Kingmaker. The shadows behind the throne.

Game Master DBH

An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?

Having solved the mystery of the Varnhold Vanishing and returned to their home the party learns shortly after their arrival that new problems have developed during their absence—there are rumors of
an army marching toward their nation!
Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

The Republic of the Kamelands

M'botuu

Combat:


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Are you sure you want to do that?

Vibenia, Dusk, Zelera & Niadroub to act.


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96

Will: 1d20 + 12 ⇒ (11) + 12 = 23

Seeing a yellow target down but not out, Niadroub Kliip casts scorching ray at her.

Ranged touch attack 1: 1d20 + 8 ⇒ (16) + 8 = 24
Fire damage: 4d6 ⇒ (6, 3, 3, 5) = 17

Ranged touch attack 2: 1d20 + 8 ⇒ (1) + 8 = 9
Fire damage: 4d6 ⇒ (6, 6, 6, 6) = 24 <-- Sonova...

Ranged touch attack 3: 1d20 + 8 ⇒ (1) + 8 = 9
Fire damage: 4d6 ⇒ (4, 6, 4, 6) = 20


Are you sure you want to do that?

Niadroub cooks Yellow finishing her off with his first ray. :)

Vibenia, Dusk & Zelera have Red left.


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

Easily shrugging off the waves of chaos that hammer at her mental defenses, Vibenia surveys the mayhem of the battle, noting her allies tactics as they take down one, then another of the strange witches. Focusing on the final target, she unleashes a volley of bolts in her direction, calling to Dusk to finish her off.

Wil: 1d20 + 8 ⇒ (16) + 8 = 24

+1 Veering Heavy Crossbow/PBS/Human/Rapid shot: 1d20 + 18 + 1 + 5 ⇒ (14) + 18 + 1 + 5 = 38
Magic/ Piercing/PBS/Human: 1d10 + 1 + 1 + 5 ⇒ (1) + 1 + 1 + 5 = 8

+1 Veering Heavy Crossbow/PBS/Human/Rapid shot: 1d20 + 18 + 1 + 5 ⇒ (6) + 18 + 1 + 5 = 30
Magic/ Piercing/PBS/Human: 1d10 + 1 + 1 + 5 ⇒ (1) + 1 + 1 + 5 = 8

+1 Veering Heavy Crossbow/PBS/Human/Rapid shot: 1d20 + 13 + 1 + 5 ⇒ (7) + 13 + 1 + 5 = 26
Magic/ Piercing/PBS/Human: 1d10 + 1 + 1 + 5 ⇒ (4) + 1 + 1 + 5 = 11

+1 Veering Heavy Crossbow/PBS/Human/Rapid shot: 1d20 + 8 + 1 + 5 ⇒ (17) + 8 + 1 + 5 = 31
Magic/ Piercing/PBS/Human: 1d10 + 1 + 1 + 5 ⇒ (7) + 1 + 1 + 5 = 14


Dusk Wolf-dog companion | 105/105 HP | AC 25 T 13 FF 18 | Fort +9 Ref +9(Evasion) Will +4 (+8 vs Enchantment) |Perception +11l(scent), Survival +8(+13 tracking by scent)

Dusk slams into the witch, tearing into her with savage fury.

Bite/Charge/Human: 1d20 + 14 + 2 + 5 ⇒ (4) + 14 + 2 + 5 = 25
Bite: 1d8 + 7 + 5 ⇒ (6) + 7 + 5 = 18
Bleed: 1d4 ⇒ 3


Are you sure you want to do that?

Vibenia makes Red do the stagger dance as she pumps her full of bolts.

Red is put out of her misery as Dusk nearly rips her leg off.

3 Clerics of Gyronna 10.

Loot:
MW Breastplate (3),
Dagger +2 (keen) (3),
Unholy symbol of Gyronna (3).

What are you doing now? Double doors south and east of you


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96

Niadroub Kliip states that each door seems as likely as another. He asks Mouse if he can hear anything beyond either door that might distinguish one of them. He also explains how when their baron Colwyn still travelled with them, he was adept at unlocking doors that were locked. He asks Mouse if he had that skill.

If we don't gain any information from Mouse listening at the doors, I say we go East.


