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?

Find Target (Su)
When a soul eater’s conjurer orders it to find a creature, it can do so unerringly, as though guided by a locate creature spell that has no maximum range and is not blocked by running water. The conjurer must have seen the desired target and must speak the target’s name.

None of you have been running around declaring who you are and what your title is. So the Soul eaters were kept in reserve until their summoner knew more about you. Then they would have been sent to attack their target when he or she was alone and vulnerable. :(

What 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 13/13 | HP 72/72

Oh, I get it. I thought you meant we weren't using our names during that battle. But you meant throughout our trek into this tomb.

As usual, Niadroub Kliip follows the others' lead when advancing into an unexplored area.


Are you sure you want to do that?

So what is the 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 13/13 | HP 72/72

As usual, Niadroub Kliip follows the others' lea--"Ooh a door over here! Hey guys, there's a door over here! To the west! I wanna go this way. Come on!"

Waffles casts open on the door leading west.


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

"If this is the kind of wretch he keeps out in the open, I wonder what in the Abyss he bothers to hide," Colwyn sarcastically muses as he moves to inspect the secret door to the north.

Perception: 1d20 + 15 ⇒ (4) + 15 = 19 Add another +3 to find traps.

However, his concentration is broken as Waffles just throws open the door to the west.

He puts on a false, forced smile.

"Well, now. Thank you so very much for volunteering to lead the way, Waffles," the baron says with a cloyingly sweet voice.


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

"Lead the way! Wow! Okay!"

The faerie dragon turns invisible (1 of 3 daily uses of greater invisibility) and flies through the doorway he's just opened to scout ahead.

Niadroub Kliip gives Colwyn an annoyed look.

"Whet'd you do thet foor?"


Are you sure you want to do that?

Just a note. West is up on the map. It is the way your entered the room. I take it Waffles is heading South?.

A stench of sulphur fills the room as Waffles heads through the now opened south door.

W20. Hell Pool
This wide chamber appears to have been naturally formed; its ceiling rises 25 feet and is festooned with stalactites. The stink of sulfur and tar are strong, as a huge lake of bubbling black tar dominates the chamber. From rock outcrops here and there on the walls bubble small springs of milky-looking water. Across the chamber, a stony shelf provides purchase for a door stoop before a black wooden door swollen in its frame. The broken stumps of two support posts protrude from the rock of the shelf as well as that of the main entrance near the pool’s edge, showing where a wooden bridge once spanned the inky soup.

Waffles reporting to Niadroub:

"Hey! There's a dead guy standing by the door here."

Colwyn doesn't find any traps on the secret door he's checking.

What are you doing?


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

Ah, thanks. South is what I meant.

Listening closely to Waffles' telepathic report, Niadroub Kliip shares what he knows.

"Oondead acroos a pool of tar?"


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

"Undead across a pool of tar?" Colwyn parrots Waffles' report sarcastically.

"No, thank you," he states firmly before opening the secret door, making it clear that he'd rather go north.


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

"Ha ha, yeah, forget that, amirite?!" the still-invisible Waffles enthuses from nearby.

"You guys want me to scout ahead? I'm ready!"


Are you sure you want to do that?

The rooms through the secret door are soon searched.

W17. Vestibule
The walls of this chamber are covered in lime plaster and bear a series of frescoes whose colors are still vibrant. This artwork depicts one-eyed
humanoids rendered in the same sway-backed style.

The frescoes are all in the ancient cyclops style. They provide glimpses into the ancient cyclops culture and would be of great interest to a historian seeking more information about ancient Iobaria’s culture. A description or copy of these frescos can serve to satisfy Tamerak Elenark’s request for such information (see Notices 3).

W18. Sacristy
A stone bench sits at shoulder height against the far wall of this chamber. Upon this bench lie a number of stone vessels and bronze tools. A man-sized statue of a sway-backed humanoid, a hand is clamped over its single eye, stands against the north wall.

This chamber was used to prepare the dead for interment and houses an assortment of funerary tools and items, though none are of particular value other than as antiquities.

W19. Oculus Focus
This chamber is empty. Its walls bear eye-shaped patterns and carvings, all of which seem to be looking at a point on the east wall where a single carving of a giant, stylized eye looms. The eye’s pupil is an intricately engraved relief roughly the size of the palm of a hand.

The eye carving to the east radiates strong conjuration and divination magic.

Spellcraft DC30:

The eye carving is actually part of a specialized teleportation circle linked to something elsewhere in the tomb. If this object is placed in the engraving’s pupil, the entire chamber becomes a temporary teleportation circle and transports everyone within into area somewhere else?

