Kingmaker [PbP] (Inactive)

Game Master Jeff Przybylo


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HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil shuts the book with a satisfied - if slightly grim - smile. "According to the nameless, ancient, author of this monograph, the acts of certain powerful fey can sometimes leave a 'mark' on body. This mark makes the body shed a strange aura of repulsion to natural life - almost as if animals and vermin can sense the anger of such powerful fey and know better than to involve themselves with such a victim."

"So my guess would be that some fey did the killing; but what fey, or how, or why, I would not care to venture a hypothesis."

He pauses, brooding, for a while.

Then:

"Did you not meet with a friendly fey some weeks past? Might she be persuaded to tell what she knows? I would be surprised if she were to approve the murder of a unicorn..."


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magma frowns.
"I am not sure if friendly is the correct word, now that we suspect fey were related to this creature's killing. When we find those fey creatures again I will want some good answers from them."
Seeing that no enemies are around she helps bury the unicorn, don't minding getting dirty in the process.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Naralesh's face is a mask of unbridled anger and horror at what lays before his eyes. His knuckles turn white as he clutches his bow tighter, staring at the unmoving form of the beautiful creature. "Mani sạựra őnna ċaelaya dovḁ sina? Nȇredenlin maya beien nặa an acởriṥha." he murmurs softly in Elven. Naralesh had never been drawn to the vengeful teachings of Calistria as were many other elves, but he swore an oath to her now under his breath, vowing that if he found the one who had done this, he would enact bloody revenge in the fallen unicorn's stead.

Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19 What sort of magic could have done this?
Knowledge (Planes): 1d20 + 8 ⇒ (3) + 8 = 11

"Whatever slew this creature had far more power than a faerie dragon and a grig, Magna," Naralesh responds after a moment. "And fey are far from unified in their allegiances. Often, faerie courts are even at open war with one another over the smallest of slights." Concentrating, he casts a spell to determine if any magic lingers around the body. "You are right, though. We should definitely ask them if they know any fey capable of this... atrocity."

Using detect magic to identify any lingering magical auras:
Knowledge (Arcana): 1d20 + 9 ⇒ (18) + 9 = 27


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Naralesh:
Death.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

"Ain't the 'orn ment to cur any ailment?Dregan says turning away quickly t look for signs on the killer.
Tracking: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 forest


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Naralesh recoils from an overwhelming sensation of utter oblivion enshrouding the fallen creature, dismissing his magic with a forceful gesture as he takes a step back. Necromancy, he realizes with a twinge of growing revulsion. "Black, foul magic was used here," said the elf. "A powerful spell, one able to kill in a single instant," he presumed, knowing the spell was a death effect. Naralesh had never enjoyed the study of necromancy, forgoing the unpalatable magic in his studies and shying away from its use whenever possible. Now, he was confronted with the effects of necromancy run amok - a level of power he had never encountered. Glancing into the dark woods around, Naralesh felt a sickening fear creep into his skin. Something out there is capable of this destruction, he thought. And its power is beyond any of us to overcome.

To Dregan he replies, "An exaggeration. Unicorn horns are a vile ingredient, but can be used for powerful healing magic."

Knowledge (Nature): 1d20 + 9 ⇒ (12) + 9 = 21 Are there any types of fey that Naralesh knows of which are capable of death effects?


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil looks dubiously at the waterlogged, boggy ground. "I doubt our chances of being able to dig out a suitable grave in that quagmire; a pyre might work better, assuming dry kindling can be found."

Survival, find dry firewood: 1d20 + 5 ⇒ (9) + 5 = 14


There are no signs of who or what may have slain the unicorn. No tracks, no auras, nothing. Soon enough the the creature is buried, and in a small mercy, the rains slow to a drizzle. The night is cold and damp, and a fire is exceedingly hard to start.

Hex explored.


26 Gozran 4707
The day dawns with the light drizzle still coming down, but the winds have dropped off to nothing. The air is warmer, and it's almost...pleasant. You head east continuing to explore the forest. Early in the day, the now-familiar smell of the Skunk River assails you, but there's more. You can hear it before you break through the trees to see it - the sound of whitewater over rocks.

Coming through the treeline, you see what is the remains of a bridge. Several sandy islets create a ford across this remote section of the Skunk River. The sandy islands make for a natural choke point in the river, but the thick piles of rubble, branches, leaves, and dead bodies that partially block the river’s flow are anything but natural...

