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

Mud bowl

Combat:

Colwyn <========== May act!

Red

Vibenia, Marten & Niadroub <========== May act!


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Are you sure you want to do that?

Are you setting out? And is no one asking Colwyn how he got this information while bathing?

secret things:

random: 1d100 ⇒ 95
random: 1d100 ⇒ 64

Give me your party order, and a perception roll as you travel please.


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Hmm, a good point GM, he hasn't exactly told everyone what's going on yet.

When Colwyn gathered them all to tell them about what he had learned Zelera looked at him thoughtfully a moment. One of Zelera's delicate eyebrows rose questioningly as she asked, "So Colwyn, weren't you just in the tub a few minutes ago? How is it that you found out about this since I don't think anyone had entered your bathroom?"


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 7/13 | HP 30/72

"Doo we knoow how far sooutheast? We ken use my hoorse es bet." Niadroub Kliip chuckles at his own joke, but then looks curiously at Colwyn when Zelera asks her question.

Colwyn the Toad wrote:

Anyone want to cash in any of the 1200gp of potions before we go?

We could get a level 3 (750gp), a level 2 (300gp), and 3 level 1s (150gp).

I want to say 'yes, purchase them,' but I don't know what potions to get. I'm fine if we get all cure potions.


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 7/13 | HP 30/72
GM_DBH wrote:
Give me your party order, and a perception roll as you travel please.

Suggested party order for single-file:

Reknar, Colwyn, Richard, NK, Zelera.

Two-across:

Reknar | Colwyn
NK
Zelera | Richard

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands
Zelera wrote:
"So Colwyn, weren't you just in the tub a few minutes ago? How is it that you found out about this since I don't think anyone had entered your bathroom?"

Colwyn utters an actual "harrumph," showing his age.

"I was relaxing in the bath when a bird came tapping at the window, both insistently and incessantly. When I let the critter inside, I found that it carried a message from Miss Melianse, warning me of the giant beast."

He secures the newly procured healing potions to ensure they are not damaged by travel.

We now have a Cure Serious, Cure Moderate, and 3 Cure Light potions.
I second Niadroub's suggested marching order.


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

"I can't say if I've see such a beast. I've heard a few tall tales but I'll have to consider while we travel if there is anything of substance that might just be true."

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge Nature: 1d20 + 2 ⇒ (8) + 2 = 10


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

After the party sets out, Colwyn notices Richard and Niadroub keeping alert, and he realizes that he nearly forgot to be on his own guard.

Perception: 1d20 + 13 ⇒ (3) + 13 = 16


Are you sure you want to do that?

After several days travel southeast you are all on edge, the signs that something bad has happened are obvious. Smashed trees, most animals have fled the area. Circling carrion birds lead you to slaughtered beasts, killed by claw and beak. Left untouched as if killed in rage.

The trail leads closer to the Little Shrike river and you easily find what looks like the monsters lair.

A dark, gaping hole yawns in the side of a large, rocky hillock.
The earth in front of the cave has been trampled flat, and shattered trees and stumps bear the marks of powerful claws. Tufts of dark fur are snagged in branches, and huge feathers litter the ground.

What are you doing now?

Map up top.


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

"Colwyn and I could move up covertly to the cave mouth, if the beast is not nearby we could deploy one or two bear traps. If we have to withdraw they might give the beast pause in it's pursuit. Other than that consider what spells might aid us in this fight. Alternatively we could set up as many traps as we have and make a great racket to draw it out... but that does assume there is one of them and not a whole brood."


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Let's just hope the bear traps are up to the task. Miss Melianse described this beast as being very large. While I can't exactly dismiss the possibility that she was exaggerating...well, I'm not one for unfounded optimism."

Colwyn moves quietly but quickly as he examines the ground outside the cave, looking for evidence of the creature's size and whether it's alone or merely one of several. Of course, he also keeps very alert lest some mad, feathery monster should emerge at any moment.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Stealth: 1d20 + 15 ⇒ (17) + 15 = 32
Survival: 1d20 + 8 ⇒ (11) + 8 = 19


Are you sure you want to do that?