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

"she"


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

"Yes, locks and traps are common to my people, as they are to those that decided to attempt to own others." Mouse says with practical seriousness, already nodding and moving to the doors.

door east
perception: 1d20 + 25 ⇒ (7) + 25 = 32
disable device: 1d20 + 27 ⇒ (6) + 27 = 33

door south
perception: 1d20 + 25 ⇒ (14) + 25 = 39
disable device: 1d20 + 27 ⇒ (19) + 27 = 46
the dice thinks door south is a MUCH better choice


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96
Vibenia Scaeva wrote:
"she"

Apologies. Typo. Twice, apparently.


human cleric 5, feysworn 6 | HP 101/101 (0 thp) | AC 23 ; FF 21; TAC 14 | F +9; R +8; W +11 | Init +3 | Perception +21| adamantine dagger +16 (1d4+1 19-20); +1 hvy xbow +13 (1d10+1) | Channel Energy 3d6 (dc 14) 4/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 2 1/1 Poly any obj 1/1| Active Effects: DR 10/silver; +2 ac/+1 attack/dmg w/dagger; Bof +2 AC/Saves

The fight was quick, as fights often were, and Zelera was relieved that they had made it through in fairly good shape. She looked around at her companions and asked, "Is anyone hurt?"


Are you sure you want to do that?

D2. Test of Strength
Four boulders of varying size lie within this long chamber. At the far end, progressively larger steps rise toward another set of iron doors. Each step bears a round depression corresponding in size to one of the boulders below.

Armag's tomb map updated.

What are you doing now?


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Mouse shakes her head at the question Zelera asks, once again making it through the battle without a scratch, thank Cayden. In the new room, Mouse looks at the boulders with a worried look. While the small halfling has proven quite deadly, strength is not her strong suite it seems.

So she waits...


Are you sure you want to do that?

Should have put this in the last post.

This chamber presents a Test of Strength to challenge those who seek to enter the Tomb of Armag.

Properly weighting each step with the appropriately sized boulder opens the iron doors at the far end of the hall.

Rolling the boulders into place requires progressively harder strength checks due to their size and the height at which they need
to be placed.

From smallest to largest, the DCs to move each boulder are DC 18, DC 20, DC 22, and DC 24. Up to two characters can work together with the aid another action on these checks. It takes 1 minute to move a boulder
into place.

So, what ya doing?


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

"Hmm. The brute strength method to this would be for a few of us to try to push the boulders and roll them into place. Could perhaps even construct a harness for Tracer to move one, though not sure how maneuverable that would be."

Don't know if the spots that the boulders need to go into are up against a wall, so you have to push them into place, or if they're just on top of a raised platform, which means maybe they could be pulled. If the former, no way for Tracer to do it, as he can't push the boulders effectively only pull them, and if the sockets are up against a wall, there's no room for Tracer to pull the boulder up and put it into place.

"Niadroub, what's the smart way?"


Are you sure you want to do that?

If it's not obvious each step is higher than the last, the boulders need to go in the circles on the steps. Smallest to largest. Once all are in the stairs drop and you can access the doors.

So, pick up boulder, place in the depression on the step. Pick up bigger boulder, place in depression on higher step and so on. Not too complicated, just a test of your grunt. :)

Very helpfully didn't give either the weight of the boulders, or the height of the steps because of course players would never ask about that!


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

I just mean, imagine you have a sling attached to the horse, and it's pulling the boulder. Is the raised step area built in such a way that a horse could walk up it and drag the boulder into the socket (perhaps with the help of some wooden planks on the steps)? Or is the socket up against a wall or in a corner or ledge where it would be impossible for the space to allow the horse to drag the boulder behind it and up into the socket?


Are you sure you want to do that?

I'm going to say no. There is no way for you to rig up a pulley and have Tracer do all the work.

On the other hand I will lower the DC by 4 for each check if you use planks and roll the boulders up the slope into the depression. That is workable.

You do have the other door to check if this one is stumping you weaklings. :)


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Mouse is definitely a weakling. At an 8 strength, technically she is average for a halfling, but still crap at tests of strength. Other door is fine with me if no one wants to try this thing out.


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

"While brute force isn't necessarily my preferred way of doing things, I can help if you want to give it a go, Marten." Vibenia says, looking at the task that lies before them.

Dusk's strength would definitely be a help but he doesn't have the Work task trained to Perform Heavy Labor (DC 15) and that would take 2 weeks of training...as well as a harness


human cleric 5, feysworn 6 | HP 101/101 (0 thp) | AC 23 ; FF 21; TAC 14 | F +9; R +8; W +11 | Init +3 | Perception +21| adamantine dagger +16 (1d4+1 19-20); +1 hvy xbow +13 (1d10+1) | Channel Energy 3d6 (dc 14) 4/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 2 1/1 Poly any obj 1/1| Active Effects: DR 10/silver; +2 ac/+1 attack/dmg w/dagger; Bof +2 AC/Saves

Zelera considered the issue at hand and said, "If it helps I can change one of you into something more suitable. I am unsure how long the effect will last but it should be able to help us with this problem."