Off to your left, a large dragon-like creature lies sunning itself on one of the islands. As you look, it begins sniffing the air with a heavy chuff...chuff, lifting its head and turning to and fro. It's looking for you...

Map is up as 'Tatzlwurm Den'. You have one round to do something before it detects you.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Question: Did we get surprise on the Tatzlwurm? because with the Lookout teamwork feat we have bonuses if that is the case.
I guess not, because we have a full round, right?


Magnitofera Skeller wrote:

Question: Did we get surprise on the Tatzlwurm? because with the Lookout teamwork feat we have bonuses if that is the case.

I guess not, because we have a full round, right?

Not really a surprise round, because you get a full round's actions.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Edric slides off his horse and grasps his earthbreaker, trying to block the large animal's path to the rest of the party. He focuses his senses, trying to read the animals intentions.

Edric dismounts, grabs his earthbreaker and casts detect evil, moving out in front of the rest of the party.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magna gets her +1 greataxe and moves 10' behind Edric, signaling everybody to assume the "charge in turn" stance, so each one of them charge to distract the creature, in case it attacks.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Drawing a small string of wool from her component pouch, Talia palms it and utters a quick command, creating the sound of loud splashing further north of the group's position.

"We need this ford. Predators living here are not an option."

Ghost sound directly north of Talia 35', creating the sound of a creature splashing in the river at increasing levels of volume. The sound will be a little off, emanating from the land right by the riverside, but Talia's hoping it will fool the creature none-the-less.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil's spirits - and his hat - have returned with the warmer weather. At the sight of the great lizard-dragon, he knits his brows together, trying to identify the beast from memory. It proves difficult.

Knowledge (nature): 1d20 + 8 ⇒ (7) + 8 = 15

At Talia's words, he nods, recognising their wisdom - however unlikely the source. He widens his eyes slightly as the red-haired wench casts what is undeniably magic: You kept that ability to yourself... Creeping forward, whip at the ready, he moves to a position where he can intercept the beast (from a safe distance - no point getting too close when one has a whip, after all) if it investigates the noise she has created.

Stealth: 1d20 + 4 ⇒ (19) + 4 = 23

Move forward (half speed) into cover

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Since I have now seen the map Edric's movement will be 15ft forward so that he is on the edge of the bank and the ford.


Sorcerer (Tattooed Draconic) 4 | HP 20/20 | AC 14 (18 w MA); T 13; Ff 12(16) | CMD 14 | Fort +2; Ref +3; Will +4 | Init +2 | Perception +11

When they came up to the ford, Orsheval noticed the danger and flew back into his master's mouth. Kaalib reacts by casting a spell and creeping forward behind the front lines. If he gets a good shot, he might be able to finish them off.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Now seeing the map, Magna will move 5' north, and signal the others to get behind her and Edric.


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

Knowledge (Arcana): 1d20 + 9 ⇒ (11) + 9 = 20 What does Naralesh remember about Tatzylwyrms?

Rarely had Naralesh been given the opportunity to cast one of his summoning spells from a position of relative safety in the recent weeks. His distance from the serpentine dragon gave him plenty of time to cast the spell properly, without dangerously channeling the magic too quickly and risking his vitality. Knowing it was only moments before the creature noticed the group, Naralesh began the complicated incantation of summoning. "Inimitas caenarum existanti... Inimitas celestum existanti..."

Naralesh will complete the spell at the start of his next turn in initiative, at which time he gets to make any decisions about what and where to summon.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Dregan nods to Talia and restrings his bow while moving quietly to the southeast along the bank to give himself a clean line of attack.

Move to directly down from the Tatzlwurm on the bank.


The tatzlwurm turns and spots your movement along the far bank. It raises up to full height and roars at you with its mouth fully open, baring foot-long fangs. A coil of green mist coming from its mouth can just be seen from where you stand. Then Talia's noise spell goes off and startles it. It whips its head around to its left, and slips down the far bank out of sight.

Map is updated. That's your round. No initiative rounds yet, BUT go ahead and roll with your next post so I have an order for, you know, when you might need it for something... Remember please state direction and distance when you move/cast/etc. in your post.

Note that any square with rubble in it counts as difficult terrain and costs double to move through unless you have a climb speed. That means the square next to Edric and all the rubble in front of him. If in doubt, it's difficult terrain.

Edric:
You do not detect any evil.

Naralesh:
Tatzlwurms are fiercely territorial, and will attack anything they believe is encroaching on their domain. They enjoy grabbing and raking their prey, poisoning it with their breath.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil raises a solitary eyebrow as the beast moves out of sight: if there's a wasp in the room, he prefers to be able to see it. "So. Onward and seek it out, or set up our position here and await its return?"