V2. Midden
The cave mouth widens into a large cavern filthy with carrion and offal. A bewildering variety of molds and fungi grow on the floor and walls, some as big as a person, and countless insects scuttle about underfoot, feeding on the mounds of waste. A large tunnel slopes down to the south, with a similar opening to the north.

As Colwyn slips cautiously into the dim light of the cave he spots two Shrieker mushrooms near the passages leaving the chamber.

Purple circles

What are you doing now?

Shrieker


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 7/13 | HP 30/72

Could use the shrieker mushrooms to lure the owlbear out.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn withdraws to inform his companions of his discovery.

"Damn shrieking mushrooms. There goes any hope of getting in quietly," he whispers. "Of course, they could act to lure the beast outside. For what they're worth, let's get these bear traps set up before we let the fungus make any noise."


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

As they reached the caves, and Colwyn and Richard went ahead to scout, Zelera waited patiently for their return with Niadroub. When they returned and explained what they had found Zelera considered carefully. After a moment she said, "If we take a bit of time I can prepare a prayer to silence these mushrooms if they are within forty feet of each other."


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 7/13 | HP 30/72

"Eh ken oolso slip pest one end tek a look."


Are you sure you want to do that?

Plots & schemes ahoy! So what are you doing?


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

"Is this beast beyond any reasoning? Does it have the intelligence of an animal, or more than that?" - Reknar inquires - "Do we have any idea why it is on such rampage? Animals do not usually do such things"

Knowledge (Is it Arcana?): 1d20 + 8 ⇒ (2) + 8 = 10


Are you sure you want to do that?

Pffft!


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

"Guys?" - the half-orc insists to the others - "Any other ideas besides just trying to kill this one?"


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Killing is just the what. The more important question is the how," Colwyn replies as he sets down to begin carefully - very carefully - applying his phial of Deathblade poison to his arrows.

Apply Poison, oopsie occurs on 1-5: 1d100 ⇒ 77

How many pieces of ammunition can I coat using a single dose of poison?
I tried to look up the rule, but it seems to fall to GM's discretion with a variety of answers coming up.


Are you sure you want to do that?

So you're going to lure it out to Area V1 for the fight? Tossing a light source close to the Shriekers will set them off. Let me know when you are ready to tank it with your faces?


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

Reknar is going to cast Invisibility on Colwyn, Mirror Image on himself, and start Inspire Courage in that order.


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 7/13 | HP 30/72

Ready. NK will cast haste, but the duration isn't long enough to cast it before the enemy is imminent.


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 sets the traps and readies his bow. "I would be most keen to try to take it out at range. I have no desire to see what an owls bear proportioned for a bear could do to humanoid flesh."

Offset beartraps are blue. Regular bear traps are red. https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bear%20trap%20(offset )

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bear%20trap


Are you sure you want to do that?

The Shriekers do as their name states and cause a horrible din. A shriek of rage answers them from deeper in the caves and the largest Owlbear you've ever seen hustles from the center passage.

Nunnaya:

chance: 1d100 ⇒ 29

Map updated. Since you were prepared you may act first.


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 7/13 | HP 30/72

"Beeg one." Niadroub Kliip ignores the owlbear long enough to focus on casting haste on the group.


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 made sure to be a little ahead of the others and tried to draw the beasts ire.

Longbow: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Longbow: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Are you sure you want to do that?

One hit for Richard. That got it's attention. :)


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

Mirror Images: 1d4 + 1 ⇒ (2) + 1 = 3

If my spells are cast, Reknar keeps up Inspire Courage, zaps his wand of Shield, and waits outside.

"Draw it out! Keep peppering the beast from afar!"

Shield UMD: 1d20 + 12 ⇒ (20) + 12 = 32


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Zelera watched and waited as they began to lure the beast out. She hadn't ever seen an owlbear before so she was actually rather curious about what it looked like. When her companions began to attack the creature Zelera prayed and called on the Lantern King's blessing blessing to steady guide their attacks.

I cast bless.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

With Reknar's magic vanishing him from view, Colwyn lies in wait about thirty feet from the cave's mouth. Once the mighty beast steps upon the bear traps, the baron will unleash his first volley of arrows - held until his prey is close enough that he can pick out its vital points.

I've placed a token for Colwyn on the map. Once the giant owlbear moves within 30 feet, I will use Rapid Shot and Niadroub's Haste to fire three shots with Point Blank Shot, Bless, Inspire Courage, and Sneak Attack.

