damage vs. Cave Fisher: 1d10 + 6 + 1 ⇒ (6) + 6 + 1 = 13

14 AC until the start of Temerith's next turn.


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

I think those caltrops will stop you from charging. That's usually what they're for


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

Bydar eyes the cave fisher, "I like to believe everything has the chance for beauty within, but I'll admit I'm having a hard time finding it here."

He releases another quarrel, this time at the cave fisher.

Hit: 1d20 + 1 ⇒ (6) + 1 = 7
Dmg if that hits: 1d8 ⇒ 7


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

she moves to in a way that she keeps out of the fisher's range, and sets up a charge to the fisher's side on her next round.


Round Two
20 Bydar
20 Raxus
17 Teremith
10 Arumil
08 Enemies
04 Bridgette

Bydar quickly aims his crossbow at the cave fisher and fires, but his bolt clangs harmlessly off the monster's chitin shell.

Teremith charges at the creature, and gets hit with a claw as he closes with the monster (7 damage)! Luckily, his speed is able to help him resist being grappled by the monster. But his sacrifice is rewarded as he brings his sword down in divine retribution!

Arumil releases a missile of force at the monster, and watches in satisfaction as it unerringly strikes his target.

The cave fisher attempts to grab Teremith with its claws, but the tiefling manages to evade the giant claws snapping around him.

Bridgette moves around the creature and sets up a clear lane of attack.

Raxus, let me know what you want to do and I'll get your action added in asap

DM Screen:

1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (7) + 6 = 13
1d4 + 4 ⇒ (3) + 4 = 7

-----

Let's go ahead and move into the next round!

Apologies for the confusion about the map!


Male (Oni-Spawn) Tiefling Inquisitor 3

Temerith reels as he is struck by the beast, but manages to duck under its grasping claws. His eyes seem to flare as he finishes the defensive movement.

Round Two

Temerith musters his strength and strikes at the beast again, despite his wound.

Temerith attacks the Cave Fisher with his Bastard Sword wielded in two hands.

Bastard Sword vs. Cave Fisher: 1d20 + 4 ⇒ (11) + 4 = 15
Bastard Sword damage vs. Cave Fisher: 1d10 + 6 ⇒ (6) + 6 = 12

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