OK, this is slightly contingent on everyone else, so if others move forward Vosil will accompany them, keeping just behind the front-line fighters (Edric, Magna) as he can use his whip from a distance (15 ft reach). If we decide to let it come to us, Vosil will again plan to be just behind a wall of front-liners, but in front of Naralesh and Talia so the Tatzworm can't get to them. If it comes in reach, he'll hit it with his whip. Whichever option we take, here are the rolls to speed play up.

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Whip: 1d20 + 3 + 4 + 1 ⇒ (17) + 3 + 4 + 1 = 25

Damage, non-lethal: 1d8 ⇒ 7


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magna steadies herself.
"We wait for it, and charge it in turns, so we distract it, as we practice..."
Initiative Roll: 1d20 ⇒ 12

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

"I'd say take the fight to it while its distracted, but I will bow to your tactical knowledge Magna."

Edric shifts his grip and starts trying to plot a safe course across the ford. "Although we would have some more room to maneuver on the other side."

------------------------------
Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Assuming that no-one moves ahead of Edric he will take the first opportunity to charge the Tatzlwurm.

Charge: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

"Inimicartum nelecor 'KALDRUKTH' indolar!" concluded Naralesh, pointing an outstretched finger at a point on the muddy riverbank. The mud seemed to bubble and swell for a moment, before coalescing into a lumpy humanoid shape, about half the height of a man. The mud elemental took a mere moment to take store of its surroundings before surging off like a miniature mudslide, in search of its foe.

Summoning a small mud elemental on the north bank of the river, 20 ft. directly north of Dregan's square. The elemental has Tremorsense at a range of 30 ft., so it will know exactly where the Tatzylwyrm is if it is touching the ground or water within that range. If it can sense or see the Tatzylwyrm, it will surge toward it and attack it, trying to entrap it in mud with the entrap ability on its slam attacks. If not, it will patrol around, looking for an opponent with its tremorsense. He gets four rounds worth of actions before turning back into a pile of ordinary mud and vanishing. If needed, the mud elemental can "swim" through solid earth or mud as easily as a fish swims through water.

His monster summoned, and the creature no longer visible for a follow-up spell, Naralesh now takes the time to don his mage armor.


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Talia cursed quietly as the creature slipped out of sight. Stepping forward five feat, the plawright stood poised to lash out at the creature when it appeared and was in range...

5' step and readied action to attack the Wyrm when it gets within 15 feet of Talia.

init: 1d20 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 2 ⇒ (3) + 2 = 5


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

Dregan steps back from the water and notches an arrow. He scans the island and water for signs of movement ready to shoot.

5 ft south away from water's edge, activate ranger's focus ready an attack when I have a clear shot on the Tatzlwurm

Init: 1d20 + 4 ⇒ (7) + 4 = 11
Readied attack: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 additionally +1 if within 30ft
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11 additionally +1 if within 30ft


Sorcerer (Tattooed Draconic) 4 | HP 20/20 | AC 14 (18 w MA); T 13; Ff 12(16) | CMD 14 | Fort +2; Ref +3; Will +4 | Init +2 | Perception +11

Kaalib prepares a wad of phlegm in his throat in a disgusting manner, but nevertheless waits for the creature to reappear. He scan the nearby area for the possibility that it had maybe even gone up a tree.

Perception Check: 1d20 + 10 ⇒ (7) + 10 = 17
Readied Acid Splash: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16


Aaaannnnddd..lost a post here yesterday. Hang in there will get this updated.


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HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Paizo Forums Insurance Policy

Trust me. No more lost posts.


Map is updated.

Naralesh's little elemental melts into the mud on the riverbank and 'swims' across to the island. Only the sound of the river among the rocks and debris can be heard for a few minutes. Then there is a savage roar from the far side of the bank, followed by a splash and the sounds of thrashing in the water. Suddenly, the dragon surges up from the far side back onto the island. Covered in mud and weeds, it rushes out toward you.


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magna was supposed to be 10' behind Elric, to be able to charge the creature and grant the +2 attack distracting bonus to the others.
As soon as she is able Magna screams and charges, hoping to distract the creature and ease the attacks from her allies.
+1 Greataxe Attack (+2 charge): 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d12 + 5 ⇒ (1) + 5 = 6
If she hits she grants the others a +2 to attack.