Shot 1: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (13) + 10 + 1 + 1 + 1 - 2 = 24
Damage w/ Sneak Attack: 1d8 + 3 + 3d6 + 1 + 1 ⇒ (2) + 3 + (5, 1, 6) + 1 + 1 = 19

Shot 2: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (20) + 10 + 1 + 1 + 1 - 2 = 31
Confirm Crit?: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (14) + 10 + 1 + 1 + 1 - 2 = 25
Crit Damage w/ Sneak Attack: 3d8 + 9 + 3d6 + 1 + 1 ⇒ (6, 1, 5) + 9 + (5, 4, 4) + 1 + 1 = 36

Shot 3: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (11) + 10 + 1 + 1 + 1 - 2 = 22
Damage w/ Sneak Attack: 1d8 + 3 + 3d6 + 1 + 1 ⇒ (2) + 3 + (1, 6, 5) + 1 + 1 = 19


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Assuming the first shot hits, the owlbear will also need to make a DC 20 Fort save against the Deathblade poison to avoid taking 1d3 Con damage.


Are you sure you want to do that?

Enraged by Richards arrow the giant Owlbear charges at the entrance. Running into the bear traps in its blind fury.

trap: 1d20 + 10 ⇒ (6) + 10 = 16
trap: 1d20 + 10 ⇒ (19) + 10 = 29
trap: 1d20 + 10 ⇒ (12) + 10 = 22

trap damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9
trap damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13

It screams in pain and rage as two of the traps bite into its legs.

Colwyn sinks three arrows deep into its neck.

Drawn by all the noise you can see a Shambling mound emerging from the south passage to join the fight.

Badly wounded, but still going. It double moved to the entrance so you can all go again. What a cruel & ruthless plan.


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 7/13 | HP 30/72

Niadroub Kliip throws the water elemental gem he's been hanging on to at the owlbear. The gem breaks at the owlbear's feat, summoning a large water elemental. Even this otherworldly creature is dwarfed by the hulking owlbear.

Attack 1: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Attack 2: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Water elemental HP: 68/68


human cleric 5, feysworn 5 | HP 51/51 (0 thp) | AC 20 ; FF 18; TAC 13 | F +7; R +6; W +11 | Init +2 | Perception +10 | adamantine dagger +7 (1d4+1 19-20); +1 hvy xbow +9 (1d10+1) | Channel Energy 3d6 (dc 14) 5/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Zelera felt a bit sorry for the owlbear, it was acting after it's nature after all, but that didn't change what they had to do. It had been attacking fey and non-fey alike and that had to stop. Regardless it wasn't necessary to draw this out longer than they needed to. With that in mind Zelera kept a fair bit of distance as she drew on her connection to the Lantern King and prayed for his divine light to strike the creature and sent a blast of orange light lancing out at the owlbear.
searing light w/bless: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 193d8 ⇒ (7, 7, 8) = 22


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn takes notice of the new threat just as he releases the first arrow of his next volley.

Five-foot step to the southwest. Full attack action to do the same as last round. However, if the owlbear is slain, Colwyn will aim his remaining shots at the shambling mound with a -1 to attack and damage because he would not benefit from Point Blank Shot.

Hasted Rapid Shot 1: 1d20 + 10 + 1 + 1 + 1 + 1 - 2 ⇒ (17) + 10 + 1 + 1 + 1 + 1 - 2 = 29
Damage: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

Hasted Rapid Shot 2: 1d20 + 10 + 1 + 1 + 1 + 1 - 2 ⇒ (13) + 10 + 1 + 1 + 1 + 1 - 2 = 25
Damage: 1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

Hasted Rapid Shot 3: 1d20 + 10 + 1 + 1 + 1 + 1 - 2 ⇒ (4) + 10 + 1 + 1 + 1 + 1 - 2 = 16
Damage, just in case: 1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13


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

I missed haste last time around so another shot in the previous round.
Longbow: 1d20 + 12 + 1 + 1 + 1 ⇒ (9) + 12 + 1 + 1 + 1 = 24
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

