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

I'd like to finish Row 6: there's F6, and then B6, A6, (a)6, (b)6 and (c)6. But I can see the merits of exploring the immediate area round our city, as well.


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:

Works for me, Vosil!

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:

Thirded - then I propose we explore around Concord to a distance of 2-3 hexes, just to make sure we dont get jumped!


So I need an list of hexes, in exploration order, keep to 3 at a time. Then we can move on.


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 grimly squelches up the castle stairs from the streets below, where he has - along with the others - been directing the flood clear-up efforts. It is entirely possible that his boots will never be the same again. He privately vows to put a vote on paving the roads at their next session. And by all the gods, a sewer or two wouldn't go amiss, either.

Reaching the Council chambers, he takes down a map from one wall and spreads it across the table. "Here is where we left off our exploration last year." His finger stabs down at the edge of the map (hex F6). "After that, Edric is right: we should return to Concord-" his finger traces a line across the map "- and explore the land around the city." (hex C7 and B7) "We do not want to be caught off-guard by anything that might be lurking nearby."

"After that, we continue our exploration of the western line." (i.e. the rest of row 6)

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 follows Vosil's finger and nods along. "That makes sense. I need to start taking the militia out on much longer patrols and we need a degree of mapping to do that safely."

Agreed


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 nods and smiles. "An excellent plan! I'll send for a stableboy to get the horses ready."

Riding out of town, Talia marvels at the streets, still thick with mud even after the waters had receded. The townsfolk had rallied quickly; in truth it could have been much worse. She felt a little bad leaving Concord in such a state of duress, but things seemed to be well in hand. One thing was for sure; the town may need a levee, surrounded by as much water as they were.

perception aid another day 1: 1d20 + 5 ⇒ (13) + 5 = 18 +2
perception aid another day 2: 1d20 + 5 ⇒ (5) + 5 = 10 +2
perception aid another day 3: 1d20 + 5 ⇒ (4) + 5 = 9

OGGM, just checking: Asha's OK right? Nothing to suspect she's been disappeared?


Female Human Cleric of Erastil 4

Asha returns from planting week, just in time for the floods. "Ah well," she says to Naralesh and Dregan, knowing their farming background, "the mud is good for the soil anyway." Then she heads out help with the flood control.

Sorry, thought I replied to your question.


So F6, C7, B7? Will get this up tomorrow.


26 Pharast 4708

After three days of hard work to get the work moving from the flood, you set out, leaving the rest to your able Councillors. Its been a while since you've explored the Greenbelt, but soon you fall into your old patterns: surveying, mapping, and recording all you see. Only this time, you aren't doing it for any foreign lord, but for the good of Fairhaven.

F6 (half hex, hills) explored.


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

I'm just letting you guys know I'm still here. I've been lurking because I haven't really had much to say.

As much as Gavriil hated the idea of roughing it in the woods again, he had to admit that it was better than having to slog through the mud in town any longer. The whole flood thing was really a big inconvenience. He had to spend the last three days holed up in an unused room in the castle with nothing to do but drink just to avoid having to do any work with the cleanup crews! And he couldn't even play his lute for fear of being discovered!

Now that fear is lifted. As they slowing cross the country side, mapping it out like old times, Gavriil strums his lute and sings a few lines here and there. Yes, things were just like old times!

Silver Crusade

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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 joins in with Gavriil's singing. The paladin has been obviously chafing in Fairhaven over the past weeks and seems delighted to be back in open countryside.

"You know Gav, I didn't see you around much after the floods. Was there some diplomatic business I didn't know about?" He asks, a gleam in his eye.


Sorry about the delay, crazy busy!

28 Pharast 4708

You travel south and east of the Tuskwater Lake, following along the eastern shore. The directions from an old fisherman (See quests) guide you to a hidden opening in the nettles here.

A 3-mile stretch of the Tuskwater shoreline rises up above the water below here, presenting a swath of 40-foot- high cliffs and limiting access to the water below. The opening leads through the nettles and down a cliffside trail to a secluded pool, 50 feet in diameter, at the Tuskwater’s edge.


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:

"Beautiful," Talia says, dismounting her horse and tying Apple to a nearby tree. "Shall we check the pool? Perhaps one day it could be used as the route of a canal..."