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HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)

"Enjoy tangling with the last one? How about another!" Naralesh cried, calling to mind the words to conjure a second mud elemental - quicker this time. "Inibrix nelecori 'KALDRUKTH' indoril!" he shouted, waving his arm in a second sweeping gesture. As the mud elemental took shape, a wave of dizziness struck the elf. Two summons that close together, he thought. That takes a mighty toll. He stepped back, putting himself between Vosil and the Tatzylwyrm.

Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10 Naralesh is fatigued.

Summoning the elemental directly adjacent to the Tatzylwyrm - behind it.

The mud elemental burst out of the ground like a bubble popping on the surface, thick arms sodden with river reeds and silt. It slammed its entire bulk into the Tatzylwyrm's flank with a resounding slap, sending a thick wave of mud washing over it to slow its movements.

Slam (Power Attack): 1d20 + 4 ⇒ (18) + 4 = 22 Bludgeoning Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Assuming that hit, the Tatzylwyrm can make a DC 12 fort save to avoid being entangled for 10 minutes, though 1d3 ⇒ 2 rounds of immersion in water will wash the mud away.

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Edric grasps his earthbreaker and strides forwards - aiming a crippling blow at the dragon's head.

Charge: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

As the creature comes back into view Dregan releases his readied shot, which flies true. See previous post, 28 to hit 11 damage

Since readied actions will put Dregan right before the Tatzwurm he'll get another action but it will likely have cover from the paladins

Dregan quickly strings two more arrows and releases them at the creature. "Kill i' quick, 'old nothin' back"

Attack: 1d20 + 8 + 2 - 2 - 1 ⇒ (9) + 8 + 2 - 2 - 1 = 16 Ranger's focus, Rapid shot, Deadly aim
Damage: 1d8 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12 Ranger's focus, Deadly aim

Attack: 1d20 + 8 + 2 - 2 - 1 ⇒ (7) + 8 + 2 - 2 - 1 = 14 Ranger's focus, Rapid shot, Deadly aim
Damage: 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8 Ranger's focus, Deadly aim


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Don't think you can charge through difficult terrain? Plus it's half speed.

Vosil follows the others, stopping once he gets the wyrm in reach of his whip. From 15 feet away, he lashes at the thing's face, trying to blind it.

Dirty trick CMB check: 1d20 + 9 ⇒ (12) + 9 = 21

Blinded for one round, Move Action to remove

Shouldn't provoke an AoO as I'm not in reach


LN Female (Brevic) Human Skald 6 | HP: 44/44 | AC: 20 (22 w/shield) ( 13 Tch, 20 Ff) | CMB: +8 CMD: 20 | F:+8 R:+5 W:+7 | Init: +3 | Perc: +9; SM: 13 | Speed 30 ft | Spells: 1st 5/5 2nd 4/4 Spell Kenning: 1/1 | Performance 15/15 | Active conditions:

Talia shudders as the creature emerges from the other side of the riverbank and scampers towards the group, enraged. A dangerous beast, to be sure.

Still, never one for sound thinking off the cuff, Talia drops her whip and skirts up the side of the dam, drawing her longsword as she goes. Running a finger down the length of her blade, the playwright utters a quick command, and the sword's blade glitters as if made of gems, casting patterns of color around the crossing.

Disco blade! Talia's moving three squares straight north, thinking to flank the creature at the next available opportunity. She's also drawing her longsword as part of her move action and casting dazzling blade on it.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

I hadn't seen it before, makes me more sad that the game with my swashbuckling bard died ):

Wonder if I can convince the GM of my swashbuckling magus to allow it as a Magus spell.


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Easy there cowboys, it is difficult terrain, and you can't charge across it. Plus, ol' OGGM has a surprise in store for you...

Naralesh's second elemental slams into the tatzlwurm, but it is too strong to be encased in the mud. Dregan hits it twice with his bow, and the creature bellows in pain.

You move across the rocks and debris, struggling to gain traction in the difficult footing. Just as Edric reaches the far shore, another tatzlwurm bursts out from where it waited in ambush! The minor dragon bites into Edric's leg, saw-toothed fangs locking onto the paladin's leg. -8 hp Edric, and you are grappled. It heaves its bulk onto the rocks and lines the man up for a vicious rake...

Does the phrase 'Clever girl' mean anything to you? Jurassic Park anyone?

ROUND ONE: Group A (Dregan, Edric, Magna, Vosil); wurms, Group B (Nara, Kaalib, Talia). Pay attention to which group you are in. I will post after Group A has gone, then B will go, then a new round. Ready go.


