Kingmaker. Footsteps to the empty throne. (Inactive)

Game Master DBH

Strangers, friends and even lovers. You have gathered together for your own reasons to explore and make safe the perilous region to the south known to all only as the Stolen lands.

Charter

The Greenbelt

Charter of rulership

Silverhold map

Kingdom shreadsheet

Stolen lands Map RRR

Letter

Notices 3

Wyverns;


2,651 to 2,700 of 3,226 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

"So, detour for the keep, or stick to the plan? Gotta say, if there's any strength to the keep, we want to make sure no bandits have taken up residence, and then consider putting an outpost in it for the men to get some comfort, and widen the area we actively protect. Unless you think it is too far afield from the territory we're immediately worried about?"


INACTIVE - GAME DIED

"I am inclined to agree with Josef... a strongpoint like that in the borders of these lands would be a threat to commerce," says Lisl.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

”I think we should double back and deliver the trees to the heater get, then check this region here,” Darian says as he points to their map (Hex 10). ”I don’t like the idea of unknown quantities on our flank, between us and home. Then we return and start here and head to here, then back down this way, checking this keep along the way...” he states as he moves his finger to the northernmost unexplored area and traces it south and then west (Hex 1, 8, 16, 15, 22, 23, 24).

”And I agree with you both, the keep could prove a valuable asset, or a potential threat in the wrong hands. We should make sure it doesn’t prove to ever be the latter.”

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

"We have a small stockpile of resources in Silverhold at the moment." Isabel offers, "We could probably settle the fortresss, encourage a small settlement there like we did with Oleg's..."

She seems happy with the proposed route.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

"I agree the keep would and will be in our border but not yet. If we expand to quick we will not have the reach to protect as the people deserve. I agree with Darian's plan of action for now."


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

"Works for me."


Are you sure you want to do that?

I was trying to post this yesterday when the board nicely crashed on me, again!

Keep out:

random: 1d100 ⇒ 99
random: 1d100 ⇒ 58

You travel west and find only deep woods, old, healthy trees and many animals who avoid you as is their nature.

Swinging to the south your travel is again peaceful and you reach the area Tiressia told you the old keep was to be found.

G1. Main Gate
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.

What are you doing now? You are outside and there seems to be no response to your arrival.

Use the Abandoned keep map up top.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

Darian let’s out a low whistle in appreciation of the keep’s former grandeur. ”This place was probably fairly impressive in its prime,” he says. He nods towards the gate and asks ”Anyone wanna scout ahead?”


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

How did we end up at the keep? I thought we decided to go deliver the keys then to Hex 10 not the keep. Keep would be later. Did I miss something?


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

I wondered the same thing, but just rolled with it...


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

"Want to? Not especially. Can if you want."

Willing, but young and stupid. No Perception skill. No Stealth skill. Meh AC and HP is all he's got for Scouting . . ..


Are you sure you want to do that?

Sorry, I missed that completely.

You wake up to realize it was a dream, one that you oddly shared. :)

Melianse squeals in delight when you present her with the feather token, tapping a finger against her chin as she studies her pond for the best location to plant the trees.

And more mistakes on my part, Hex10 is where you dealt with the mad hermit and his cougar.

Having fufilled your agreement with two fey peacefully you are now able to investigate the abandoned keep.

So back to where we were before, at the entrance to the keep.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

No worries just wanted to make sure I wasn't crazy or missed something :)

"Melianse. Tiressia and Falcho have offered to aid us. They will be guarding the Narlmarches and keeping us updated on any threats to its borders or surroundings. I'm telling you this to show further we seek prosperity and balance here for all and would be honored if you would help and maybe even come visit our settlement one day."

Johanna offers a smile and bows a bit awaiting a reply.

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel stays back, happy to let Johanna take a lead role in the diplomacy for a change.

=======
Upon arriving at the fortress the former dance tutor steps up with a smile. "Moving quietly and not being seen? Let me handle this one boys."

Isabel plants a kiss on her husband's cheek and then vanishes from sight. Invisibly she proceeds into the keep, taking care to tread quietly.

Stealth: 1d20 + 10 + 20 ⇒ (8) + 10 + 20 = 38 Cast Silence on self as well. (Maybe extra stealth bonus?)


Are you sure you want to do that?

At the pond.

Melianse nods happily when told of your agreement with Tiressia. "Oh I can can do that too!" She bounces happily, giving the party an appreciative look. "You're much better than the usual humans who blunder through the woods making a mess and being rude!"

She also gives Darian & Josef a more flirtatious look and tells them "If you want to drop by sometime, that would be nice."

Charisma 24 Nixie Sorceress. :)

At the Abandoned keep.