I can cast polymorph any object 1/day as a spell-like ability.


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

Strength check: 1d20 + 4 ⇒ (18) + 4 = 22

With some grunting, Marten rolls the smallest boulder up into its socket.

"Well, that was doable, but not easy. Might not be possible with the bigger ones," he says.

"We should put some ramps here anyway, if we're going to try it like that."

"Zelera, if you can polymorph something, you might as well polymorph the biggest boulder into a tiny pebble, then put it in its socket and dispel the effect."


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

Since nobody else responds, Gorman goes outside to get some wood and start carving down some planks.


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96

Sorry for the delay. Work stuff is keeping me busy.

Marten Lebeda wrote:
"Niadroub, what's the smart way?"

Niadroub Kliip purses his lips and starts rattling off ideas.

"Eff we hed a beg of hoolding, we could rooll a boolder een it, end then turn the beg oopside down over the step. But we doon't heve a beg of hoolding."

The arcanist quickly discovers that a handy haversack doesn't hold enough weight or have a big enough opening to work, either. He pulls out his portable hole, and while he feels confident that they could roll one of the smaller boulders into the hole, there's no place above the step to spread the hole back out to roll the boulder out of the extra-dimensional hole.

The only other way to cheat the test that he can think of is to keep piling smaller things on top of the steps until the steps support the correct weight.

That's all I got.


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

"Well, it was worth a shot, Niadroub," says Marten appreciatively.

"Let's see if I can get the second one moving."

Strength check, plus planks: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26

Marten manages to muscle the second boulder into place.

Strength check, plus planks: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20

The third one, at last, proves too much.

"I think that's my limit, barring other magic."


Are you sure you want to do that?

While you are discussing this there is a click and the stairs tilt forward, rolling the boulders back onto the floor with a heavy thud.

If you'd been in there you would have been under an avalanche of rock!

The stairs then reset to their original position.

What now? Once the first boulder is placed you have six minutes to get them all in place or you get rolling rocks coming down on you!


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

"We should definitely use Zelera's spell to transform the biggest one into something small and quickly put that at the top once the others are in place." Vibenia suggests.


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

"I wonder how the mechanism works. I heard a click when it reset. If we can get some of the floor tiles up, maybe we can figure out how to trip it."

Sounds like a job for a rogue!


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

At Marten's pronouncement, Mouse perks up, having little to help with this obstacle until now. She starts carefully looking around the room, where boulders are supposed to go the closest.

perception, looking for how this works mechanically: 1d20 + 25 ⇒ (13) + 25 = 38
disable to disable something once she knows: 1d20 + 27 ⇒ (16) + 27 = 43


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burn 3; BoF +2 AC/Ref

Gunoke watched the way the others struggled to lift the boulders with a great deal of amusement and even had the audacity to start laughing when the boulder rolled back down. "Wow, don't you lazy lunkers know how to move things?" With that Gunoke focused and efortlessly caused one of the boulders to rise into the aid move at a fairly quick pace to the appropriate location before repeating the process for each boulder.

Forgot to include the Basic Kinesis on Gunoke's sheet and then remembered he had telekinetic haul. He can haul 800 pounds as if by mage hand but since he has extended range he can move it up to medium range at 30ft per second.


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Are you sure you want to do that?

Mouse easily disables the trap mechanism, while the door still doesn't open the stairs will no longer tip the boulders back down.

Then Gunoke gets over watching everyone suffer and uses his telekinetic haul to place the boulders in their spots.

The two doors at the end click open.!

D3
Columns of fused iron weapons emerge from a sheet of iron on the chamber floor. A single iron wheel protrudes from the floor in
the middle of the room.

I'm not giving you the room title as I realize it gives you too much information. :)

What are you doing now?

Tomb map updated.


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

Gorman wordlessly walks over to the platform with the boulders and kicks over one of the planks that he made (which was, of course, unneeded due to Gunoke's awesome powers).

Knowledge (religion): 1d20 + 6 ⇒ (1) + 6 = 7

Marten frowns slightly and says, "This is another puzzle?"

To me the player this screams of Gorum, but Marten apparently didn't get the hint!


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96

Niadroub Kliip suggests just turning the wheel, unless Mouse detects any traps or other dangers to doing so.

He then casts detect magic to see what he can glean.


Are you sure you want to do that?

Detect magic shows the metal pillars all radiate Evocation magic.

