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?

Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

Handout One;

Tazlford

Fort Drelev

Combat:


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Are you sure you want to do that?

The Ettercaps are soon ended by the efforts of the party. Silence falls quickly in the web cloaked tunnels and you can hear no signs of any life.

What are you doing now?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"We should examine the rest of the area, they might have stored captives or equipment here." Richard moves deeper into the cave watching out for traps.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

With the fight finished, Xan sheathed her sword and moved over to the others. "Let's hope there aren't any more further in - we should keep our eyes out for ambushes."

In a rather surprising moment of irony, she doesn't seem to be aware that her right eye is emitting ethereal golden energy in brilliant wisps. It's glowed slightly now and then in the past, usually in a fight, but it's always been faint. The actual light shed now is only about on-par with her tattoos, but the effect as a whole is far larger.

"What? Did I get spider blood on my face? I didn't feel any."

For visual reference, imagine a less fire-like version of Cinder's eye in RWBY. Or like the Pyra Syandana in Warframe. This is just a cosmetic thing and purely foreshadowing some of my feat choices later on, if anyone was wondering.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Xantria Aldori wrote:
"What? Did I get spider blood on my face? I didn't feel any."

Niadroub Kliip studies Xantria's face for a long, awkward moment before shrugging and turning away.

"Noop. Eeverytheeng is fine."

The arcanist searches the ettercaps for anything useful.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn retrieves and shoulders his bow. He reckons that his rapier will be a better choice to have ready in hand should any more spidery foes expose themselves.

"These don't seem like the kind of beasties that take prisoners," Colwyn says, eyeing the layers of webbing lining the tunnel walls. "Leftovers maybe, but not prisoners."

Colwyn follows Richard, keeping an eye out for anything his friend may miss.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Kliip standing so close worried Xan until he stepped away as though nothing had happened. "Should've guessed he'd be the one to do something weird," she muttered to herself as she brushed some of her hair away from her face with her gauntleted left hand. That was when she caught her reflection in the well-maintained steel.

"Okay, what the hells?" she remarked as she saw the flare from her eye, which disappeared as she spoke. "It's never done that before. Niadroub; how the Inheritor could you say everything's fine when my eye looked like it was on freaking fire?! Know what; nevermind, forget it. Worry about it when we get back to town. It's probably another bloody angel thing anyway so it's not like it's harmful."

With that, she turned her focus back to searching the caves.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

"Yoou weeren't scremming in pain," Niadroub Kliip mumbles under his breath. "Eeverytheeng is fine."


Are you sure you want to do that?

You explore the surprisingly large caves, finding several nests of spiders which are easily dispatched, and several corpses wrapped in webbing stored as food.

You also find a large pile of the loot they have been collecting stashed in one cave, it includes 2BP in general goods. And also in a pile taken from the corpses.

Loot:
154 gp,
835 sp,
4,378 cp
MW chainmail
Warhammer +1

What are you doing now?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

What hex are we in, 38?

"There's enough material here I think we should haul it back soon but perhaps we should explore the surrounding area while we are here?"


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

2 BP is probably a few Wagonloads of stuff. GM: I am assuming the "goods" are not perishable?

"It's probably safe in here for the moment. We will need to arrange for it to get hauled out of here. We also need to bury the dead, and the various... incomplete remains."

I have MW scale mail but I will happily trde up to the chainmail if no one else wants it.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

Can the caves serve as anything we can build? Mine or quarry, perhaps? Yes, let's finish exploring the hex. I've gone ahead and added 2 BP to the kingdom sheet.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Before:

GM_DBH wrote:
The Ettercaps are soon ended by the efforts of the party. Silence falls quickly in the web cloaked tunnels and you can hear no signs of any life.

"Good fight everyone - I'm starting to think you were doing well enough without me" - Reknar nods - "Still it was a good one. No one is hurt?"

Richard Harmon wrote:
"We should examine the rest of the area, they might have stored captives or equipment here." Richard moves deeper into the cave watching out for traps.

"Agreed - let us hope we can find some survivors" - the half-orc has an unusual grim tone.