G2. Courtyard
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.

The thick underbrush makes the entire courtyard difficult terrain.

What are you doing now?

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel picks her way through the undergrowth, heading for the central tower as quickly as she can.

Will head to the tower and explore as quickly as I can, given the time limits of invis and silence.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

At the Pond

"Thank you Melianse. We look forward to visiting again soon."

At the Tower

Johanna waits as Isabel scouts. She has her wand out and ready to buff if anything happens.


Are you sure you want to do that?

ref save: 1d20 + 8 ⇒ (20) + 8 = 28

As Isabel moves further into the courtyard the old portcullis suddenly drops on her, far more smoothly and silently than something so old should be able to?

Isabel is able to jump out of the way, but is now inside the keep, everyone else is outside.

What are you doing now?

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel frowns, and her voice whispers in her husband's ear.

"That was close. I didn't see anything... I'll continue looking, work on a way for me to get out?"


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

As the portcullis drops, Darian gasps as his heart seems to stop! He darts forward to the gate, concern painted thickly across his face, though after a moment it relaxes. He looks to the others and says ”Help me get this open.”

Strength: 1d20 + 3 ⇒ (7) + 3 = 10


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

Noticing Darian strain at the gate and knowing full and well that she wouldn't be much help in effort, Freya offers, "It is an open, if overgrown, courtyard. We could just climb the wall to join her on the other side, or throw over a rope so that she can climb out."


INACTIVE - GAME DIED

"Quite so. It's not as if we have the spells to rust or lift the gate," says Lisl.


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

”And then if we need to make a hasty retreat, we can’t. I’d prefer to...UUNNGGHH...” he grunts as he strains on the gate, ”at least try to get this open...”


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

"We could get Isabel out of there and come back after I've had an opportunity to prepare different spells, one in particular that may loosen the gate's mechanism." Grease


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

"Baron? Work smarter not harder." He turns and points to the edge of the woods. "You know how well she can hide when she wants to. Let's get a lever, maybe have the men bring a wagon up that we can use for the fulcrum?> Not like we're trying to hide, is it?"


Are you sure you want to do that?

Private:

stealth: 1d20 + 23 ⇒ (9) + 23 = 32
stealth GS: 1d20 + 18 ⇒ (18) + 18 = 36
perception: 1d20 + 10 ⇒ (2) + 10 = 12

Isabel there is movement to your north. The ruined tower disgorges two rat swarms, screeching and hissing as something drives them from their nest into the courtyard.

Already they are sniffing the air suspiciously.

What are you all doing now?

DC25 STR check to raise the portcullis.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

"I'm sorry I am of little use when it comes to brute force."

She looks around a bit frantic sad that she is unable to assist.


M Human Fighter (Aldori Defender) 5/Aldori Swordlord 1 | HP38/46 | AC20 T14 F17 CMD21+ | F+6 R+6 W+2 | 20) | I+5 | Perc+0

"If you don't want to get a lever, we can work together and eventually lift the gate. Eventually. But everybody's going to have to help."

Darian as primary taking 20, and any one of us succeeding with an Aid Another should lift it. More successes just pushes it faster, right?


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

So assuming only 1 person can help they could take 10 to auto aid and Darian would need to take 20 so it would take 2 minutes to get the thing lifted. If 2 or more can help and take 10 to auto aid assuming not a negative strength mod then he could roll and see how long it takes to lift. If the dice don't cooperate could take more than 2 minutes could lift it right away :) A crowbar adds +2 so a makeshift lever may add a +1 if one is easily found


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

I am willing to use any of the above methods. Here are some rolls to see when it is most likely feasible...

Strength: 1d20 + 3 ⇒ (9) + 3 = 12
Strength: 1d20 + 3 ⇒ (6) + 3 = 9
Strength: 1d20 + 3 ⇒ (20) + 3 = 23 So there is the round it will most likely happen. Boom. Superman Superman!


Are you sure you want to do that?

Spurred on by the impending danger to his beloved Darian has a superhuman burst of strength and raises the portcullis, finding it suspiciously well oiled for such an ancient and decrepit place.

Unfortunately the sound of the portcullis lifting has also drawn the attention of the swarms, who begin to move closer, screeching in hunger.

Isabel, you may get out now, the portcullis won't stop the swarms though. What is everyone doing?

Spurred on by the horrifying prospect of single parenthood Darian quickly pushes the heavy portcullis up. :)

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Isabel, suddenly aware that she has no spells to block her scent, falls back towards the now open gateway.

"Rats - a lot of them! Coming this way!" She explains. "I can hit them with the wand but there's a lot of them!"