Sorcerer (Tattooed Draconic) 4 | HP 20/20 | AC 14 (18 w MA); T 13; Ff 12(16) | CMD 14 | Fort +2; Ref +3; Will +4 | Init +2 | Perception +11

GM, any note on whether or not my Acid Splash hit? I know it's not much, but every bit can help. I also know you lost a post in there, and I didn't want my possible damage to get lost in the shuffle.

Damage, never rolled (just in case): 1d3 ⇒ 1


Female Dwarf Paladin (Holy Tactician) 4 | HP 29/39 | AC 16 T 10 FF 16 CMD 17 (21 vs Trip and Bullrush) | F +8 R +4 W +7 | Init +0 | Perc +0 (Darkvision) | Status: Lookout

Magna takes a 5' step east, preparing a flank, while attacking the creature.
+1 Greataxe Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d12 + 5 ⇒ (7) + 5 = 12


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

"Oh bugger! Elf keep up wiv tha creatures, if we can keep what occupied tha uvvers can kill tha uvver. Know what I mean?"

not sure I'm not now ahead, please ignore these rolls if I am

Attack: 1d20 + 8 + 2 - 2 - 1 ⇒ (2) + 8 + 2 - 2 - 1 = 9 Ranger's focus, Rapid shot, Deadly aim
Damage: 1d8 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10 Ranger's focus, Deadly aim

Attack: 1d20 + 8 + 2 - 2 - 1 ⇒ (9) + 8 + 2 - 2 - 1 = 16 Ranger's focus, Rapid shot, Deadly aim
Damage: 1d8 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9 Ranger's focus, Deadly aim


HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Dregan Hirscherz wrote:
Wonder if I can convince the GM of my swashbuckling magus to allow it as a Magus spell.

Magi can get wizard spells added to their lists with a Magus Arcana anyway.

Free action to speak during another character's turn:
Seeing Edric grabbed by the newly-appeared Tatzylwyrm, Naralesh calls out, "Hold your breath, Edric! Tatzylwyrm breath is poison, and they belch it at prey they've grabbed!"


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil curses loudly in Varisian as the second beast appears. It's never simple. Still, he's a veteran of a great many fights, and he surely intends to survive this one. But sometimes, as this wyrm has just reminded him, you have to use a bit of wiliness.

With a flick of his wrist, he sends his whip lashing out at the target. The *crack* that it makes as it lands is far louder, and the weal it leaves far deeper, than should be the case.

Whip: 1d20 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16

Using 2 Stamina points to make the 8 into a 10, so the attack roll is 18. Using 2 more Stamina points to upgrade the d8 damage to d10. 1 Stamina point remaining.

Damage, Non-lethal: 1d10 ⇒ 8

Just a reminder that if its number of hitpoints drops below the amount of non-lethal damage it has taken, it falls unconscious. E.g. if it drops to 7 hitpoints having taken 8 non-lethal damage.


Kaalib, you did indeed hit, damage noted. Just need Edric. FYI Tatzlwurm AC 15/12/13


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Gah, now you tell me the AC! That's 2 Stamina points I didn't need to spend...;-)

Silver Crusade

HP: 212/212. 0/16 | AC:30 | F:+23+ R:+17 W+20 | Itm/Med/Perc/Surv +18, Acr/Lore +15, Ath +23 | +23, 3d12+7+8 | Active Conditions:

Damn it - I hate ambushes! are Edric's thoughts as the second Tatzlwurm leaps on him. Hearing Naralesh call out from behind him, he takes in a huge gasp of air as his earthbreaker falls to the ground. A deft twist releases his warhammer from his belt and he strikes hard at the wurm's head - hoping to convince it that he is too tough to eat.

===========================
FA: Quick draw warhammer
SA: Attack the wurm Attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 (woot!) damage: 1d8 + 4 ⇒ (8) + 4 = 12 (double woot!)


Vosil Comarenza wrote:
Gah, now you tell me the AC! That's 2 Stamina points I didn't need to spend...;-)

Well, you didn't know then. Now you do. I usually give out the AC after the first set of attacks. I'm trying to strike a balance between speed of play and character knowledge.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

No problem, I was just kidding! Your balance sounds like the sort of thing I try to do.


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Vosil Comarenza wrote:
No problem, I was just kidding! Your balance sounds like the sort of thing I try to do.

I figured as much. But wanted to be clear for Edric's sake. Besides Djebelle Tor, I know what drives you... ;)

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