Taking her scorpion whip in hand, the Countess begins making her way cautiously down the trail. "Dregan, any idea what made this trail? Is it a game trail, or made by people?"

perception: 1d20 + 5 ⇒ (18) + 5 = 23


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);

Me too (:

"People don't normally make passage like this, elves might i guess but my money is on an animal. t might be long dead or moved on and the local people might maintain it. It won't be old Arven's turtle, it would come and go through the stream. Let me have a look around for any recent animal movement."

Survival (tracking): 1d20 + 11 ⇒ (18) + 11 = 29 +2 more if this counts as forest


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 out at the placid pool, shimmering in the Spring sunshine. "Beautiful place for a quiet bit of fishing..." Or just to get away from the hustle of life.

"I wonder what the locals have to say about this spot?"

Knowledge (local): 1d20 + 9 ⇒ (17) + 9 = 26
+2 more if I have time to check my Pathfinder Chronicle


If you read the quest as noted, you'd know EXACTLY what made this hole...


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 clutches her whip tighter, her face growing a bit paler as a terrifying thought occurs to her. "Say... you don't suppose this is Arven the fisherman's secret fishing hole, do you? I'm pretty bad with geography, but this could be the place, right? Be alert..."

Guilty as charged!


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);

if this was made by the fisherman's turtle then Dregan needs to start teaching the locals about the difference between turtles and tortoises.

"yeah it is, I've been following old Arven's directions for over an hour now, sorry I thought I had said. I'm surprised we found the place, Look here a very large shell has been dragged here, and here is a large round foot. Arven's turtle is a tortoise and a huge one.

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:

"Shall I take the lead then?" Edric asks, hefting his earthbreaker. "Unless you think we could sneak up on it..." He addresses the second part of his statement to Dregan, the acknowledged expert.


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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 shugs "I might well be able to sneak up on it, but unlikely to do much good. I suspect our only hope of getting through its shell will be that hammer of yours. Lead on general."


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 allows Edric to take the lead, keeping close enough behind that he can bring his whip into play if the beast whose nature is in question attacks.

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 leads the way down the path, trying (and failing) to step carefully and quietly.

Stealth: 1d20 - 3 ⇒ (10) - 3 = 7


The path through the nettles drops steeply towards the lake's edge. It curves slightly to the right, and the curvature blocks the path from view above. 20' feet before the small mud spit at the water's edge, the path straightens out. The going is slick, and with the nettles so close, there is nothing grab on to.

Edric Dex check: 1d20 + 1 ⇒ (18) + 1 = 19

The soft earth gives way under Edric's armored feet, and he begins to slide down toward the water. In a cloud of dust and nettles, the paladin manages to arrest his slide just in the pool. Up to his knees in the cold water of the lake, Edric turns back sheepishly.

Everyone make a Dex check (or acrobatics if you want) DC 12, as part of your next post. If you fail, feel free to post your fall. If you fail and are behind someone, a second check is needed by that person to keep from falling.


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

Dex check: 1d20 + 4 ⇒ (12) + 4 = 16

In case anyone falls into me:

Dex check: 1d20 + 4 ⇒ (15) + 4 = 19
Dex check: 1d20 + 4 ⇒ (8) + 4 = 12
Dex check: 1d20 + 4 ⇒ (18) + 4 = 22

Vosil adroitly keeps his footing, and looks around to see who else has managed to do the same.


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 makes sure his defensive magics are in place before climbing down carefully with the others.

Dex: 1d20 + 2 ⇒ (18) + 2 = 20


Dregan Dex check: 1d20 + 4 ⇒ (6) + 4 = 10
Talia Dex check: 1d20 + 2 ⇒ (7) + 2 = 9

Fall!

Naralesh Dex checks for tumbling Council members!: 2d20 + 2 ⇒ (9, 8) + 2 = 19

Using the roll order as marching order here...

Just as Vosil turns, he sees Talia's cloak snag on the long nettles. She twists to her left, trying to free herself, but the action takes her feet out from under her! She falls o her rear and begins sliding down the path. Dregan reacts too late, as intent as he is on the pool, and he is taken down by his Countess. The two of them slide in the mud and nettles, crashing into Naralesh! Lightning quick, Vosil leaps over the flailing trio just as they crash into the water with a splash!