From outside the portcullis she pulls out the wand and suits actions to words.

UMD: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 LB: 5d6 ⇒ (1, 4, 1, 3, 2) = 11
UMD: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 LB: 5d6 ⇒ (2, 5, 4, 5, 5) = 21
UMD: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

I've no idea how much time she has, but hopefully enough to get 1 or 2 bolts off!


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

Johanna falls back with nothing but her swords she is of little use.

I believe our weapons can cause half damage because of the rats size. Right?


Are you sure you want to do that?

@Joanna. That is correct.

The swarms closeness works against it as Isabel manages to force her wand to blast one swarm out of existence.

Still one pouring towards you though. :)


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

”Uhm...guys? Anyone got any tricks for a big wad of rats?” Darian says as he draws his sword and prepares to slice at the approaching horde of rodents...

Readied Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, AS: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

"Fall back, I can keep using the wand!" Isabel replies.

If we just retreat I can blast them into bits... :)


INACTIVE - GAME DIED

Lisl blasts the oncoming swarm with a sound burst, a sudden and jarring discordant blast that sends rats tumbling.

Sonic damage: 1d8 ⇒ 8

Depending on the particulars of the swarm they might take more damage from area effects.


Are you sure you want to do that?

The swarm scuttles closer as Isabel lines it up with her wand, Lisl blasts it and sends rat pieces flying with her spell, but it still comes on.

Then two figures appear from hiding and strike at Isabel!

attack vs Flat footed Orange vs Isabel: 1d20 + 6 ⇒ (13) + 6 = 19
attack vs Flat footed Green vs Isabel: 1d20 + 9 ⇒ (8) + 9 = 17

damage Orange: 1d4 + 2d6 ⇒ (2) + (6, 6) = 14
damage Green: 1d4 + 1 + 3d6 ⇒ (4) + 1 + (2, 3, 5) = 15

Isabel, two fort saves please. DC14 for both.

Knowledge nature DC19 for Orange:

Quickling
CE Small fey
Init +7; Senses low-light vision; Perception +9
DEFENSE
AC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
Fort +2, Ref +11, Will +6
Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility

OFFENSE
Speed 120 ft.
Melee short sword +10 (1d4–1/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +8)

1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)

Feats Dodge, MobilityB, Spring AttackB, Weapon Finesse
Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, Survival +4, Use Magic Device +7
Languages Aklo, Common, Sylvan
SQ poison use

SPECIAL ABILITIES

Natural Invisibility (Su)
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.

Supernatural Speed (Su)
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).

Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

Knowledge Nature DC23 Green:

Grimstalker
This creature looks like a hairless elf, slender and graceful, with long arms that end in sharp claws. Its skin is brown and woody and resembles tree bark. It wears clothes made of leaves and vines.

NE Medium fey
Init +9; Senses low-light vision; Perception +12

DEFENSE
Fort +5, Ref +11, Will +7
DR 5/cold iron

OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +9 (1d4+1 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +11)

3/day—control plants (DC 21), tree shape

TACTICS
The grimstalker directs his allies’ attacks with control plants while using the plant to flank foes. When reduced to fewer than 11 hit points, the grimstalker flees, climbing up the walls to escape through a hole in the tower’s roof.

Feats Combat Reflexes, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +16 (+20 jump), Climb +20, Escape Artist +18, Intimidate +11, Knowledge (nature) +13, Perception +12, Stealth +18 (+26 in forests), Survival +9
Languages Aklo, Common, Elven

SPECIAL ABILITIES
Poison (Ex)
Claw—Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 saves.

The party may now act.

Both made their stealth rolls well over your Perception Isabel, both have ways of getting around the courtyard quickly.


Female N Human Herb Witch 3 / Wild Whisperer Druid 3 / Mystic Theurge 0 | HP: 42/42 | AC: 15 (11 Tch, 14 FF) | CMB: +4, CMD: 15 | Fort +6, Reflex +4, Will +10 | Initiative: +1 | Perception: +15 (+17), Sense Motive: +5 (+7) + 1d6 | Speed 30ft | Herb Lore 6/6 | Inspiration 4/5 | Fenrir HP: 54/54; AC 25 | Muninn HP: 21/21 | Active conditions: None

Knowledge (Nature) DC 19 (Orange): 1d20 + 12 + 1d6 ⇒ (17) + 12 + (5) = 34 (free use of inspiration)

Knowledge (Nature) DC 23 (Green): 1d20 + 12 + 1d6 ⇒ (2) + 12 + (1) = 15 (free use of inspiration)

"A quickling! Hit it while you can see it! Freya exclaims, gesturing toward the small fey creature, clad in orange. She also takes the moment to focus her gaze on the quickling, hoping to put him to sleep.