Now:

Xantria Aldori wrote:
"Okay, what the hells?" she remarked as she saw the flare from her eye, which disappeared as she spoke. "It's never done that before. Niadroub; how the Inheritor could you say everything's fine when my eye looked like it was on freaking fire?! Know what; nevermind, forget it. Worry about it when we get back to town. It's probably another bloody angel thing anyway so it's not like it's harmful."

"Bloody angel thing heh...? Ok then" - Reknar chuckles - "Whatever it was, it looked good on you. As long as it doesn't harm you" - he shrugs.

GM_DBH wrote:

You explore the surprisingly large caves, finding several nests of spiders which are easily dispatched, and several corpses wrapped in webbing stored as food.

You also find a large pile of the loot they have been collecting stashed in one cave, it includes 2BP in general goods. And also in a pile taken from the corpses.

What are you doing now?

"Damn!" - Reknar pauses looking at the corpses for a moment, then nods at Elena - "I was hoping we could be here on time to save at least some of them" - he clenches his fists in frustration.

"Let me cut them down - maybe we can find something identifiable, something their families will recognize and value..." - the half-orc grunts resolute, before starting on the dire task.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

And I've added the money to the loot sheet.

"We'll have to keep an eye on this place going forward," Colwyn grumbles idly as he counts, organizes, and packs the coins the creatures had collected from hapless travelers. "Such a place is liable to attract new, troublesome tenants if left empty and unwatched: trolls, goblins, bandits. No, I won't have any of that!"

Colwyn pauses his counting to pound a fist against his thigh. It seems he takes such a threat as a personal affront.

"Hmm, maybe we could claim it ourselves...turn it into a watchpost or garrison. There's also those kobolds, the Sootscales. They're not as bad as some other tribes. We could give them this cave as a colony to secure their cooperation - thus tricking them into keeping an eye on it for us," Colwyn chuckles. He takes another look around at the walls.

"I'd wanna make sure there's no ore or nothing in here, first. Wouldn't want to be giving away something like that."


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

"The Sootscelle lair is an oold men (mine). We could geeve them thees in return for menning rights een their lair."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"We could always just buy any ore they mine out of that one for things they have a more immediate need for. I like the idea of using the caves as part of an outpost. It could be good storage area for supplies for a larger structure."


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

"Guys" - Reknar grumbles - "Might giving me a hand with the bodies of your 'subjects'? Before counting coins or making commercial agreements?"


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"It's not the first time we've had to multitask you could say." Richard cuts through some webbing.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

"Oon the wey out." Niadroub Kllip responds, but readily assists once the cave system is explored.


Are you sure you want to do that?

Sorry guys, I put in a post yesterday, but it hasn't shown up. I must have hit the wrong button.

You are still in Hex37, close to your town.

What are you doing now?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Head off to explore Hex 38 before returning here and moving the supplies back to our capital.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Richard Harmon wrote:
Head off to explore Hex 38 before returning here and moving the supplies back to our capital.

Works for me.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Deal!


Are you sure you want to do that?

Sorry for yesterday going missing. The only time I could get on was when the site was down. :(

GM Screen:

Random: 1d100 ⇒ 91

You explore Hex38 and find it quiet and peaceful, aside from the natural wildlife it is empty.

What are you doing now?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Head to explore 39 and then 40? I just noticed they were numbered. Unless that was accidental.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Yep, keep going a tad further.


Are you sure you want to do that?

GM Screen:

Random: 1d100 ⇒ 67

Hex39 is again a quiet ride through untamed wilderness.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

After 40, let's explore the unnumbered hex covering most of Lake Tuskwater and then hex 35. I feel like those are the potentially dangerous parts of a frontier, and we should have better knowledge of them before we set up a watchtower in the Stag Lord's old fort. And of course, everything below hexes 39, 40, and the unnumbered hexes are also unexplored and have potential encounters.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn supports this plan of exploration, aside from occasional idle grumbling about his saddle sore rear end.


Are you sure you want to do that?

Guilty confession time people. I hadn't been using the right map for this module, the new Greenbelt map is up top, the RRR version. So a couple of encounters were missed. I'll add them in as required and keep updating the new map. Sorry all.