Sitting up in the shallow water on the edge of the pool, it's a soggy bunch of leadership looking up at Vosil and Edric. It would be funny, except at that moment, a huge form bursts out of the water behind Edric!

old Crackjaw: 1d20 + 9 ⇒ (15) + 9 = 24 dmg: 1d8 + 9 ⇒ (7) + 9 = 16
grab: 1d20 + 9 ⇒ (11) + 9 = 20

A huge turtle, the size of a man, chomps onto Edric's leg! He feels the bones crack through his greaves as the turtle latches on.

Ok, Old Crackjaw got the drop on you. Something about the humor of the people falling down the path. It is a medium-sized hookjaw turtle, which is a carnivorous version of an alligator snapper. Old Crackjaw is a legend among fishermen and boaters on the Tuskwater. A seemingly indestructible reptile that has supposedly attacked and eaten dozens of fishermen, and sank at least 5 boats.

ROUND ONE: PCs go, then OCJ. He is right behind Edric, who is knee-deep in the water. Vosil is behind Edric on the shore, 15' from OCJ. Dregan, Talia, and Naralesh are sitting in the water (up to their waist) between Edric and Vosil, and 10' from OCJ. Edric, you are grappled!

EDIT: any movement in the water is considered difficult terrain, so double movement costs and no 5' step. Only Vosil is out of the water.


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

A lifetime of adventuring has taught Vosil - often in lessons of blood - the necessity of staying on one's feet. Here, his past experiences of fighting gnoll raiders amid the sand dunes of Osirion stand him in good stead.

He barely blinks even as the huge beast surges to the surface and grabs Edric. Quick as thought, his whip lashes forwards, aiming for the thing's eyes.

CMB check, dirty trick to blind: 1d20 + 14 ⇒ (18) + 14 = 32

OCJ is blinded for 1 round, plus 1 for each 5 by which I beat its CMD; move action removes the condition.

"That looks to me as though it may well be a turtle, Dregan."


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Sorry, all! Super busy! Work and school and plays! Oh my! By the end of this week things should settle down and get to a regular schedule for me. If needed go ahead and control Gavriil if I don't get something up in a reasonable time

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

Gavriil lets out a laugh as the rest of the council besides Vosil goes tumbling down. So much for high nobility!

I'm going to assume that I'm next to Vosil so I would be able to make it to the turtle

Once Gavriil sees the turtle fly out of the water and latch onto Edric, he rushes forward to within striking distance of the beast. As he sloshes through the water he shouts, "Get Edric up! He doesn't have a leg to stand on! Once he is next to the beast, he plunges his rapier towards its head, attempting to distract it enough to let go of Edric!

Attack: 1d20 + 9 ⇒ (6) + 9 = 15

Probably not hitting, but here is damage anyway!

Damage: 1d6 + 8 ⇒ (3) + 8 = 11


OCJ is AC 20/12/20


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 pulls himself out of the water and after a glance at Edric grabs his axe from his back.


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:

I can appreciate the irony that Talia's always the one falling down/into/over things, given her disdain for physical humor.

The tumble was quick and mortifying, given that she took two of her friends with her, but it was quickly out of mind when Talia rose to see the true danger - a giant turtle with its maw wrapped around their general's leg. Cursing, the countess drew her scorpion whip back and hurled it at the beast, determined to add a large shell to her wolf's pelt. Dismayed, the playwright watched her whip bounce off the creature's carapace.

attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d4 + 2 ⇒ (1) + 2 = 3

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, now thoroughly distracted from the physical comedy by the much less amusing prospect of a giant carnivorous turtle eating his leg drops his earthbreaker head down into the water. One hand whips his warhammer out from his belt and brings it down in a shattering blow, the other channels Desna's light into his injured leg. Unbalanced by the turtle his blow misses.

Attack: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

LoH: 2d6 ⇒ (5, 4) = 9


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

I see from those attack rolls that the "physical comedy" continues...

More seriously, OGGM: is it possible to trip the thing?

In more detail: I realise it doesn't have legs as such, but I'm thinking along the lines of overturning it so its soft underside is exposed - which would give the same modifiers as the prone condition, and requires a move action (provoking an AoO) to right itself.

Thoughts?


Vosil Comarenza wrote:

I see from those attack rolls that the "physical comedy" continues...