Good move waiting on the Rogue. :)


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

Vibenia rests a hand on Dusk, wordlessly telling him to wait before they enter the ominous-looking chamber.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Mouse approaches the wheel with an abundance of caution, then looks over everything she can about the wheel itself.

perception at every step: 1d20 + 25 ⇒ (16) + 25 = 41


Are you sure you want to do that?

Mouse immediately spots the trap, anyone stepping on the metal plate triggers it. If triggered the metal pillars generate walls of freezing ice around the room, blocking both doors.

Anyone in the room will take freezing damage every minute until the walls vanish.

Disable device DC30 to disable it, and looking at your Disable device you can't critically fail on disarming it so I'll handwave it and say you've disarmed the trap..

Once the trap is disabled turning the iron wheel 7 times unlocks the door to the next area.

What now?


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

"If Armag and his people made it this far I'll actually be impressed."Vibenia says quietly.


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Are you sure you want to do that?

I know what you mean. The Black sisters were lurking in the 1st room because they are Gyronna worshippers and this place is sacred to Gorum. I was expecting to read about dead Barbarians in every test room as Armag got through by throwing Barbarians at the problem until they beat it :)


Are you sure you want to do that?

So, whatcha doing?


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

Once Mouse gives the all clear, Marten bravely moves into the room beyond and turns the wheel with a grunt.

"Certainly getting my exercise for today," he quips. Gorman just rolls his eyes in exasperation.

After seven rotations of the wheel, Marten says, "I think I heard a mechanism disengage. Anyone want to check the door?"


Vibenia Scaeva : Female Human Ranger 13 |111/111 HP | AC 21 (22) T 17 FF 16 | Fort +11 Ref +14 Will +8 | Initiative +5(11/9/7) | Perception +14 (+18/+16/+14) Sense Motive +9 (+15/+13/+11)

Vibenia trains her crossbow on the door, ready should anything deadly lurk beyond it.


Male Human Arcanist 13 ~ AC 20* (t 15, ff 15*) | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 12/15 | HP 96/96

We're assuming Mouse will disable to trap before we do anything. The DC is 30 and she has a 27 Disable Device skill.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

SORRY, blue prince has owned me this weekend.

disable device: 1d20 + 27 ⇒ (8) + 27 = 35 but also just reread and saw you handwaved that test.

Mouse takes her time, since it could endanger her swarm. Finally is clicks and the door opens. The halfling woman smiles with relief. "I wonder what is next?" she saws simply then leads the others to the next potential death trap.


Are you sure you want to do that?

The door opens revealing a passageway with two side passages and stairs heading downwards. map updated.

D8. Empty Chambers
Each of these chambers previously served as living space for those who helped construct the tomb. Now they contain a variety of historical relics and curious minor art objects from Armag’s age.

Each chamber contains 2d8 × 100 gp worth of valuable but forgotten treasures.

Loot: 2d8 ⇒ (7, 6) = 13 1300gp in relics.

At the end of the passageway are another set of double doors.

What are you doing now?


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

"Two trapped rooms in a row. I don't trust those doors."


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

"My people uses cloth to cover openings in our den, easier to move, clean, and rush through when danger comes. They only build doors to block intruders, and they are Always trapped." Mouse says to validate Marten's opinion as she moves to the door and starts searching for traps.

perception: 1d20 + 24 ⇒ (6) + 24 = 30


Are you sure you want to do that?

Mouse finds the doors are not trapped.

D9
Four massive pillars hold up this large dome-shaped chamber’s
ceiling, which rises to a height of fifty feet. At the room’s center
stands a towering suit of spiked armor.

What are you doing now?

Armag's tomb Battle map updated. Use that for this scrap.


Male Human Paladin (Mind Sword) 13 | 115/147 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +8, Sense Motive +17 | Mind Arsenal 7/7 | Smite Evil 5/5 | Summon Mount 2/2 | Recruits

"They must've been in a hurry to finish this place, if they forgot to put traps on the door. Or someone else has already come through here."

Marten brings his shield up and advances cautiously just inside the room, with Falling Leaf in his other hand.

"I have a feeling that I'm going to be fighting that thing, Gorum-style," he says wryly.


Female Halfling Rogue 3/Inquisitor 3/Bellflower 7 | HP: 103/103| AC: 32 touch 17, flat footed 26 | CMB: +7, CMD: 25 | Fort: +12, Reflex: +19, Will: +13| Init: +11 | perception +26(darkvision 120) | { her picture } | active conditions: heightened awareness

Mouse slips behind the warrior, choosing stay behind the man in iron form of tactics and whispers a quick spell of detecting magic on the armor.

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