GM Screen:

Random: 1d100 ⇒ 45

Hex40
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 cliff tops are thick with stinging nettles,

Survival DC20:

A DC 20 Survival check made while exploring the hex reveals a hidden trail that leads through the nettles and down a cliffside trail to a
secluded pool, 50 feet in diameter, at the Tuskwater’s edge.

What are you doing now?


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Survival (Take 10): 10 + 11 = 21

"Look there... there's a trail. Hidden by the brush; might not have been used in a while. Let's have a look."

Elena follows the trail down to the water's edge. "Hmmm... a secluded little pool. The trail suggests it is, or was, important to someone." Elena begins looking around to see if there is any danger.

Perception: 1d20 + 13 ⇒ (2) + 13 = 15


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard checks the area with Elena being alert for threats and opportunities.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Following Elena and Richard, Xan kept her eyes peeled.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn dismounts Sandy and leaves her hitched to a tree at the top of the trail.

"It's good to be wary," he cautions his fellows, noticing them on alert. "Such a fine, secluded place is appealing to many types of folks and critters - not all of them friendly."

He draws his bow and keeps an arrow loosely nocked.
As he surveys the scene, he also thinks upon whether he's heard any locals around Thornford mention such a place.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Local): 1d20 + 8 ⇒ (8) + 8 = 16


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Reknar follows suit.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Are you sure you want to do that?

Fishing in this pool has traditionally been quite good, but recently an enormous and particularly ill-tempered hookjaw turtle (a more carnivorous version of the alligator snapping turtle) has moved in to the pool. This turtle is something of a legend to fishermen and boaters of the Tuskwater—a seemingly indestructible reptile named Old Crackjaw that has supposedly attacked and killed dozens of fisherman and even caused no less than five boats to sink or flounder. Old Crackjaw has claimed this pool as his latest den, and anyone who enters the water is immediately attacked by the oversized, angry beast.

GM Screen:

Random victim: 1d5 ⇒ 3
Stealth: 1d20 + 6 ⇒ (1) + 6 = 7

The water suddenly erupts as a large and very nasty looking Turtle lunges out of the waters and attacks, but you all had time to see him coming and are ready to attack.

What are you doing now?

Map up top. Old Cackjaw.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard draws his sword at the turtle swinging it at the turtle while trying to circle around it and set up a flank position for Colwyn on the other side.

Aldori Dueling Sword: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 ⇒ 5


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

Knowledge (Nature) - would Old Crackjaw be some specific type of turtle?: 1d20 + 7 ⇒ (11) + 7 = 18

"What the hell?!" - Reknar growls as the turtle attacks them - "Are we on its hunting grounds or something? Elena?"

Starting Inspire Courage - bonus is +1


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

"Thet's a beeg turtle," Niadroub Kliip breathes, impressed.

He casts ray of enfeeblement on the beast.

Ranged Touch Attack: 1d20 + 2 ⇒ (9) + 2 = 11

If that hits, it's a DC 14 Fort save for half.

STR penalty: 1d6 + 2 ⇒ (2) + 2 = 4


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

The oversized, shelled beast erupts from the water, gnashing its beak-like jaws - shocking Colwyn and sending his bow flying from his hand, clattering against the cliffside.

Colwyn draws his rapier and slides around the beast, flanking it with Richard.
He bends his knees and squats down to aim a deadly thrust below Old Crackjaw's shell.

Magic Rapier, Flanking and Inspired Sneak Attack: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28
Confirm Crit?: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24
Damage, Critical w/ Sneak Attack: 2d6 + 2d6 + 3 + 1 ⇒ (2, 5) + (6, 2) + 3 + 1 = 19


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

"This thing's hide better not break my sword," Xan remarked as she stepped up to the creature as it reared out of the water right beside her.

Five foot step, full attack to trigger Defensive Parry.
Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Reknar Heldergast wrote:


"What the hell?!" - Reknar growls as the turtle attacks them - "Are we on its hunting grounds or something? Elena?"

Knowledge (Nature): 1d20 + 6 ⇒ (18) + 6 = 24

GM: What does this roll tell me?

"Well, they can be territorial. But they also make for good soup."