More seriously, OGGM: is it possible to trip the thing?

In more detail: I realise it doesn't have legs as such, but I'm thinking along the lines of overturning it so its soft underside is exposed - which would give the same modifiers as the prone condition, and requires a move action (provoking an AoO) to right itself.

Thoughts?

It's always 'possible', whether it's 'probable' is the question. Hookjaw turtles have a bonus to their CMD vs trip attempts.


Naralesh struggles to his feet, sloshing through the water to get back on shore. Once there, he begins casting a spell.

ROUND 2:

Drag: 1d20 + 9 ⇒ (7) + 9 = 16

Old Crackjaw shakes his head, trying and clear his vision from where Vosil scratched his eyes. He tries, and fails, to drag Edric deeper into the water.

You guys are up.


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

Noting his companions' failure to get through the armoured carapace, Vosil guesses that the thing's underside might be an easier target.

Bringing his whip arm back, he swings it in a complicated pattern, which ends with the whip curling around the turtle's body, aiming to flip it over in one elegant move.

CMB check, Trip: 1d20 + 12 ⇒ (18) + 12 = 30


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 wades out into the deeper water. Focusing he swings his axe at the turtle (certainly not a tortoise).

Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 Ranger's focus, not applied any issues with depth of water please add these if any.
Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Two handed, Ranger's focus


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:

Vosil's plan immediately apparent to the Countess, Talia wraps her scorpion whip around Crackjaw's great maw and gives it a tug in the opposite direction of Vosil's maneuver, hoping that the beast will fight back by instinctively pulling away - and rolling right into the spymaster's flip.

aid another (Vosil's) trip: 1d20 + 8 ⇒ (12) + 8 = 20


Male Human Swashbuckler 5/ Shadowdancer 1[Hp: 41/46; AC: 23 Tch: 18 Flt: 17; Fort: +1 Ref: +9 Will: +2; Panche 4/5]

Gavriil's attack skips harmlessly away from the beast, but that does not stop him from trying again. He rears back his rapier and stabs it forward again.

Attack: 1d20 + 9 ⇒ (18) + 9 = 27

Damage: 1d6 + 9 ⇒ (4) + 9 = 13

Crit Chance

Crit Attack: 1d20 + 9 ⇒ (19) + 9 = 28

Crit Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Gavriil's blade finds purchase in Old Crackjaw's flesh and it pierces deep.

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 channels the light inside his blood and sends it bursting out of his body, washing across his allies and lending supernatural aid to their strikes.

Use LoH to (effectively) cast bless on all allies within 30ft


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)

I'm assuming that you had Naralesh take a move action to leave the water and spend his standard action to start casting last round, so this round he'll spend a standard action to complete that spell.

Naralesh completes the final gestures of his magic, calling forth this time not a creature of stone or mud, but manifestation of the water itself. "Incarnatus vethrablim... Blubudlum!" A roiling surge of bubbles rises up behind the turtle, directly across from Edric. The surge of water slams into the turtle's shell with a loud SMACK, but no damage is visible on the enormous reptile.

[dice=Blubudlum's Slam (Power Attack)]1d20+7[/dice]
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Edric should have flanking now, as would anyone behind him/directly across from the water elemental.


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);
Naralesh wrote:


Edric should have flanking now, as would anyone behind him/directly across from the water elemental.

Eric's grappled so he won't? But Gavriil or I will. I suggest Gavriil since he does more damage. (As well whip fighters standing behind Gavriil)


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:
Naralesh wrote:


Edric should have flanking now, as would anyone behind him/directly across from the water elemental.
Eric's grappled so he won't? But Gavriil or I will. I suggest Gavriil since he does more damage. (As well whip fighters standing behind Gavriil)

You're quite right - I'm very used to gaming with a friend with a grapple-specialized brawler who does threaten people while grappling, so I forgot about the normal rules!

Blubudlum harries the turtle directly across from Gavriil, watery limbs beating a staccato on the turtle's hard shell but doing no more damage than the lapping waves.