What now? The Tar awaits. :)


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

Spellcraft: 1d20 + 17 ⇒ (11) + 17 = 28

An Aid Another check will get us over the DC.

"Sem soort of coonjeeration? Des it soommon somtheeng?"


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten shrugs slightly. Far outside of his bailiwick.


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

"Zelera, can you help Niadroub with your insight?" Colwyn asks as pleasantly as possible. After all, she could be his last hope to avoid having to deal with the tar.


Are you sure you want to do that?

Sadly Zelera doesn't have Spellcraft. However I believe Tessara does? If so I will accept her aiding Niadroub.


Are you sure you want to do that?

Tessera has 11 in Spellcraft so you automatically make the DC now.

What's going on people?


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 conversing with Tessera, Niadroub Kliip has it figured out. If some sort of "eye" is placed in the carving where the cyclops' eye is, anyone in the circle will be teleported somewhere else. To where, he can't say.

"Soooooooo, it looks like we're headed back to the room that I scouted out! Right guys? Right?! How exciting! I'm going to go wait for you there!"

Waffles flies back to the tar room and observes. If he sees anything different or unexpected, he'll communicate it to Niadroub Kliip as the party decides how best to proceed.

It makes sense that we pelt the undead guy from a distance across the tar pit, but I feel like that would be expected?


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Sorry, was on a brief trip away from home and it just happened to catch right when Tessara was needed.

"I suppose we should see if we can figure out what to do about the guardian, then," says Marten. "Maybe it is magically shielded against missiles, but perhaps not? It's worth a try."


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

"Fine!" Colwyn grumbles, throwing his hands up in resignation. "But why don't we figure out how to get across the tar pit now rather than while we're standing around in there, breathing in those foul fumes?"

Best I can think of right now is lassoing a rope onto the broken support post on the far side, tying it off on the near side, and shimmying across like some kind of obstacle course.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Tessara says, "I can telekinetically send a length of rope across and then bring it back so that it's looped all the way across, then we just tie it securely on this side."


Are you sure you want to do that?

Just to warn you. Making matters worse, the air in this chamber is
hideously noxious. Every round a creature breathes the air in the room, it must make a DC 15 Fortitude saving throw—failure indicates the creature is nauseated for 1 round. A saving throw of a natural 1 results in 1d4 points
of Constitution damage from the toxic air.

The moment someone step into the room they find that out, so you do know you are going to have problems breathing.


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

Waffles Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10

The party sees Waffles, his invisibility having ended, sluggishly flying back to perch on Niadroub Kliip's shoulder.

"Urp! I couldn't hold my breath any longer! I don't know how you guys were planning on dealing with the noxious fumes!"


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

"Noxious fumes?"

Marten pulls up his helm and wraps a swatch of fabric over his face and then pokes his head inside.

Fort save: 1d20 + 12 ⇒ (11) + 12 = 23

"Ah. Yes. That will be a problem."


Are you sure you want to do that?

Now you've had a look: All the black on the map in W20 is tar. Boiling tar! Not good for your health to step in.


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 discussing the layout of the room with Waffles Niadroub Kliip states that he can use dimension door to get all but one of the party across the pit. Additionally, he points out that this will leave them very near the undead warden on the other side, and he theorizes that there's probably a closed door (to keep the noxious fumes out) that they'll have to contend with.


Are you sure you want to do that?

perception: 1d20 + 8 ⇒ (11) + 8 = 19 Oh dear.


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

"Use Niadroub's magic to get the rest of you across the gap," Colwyn offers. "I'll stay on this side and hold my breath whilst covering you with my bow in case that...thing decides to get up and cause problems."


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

Oh, I forgot that I can cast fly on the remaining person. Who wants to fly? Apologies for the lazy OOC post. It's tough to find time this week due to the American Thanksgiving holiday.


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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

I'll take the Fly, since it'll pair well with either my archery or my Scout's Charge ability. Also, I think it'll be funny to come up with stuff for Colwyn to say as he gets used to flying.


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

Okay, spending one arcane reservoir point to switch aqueous orb to fly for NK's prepared spells. NK will cast fly on Colwyn, they'll head in the door, holding their breath. If the undead guy is still on the other side of the tar pit (or if he's missing altogether), NK will cast dimension door on everyone else to get them to the other side.


Are you sure you want to do that?

The 'Undead Guy' isn't standing buy the door anymore. He's used the time to cast a few spells of his own and is now flying among the stalactites of the ceiling.