Elena steps to one side, and tries to shoot the turtle past Xantria, but her arrow glances off the turtle's shell.

Longbow -4 enemy in melee -1 deadly aim: 1d20 + 7 - 5 ⇒ (11) + 7 - 5 = 13 ...assuming that's a miss.


Are you sure you want to do that?

Fort save: 1d20 + 10 ⇒ (15) + 10 = 25

Elena. You know what was in the setup post. It's an old and very cantankerous turtle, with a taste for flesh. This is it's den. Aside from that it's a turtle. Nasty bite, tough shell.

Richard lightly wounds the beast.

Colwyn stabs deeply where the neck emerges from the shell, drawing a hiss of pain and rage from Old Crackjaw.

Niadroub bathes the beast in a crackling ray of back energy, but sees little effect.

Xantria & Elena both miss.

The Turtle lunges hatefully at Colwyn. The cause of his pain.
Bite: 1d20 + 8 ⇒ (20) + 8 = 28
Bite Crit confirm?: 1d20 + 8 ⇒ (15) + 8 = 23
Crit damage: 3d8 + 24 ⇒ (3, 8, 1) + 24 = 36

Nearly ripping his leg off with it's razor jaws.

Holy mother! Those rolls. Colwyn I believe you're unconscious? That is with the Ray of enfeeblement taken into account as well.

What are you doing now?


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

"Colwyn!"

Elena runs up behind Colwyn, reaching down with her hand. "Father Deadeye I beg you, heal your servant," she mutters.

Cure Moderate Wounds: 2d8 + 4 ⇒ (2, 3) + 4 = 9
Well, that should take him from -6 to +3, at least.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richards eyes go wide as he sees the vicious bite that fells Colwyn. He continued circling before striking hoping to distract it from his allies.

Aldori Dueling Sword: 1d20 + 10 + 2 + 1 ⇒ (13) + 10 + 2 + 1 = 26
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

"Damnit!" Xan exclaimed as Colwyn was wounded, striking once more as Richard drew its attention.

Flanking Inspired attack: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

"Ok, that's enough - don't care if we ARE in its hunting grounds!" - the half-orc roars as Colwyn goes down.

Relieved as Elena's spell heals his companion, he circles around and attacks.

Bardiche: 1d20 + 8 ⇒ (4) + 8 = 12
Damage if it hits: 1d10 + 11 ⇒ (1) + 11 = 12

--Status--
AC: 19
HP: 32/32
Effects: Inspire Courage +1 (5/7)


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

I figured it would have a high fortitude, so that's only a -1 to its attacks. I was trying to be tactical, but I should have thought it through better. My bad.

"Sheet. Sheet. Sheet sheet sheet."

Niadroub Kliip casts a flaming sphere and sends it hurtling at the giant turtle.

Damage: 3d6 ⇒ (3, 6, 4) = 13

DC 15 Reflex save for half.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn doesn't even remember seeing the lightning-quick snap of the beast's jaws. He just remembers the sudden jolt of pain and fear after Elena's magic revives him. Panicked, he scrabbles away from the armored fiend with his own blood now dripping from its maw.

Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22

Once safely away from the turtle, Colwyn shakily tries to rise and regain his footing.

One move action to Crawl a 5-foot step away, using Acrobatics to avoid Attack of Opportunity. A second move action to stand up.


Are you sure you want to do that?

Reflex: 1d20 + 3 ⇒ (20) + 3 = 23 Nooo! That could have been another attack roll. :(

Even as he slumps to the ground Colwyn is held by Elena and his wound closes a touch. He responds to his returned awareness by flipping over her to move out of range.

Richard & Xantria both deal damage to the beast, and Niadroub rolls a ball of fire onto it, it dodges with surprising agility but is still burnt and dies.

Loot.
Lying half-buried in the mud on the pool’s southern shore is an Elemental gem (water). All that remains of an overconfident druid Crackjaw killed and ate.

And Old Crackjaw is on your board, so you will get a reward for making the fishermen of the Tuskwater safer.

What are you doing now?


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

"We should take its Carapace with us" - Reknar nods at the others.

GM_DBH, would taking 20 on Survival (Total = 26) do the trick?

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