Slumber Hex, Will Save DC 14


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

”Isabel!” Darian cries out as he lunges forward. He thrusts his blade at the fast foe, growling through clenched teeth, ”Leave my wife alone and fight me, you son of a b$$!+!”
__________
Attack, Arcane Strike
Attack Orange, Bane (Thanks Freya): 1d20 + 12 ⇒ (9) + 12 = 21
Damage, AS, Bane: 1d10 + 2d6 + 7 + 2 ⇒ (9) + (1, 1) + 7 + 2 = 20


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

Johanna steps forward and stabs out with her swords.

[ooc]Johanna will delay until Isabel takes her action

"Isabel give me a flank!"

Attack 1: 1d20 + 10 ⇒ (6) + 10 = 16 +2 if Isabel steps first to flank.
Attack 2: 1d20 + 10 ⇒ (11) + 10 = 21 +2 if Isabel steps first to flank.

Damage attack 1: 1d6 + 4 ⇒ (6) + 4 = 10 if Isabel flanks Sneak attack: 2d6 ⇒ (4, 4) = 8
Damage attack 2: 1d6 + 4 ⇒ (6) + 4 = 10 if Isabel flanks Sneak attack: 2d6 ⇒ (3, 5) = 8

Liberty's Edge

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8 | Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

Sure... you're paying for my resurrection though!

Fort: 1d20 + 3 ⇒ (15) + 3 = 18
Fort: 1d20 + 3 ⇒ (3) + 3 = 6

Isabel staggers backwards, support Johanna more by luck than judgement. She lines the wand up at the approaching swarm with shaking hands and tries to fight the blackness creeping into the corners of her vision.

UM: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 LB: 5d6 ⇒ (2, 5, 6, 3, 3) = 19


Are you sure you want to do that?

Joanna I don't know who you're attacking? I'm taking it that Isabel steps back 5' and blasts both Green and the swarm with her wand.

Will save Orange vs Slumber: 1d20 + 8 ⇒ (5) + 8 = 13 Sonofab$~$*!

Orange is hit hard by Darian. His eyes widen just in time for him to slump to the ground under Freya's hex.

ref save Green vs Lightning bolt: 1d20 + 11 ⇒ (4) + 11 = 15

Green dodges the worst of the bolt, but the swarm is destroyed.

Poison damage Isabel: 1d2 ⇒ 1

Isabel, you take 1 dex damage this round.

Waiting on Lisl's action, and who Joanna is attacking.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

The map has changed I was 5' away from the in front of Green. Isabel was where Darian is when I posted so I was saying she step in behind Green so I could 5' and full attack. Not sure how we got in current position or who moved us, but this is fine as well. Full attack on Green is the only one I could reach with a 5' step.


Are you sure you want to do that?

I moved a few as Darian stated he had attacked Orange, and Isabel said she moved backwards. In which case both your attacks hit and did have SA damage. So Orange is asleep and Green in wounded.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

Sounds good to me. Johanna will attempt to parry any attacks that come at her.


Are you sure you want to do that?

Botting the silent.

Josef steps up on green and swings hard.
attack: 1d20 + 11 ⇒ (3) + 11 = 14 Oi!

Lisl steps up and turns a 3rd level spell into Cure serious wounds for Isabel

CSW: 3d8 + 5 ⇒ (8, 4, 7) + 5 = 24

24hp back Isabel.

Green, flanked and with his ally unconscious decides to leave.

acrobatics: 1d20 + 16 ⇒ (8) + 16 = 24

He fails just and takes AOO's from Darian, Josef & Joanna.

Orange is still asleep.


INACTIVE - GAME DIED

Thanks, been a terrible week.


HP: 52/52 | AC: 19(Current 21), Touch: 14(Current 16), FF: 15| Fort: +3, Ref: +11, Will: +2 | Perception: +14(+16 vs Traps) | Init:+10

AoO: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
AoO Confirmation: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25

Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15 + Sneak Attack: 2d6 ⇒ (3, 5) = 8


Human Bard 6| AC 20 FF 17 T 11| HP 49/49| F +4 R +8 W +6| Init +1| Percep +9
Buffs:
Inspire Courage, Bull’s Strength, Tongues

AoO: 1d20 + 12 ⇒ (18) + 12 = 30
Damage, AS, Bane: 1d10 + 2d6 + 7 + 2 ⇒ (3) + (6, 1) + 7 + 2 = 19

1 to 50 of 3,226 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Kingmaker. Footsteps to the empty throne. Gameplay All Messageboards

Want to post a reply? Sign in.