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Bleeding from several wounds, Old Crackjaw continues tugging on Edric, jaws locked and trying drag Edric into deeper water, where he can drown the paladin and devour him away from the stinging gnats with him. His claws are locked down in the sand of the pool, straining to pull the man. Then two whips curl about the great turtle, one around his face, the other around his front left leg. Suddenly, the leg slips, and Old Crackjaw tumbles forward onto his face. The surprise of it causes him to loosen his hold on Edric, and the man falls backwards on his rear into the water, splashing those behind.
Edric Dex roll from falling back: 1d20 + 1 ⇒ (11) + 1 = 12

The beast surges forward in the water, trying bury Edric under its bulk and drive him into the sand.

AOOs for: Dregan, Gav, and bludbudlum (really Nara?) ;)

Bull Rush: 1d20 + 9 ⇒ (9) + 9 = 18 Before you ask, he's swimming, not standing up.

Edric manages to roll to his right, narrowly avoiding being crushed. But now he is on his side, in water over his head in his prone state.

ROUND 3: OJC went. Gav and Dregan are waist-deep in water with the turtle and Edric between them. The elemental is behind OJC. Vosil and Talia are now 5' from the turtle, knee-deep in water. Nara is on the shore, 10' form the melee. Edric is on his side (prone) in waist deep water with a thrashing melee around him. He is to the right of OCJ, sort of in the same hex. Gav and Talia are on that side as well.

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 curses, through a large mouthful of water, and attempts to clamber back to his feet. Miraculously he has lost neither his hammer nor his shield and instinct keeps his shield high between him and the gigantic turtle threatening him.


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

Now that the thing is belly-up, Vosil decides that a little more direct aggression is merited. Snapping his whip back, he slams it across the turtle's carapace with a menacing *crack*

Whip: 1d20 + 6 + 4 - 2 ⇒ (16) + 6 + 4 - 2 = 24
+2 if flanking; using Combat Expertise to take AC to 21

Spending 2 Stamina points to do d10 damage instead of d8

Damage: 1d10 ⇒ 10 Non-lethal

Spending 2 Stamina points to make an Intimidate check with the attack

Intimidate: 1d20 + 9 ⇒ (11) + 9 = 20

DC is 10+HD+Wis modifier; OCJ is shaken for 1 round, plus 1 for each additional 5 over the DC

2 Stamina points remaining


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:

Rearing back her whip arm, Talia sends the serrated edge of the whip across Old Crackjaw's shell-line, dragging it across the great turtle's (tortise's?) exposed flesh.

Great action sequence description, OGGM!

scorpion whip: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 + 2 ⇒ (2) + 2 = 4


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 jumps back and thrushes out with his axe as the turtle hurtles past him.

Attack aoo: 1d20 + 7 + 2 + 4 ⇒ (4) + 7 + 2 + 4 = 17 Ranger focus, 'prone' (remove if that doesn't apply)
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Two-handed, Ranger focus

The blade bounces off the turtle's armoured plates. With the turtle now between Gav and himself it seems thrush back and forward looking at one of them at a time. He waits until it is looking at Gav and brings his axe down hard.

Attack: 1d20 + 7 + 2 + 2 + 4 ⇒ (11) + 7 + 2 + 2 + 4 = 26 Ranger focus, flanking, 'prone' (remove if that doesn't apply)
Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Two-handed, Ranger focus


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)
Old Guy GM wrote:
AOOs for: Dregan, Gav, and bludbudlum (really Nara?) ;)

Just wait until I have to name a lightning elemental.

[dice=Blubudlum Slam AoO (Including +4 for Prone)]1d20+7+4[/dice]
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

If the elemental's attacks seemed ineffective before, that impression was shattered by Blubudlum's next blow. With a roar like a crashing wave, the elemental's watery limbs slammed right into the turtle's rear leg, crushing flesh and bone with the force of a mighty tidal surge.

That shell will stop conventional strikes, but elemental magic would barely be impeded, Naralesh thinks, murmuring words to his snowball incantation. Spray from the thrashing water is pulled to his hand, forming a spherical ball of ice which launches moments later at the enormous reptile.

[dice=Snowball Ranged Touch Attack (Including -4 for Shooting into Melee)]1d20+5-4[/dice]
Cold Damage: 4d6 ⇒ (6, 5, 5, 4) = 20 (Fort Save DC 17 or be Staggered for 1 round.)

If the turtle is still up after all of that:

Naralesh commands the elemental to press the assault, but its strikes do little to harm the animal.

[dice=Blubudlum Slam]1d20+7[/dice]
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

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