"Good thinking Niadroub! Lets finish him off I see another shape moving in the darkness." Richard cheered on the mage's adaptation to the changing environment but kept up the rain of arrows on the owlbear.
Longbow: 1d20 + 12 + 1 + 1 + 1 - 4 ⇒ (3) + 12 + 1 + 1 + 1 - 4 = 14 Definitely a miss
Longbow: 1d20 + 7 + 1 + 1 + 1 - 4 ⇒ (15) + 7 + 1 + 1 + 1 - 4 = 21
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Haste Longbow: 1d20 + 12 + 1 + 1 + 1 - 4 ⇒ (16) + 12 + 1 + 1 + 1 - 4 = 27
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Knowledge Nature on the Shambling Mound: 1d20 + 2 ⇒ (8) + 2 = 10


Are you sure you want to do that?

You waste the Owlbear on Colwyns second shot. The rest of the attacks go to the Shambling mound.

Drawn by Richards arrows the Shambling mound slowly shambles towards the entrance.

20' move :(. Your ambush is working well, too well!

The party may act again. Bastards!


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 7/13 | HP 30/72

The water elemental moves forward to meet the shambling mound.

It only moves 10 feet since it has a 10 foot reach. It probably triggers one of those blue-bordered bear traps.

Attack 1: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Attack 2: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Satisfied that the water elemental is pulling its weight, Niadroub Kliip pulls out a wand of magic missile and fires it at the shambling mound.

Force damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

*********
Water elemental
HP: 68/68
Rounds: 10/11


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 47/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Hah! We'll need a bigger inn to mount that trophy!" Colwyn calls out victoriously as he aims his next volley for the plant monster.

Hasted Rapid Shot 1: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (20) + 10 + 1 + 1 + 1 - 2 = 31
Confirm Crit?: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (18) + 10 + 1 + 1 + 1 - 2 = 29
Crit Damage: 3d8 + 9 + 1 ⇒ (6, 6, 5) + 9 + 1 = 27

Hasted Rapid Shot 2: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (11) + 10 + 1 + 1 + 1 - 2 = 22
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Hasted Rapid Shot 3: 1d20 + 10 + 1 + 1 + 1 - 2 ⇒ (3) + 10 + 1 + 1 + 1 - 2 = 14


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

"You are going to make me look lazy!" - Reknar grunts as the others put on a display of force.

Keeping up Inspire Courage. Remember the bonus is +2 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

Richard kept up the rate of fire against the plant thing.

Longbow: 1d20 + 12 + 2 + 1 + 1 - 4 ⇒ (7) + 12 + 2 + 1 + 1 - 4 = 19
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Longbow: 1d20 + 7 + 2 + 1 + 1 - 4 ⇒ (8) + 7 + 2 + 1 + 1 - 4 = 15
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Longbow: 1d20 + 12 + 2 + 1 + 1 - 4 ⇒ (7) + 12 + 2 + 1 + 1 - 4 = 19
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Are you sure you want to do that?

The Shambling mound finally slumps to the floor of the cave, looking like a porcupine from the amount of arrows protruding from its corpse.

Silence again falls over the fetid air of the cavern.

What are you doing now?


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 7/13 | HP 30/72

Niadroub Kliip looks at the water elemental and points down the right-most tunnel, intending for it to scout for the party before its' summons expires.

9 rounds remaining by the end of the battle.


Are you sure you want to do that?

Is that the South tunnel or the east? Owlbear came from the east. Shambling mound came from the south.


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

Reknar waits for the scouting reports.


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 7/13 | HP 30/72

South. I figure there wasn't much sharing space with the owlbear.


Are you sure you want to do that?

V3. Cave of the Shambler
Rotting leaves and other vegetation fill this small, irregular cavern. Water drips from slimy vines and roots that hang from the ceiling, collecting into puddles on the uneven floor. Three small openings, little more than wide cracks in the stone, lead to the northwest, southeast, and south.

Loot:
A wand of lightning bolt (CL 5th, 33 charges), all that remains of a hapless (and fatally misinformed) wizard who tried to use it against the shambling mound.

Where to 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

"Want to hold onto it Niadroub? I'm sure you'll make more use of it than any of the rest of us. We could send the elemental towards that northern passage next?"


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 7/13 | HP 30/72

NK agrees to both the wand and the elemental scouting direction.

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