When you enter he greets you with a warm, welcoming Fireball.

Fireball Damage: 7d6 ⇒ (4, 4, 5, 6, 5, 5, 1) = 30

DC15 Ref save please from everybody.

Inits:

red: 1d20 + 4 ⇒ (12) + 4 = 16
Niadroub: 1d20 + 9 ⇒ (3) + 9 = 12
Colwyn: 1d20 + 4 ⇒ (6) + 4 = 10
Zelera: 1d20 + 2 ⇒ (16) + 2 = 18
Marten: 1d20 ⇒ 17

Zelera & Marten may now act.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten: Ref save: 1d20 + 7 ⇒ (10) + 7 = 17
Tessara: Ref save: 1d20 + 2 ⇒ (6) + 2 = 8

Marten shrugs off most of the fireball, but Tessara is instantly reduced to an unconscious smoking ruin.

Marten whips Falling Leaf through the air at the guardian to slash twice.

Smite, then mind arsenal full attack.

1. Falling Leaf mind arsenal attack, smite: 1d20 + 14 + 4 ⇒ (17) + 14 + 4 = 35
2. Falling Leaf mind arsenal iterative attack, smite: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27

1. Falling Leaf mind arsenal damage, smite vs. undead: 1d8 + 5 + 18 ⇒ (2) + 5 + 18 = 25
2. Falling Leaf mind arsenal iterative damage, smite: 1d8 + 5 + 9 ⇒ (3) + 5 + 9 = 17

Smite bypasses DR.


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

Reflex: 1d20 + 8 ⇒ (17) + 8 = 25


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) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 | Active Effects: dead

Zelera continued along in their explorations, quite since there was little to do or say and this was no time to pull any pranks. They found several rooms to explore before finally returning to face the undead in the tar pit. Unfortunately the undead was ready for them when they arrived and a fireball was sent to greet them.

ref: 1d20 + 5 ⇒ (16) + 5 = 21

Zekera managed to avoid the worst of the explosion, being in the back of the group put a lot of people between her and it and let her get off easier than she might otherwise have done. She held up her holy symbol and sent out a burst of positive energy to try and heal the worst of the injuries they had received.

channel positive: 3d6 ⇒ (1, 3, 3) = 7


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

Reflex Save with Evasion: 1d20 + 13 ⇒ (10) + 13 = 23

"Bocce balls!" Colwyn exclaims, using Niadroub's well-timed magic to zoom into the air and evade the fiery explosion.


Are you sure you want to do that?

Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5

When the party survives his opening welcome the flying zombie casts again and there are now 6 of him flying around among the stalactites.

Colwyn & Niadroub may now act. Then Back to Marten & Zelera.

Marten's attack hammered him badly!


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

Brushing the last flaming hairs out of his scraggly beard (it still looks scraggly), Niadroub Kliip eyes the flying undead caster and casts dispel magic on them.

Using one arcane reservoir point to increase the caster level by 2. Targeting the enemy as per the spoiler below.

Caster Level Check: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 <-- Oh snap

Targeted Dispel:
One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.


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

Still invisible, probably, Waffles flies across the tar pit to see what lies beyond the bend in the hallway to the south.


Are you sure you want to do that?

Niadroub dispels the Flying Zombie mage's Mirror image before it is of any use to him. :(


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

Fly is level 3, and mirror image is level 2, so I was thinking he would stop flying.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Will wait for Colwyn to go, but Marten's action will depend on whether that cancelled the fly or not!


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

Yeah, my action will also depend on whether the enemy's Fly is dispelled. If we're lucky, he'll fall into the tar.


Are you sure you want to do that?

Whoops.

The flying Zombie mage splashes down in the tar.

damage: 10d6 ⇒ (4, 5, 3, 6, 6, 5, 5, 5, 1, 3) = 43

1d6 if you step in the tar. 10d6 for total immersion. Which I think having your Fly cancelled while you are directly over the tar would be the result.

The Mage is boiled to death.

He has some magic items. How are you getting them?

Waffles can't see anything because the door to the south is closed.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Tessara casts detect magic to pinpoint the location of the items in the tar, then casts pilfering hand (target: one object) to pull each item to her hand in turn. (While wrapped with heavy cloth to keep from getting scalded, of course.)


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

Niadroub Kliip erupts with a hearty cackle as the undead mage splashes into the tar.

"EHEHEHEHEHEH! Looks lek being a zoombie med him STUPID! EHEHEHEHEHEH!"

Landing on his shoulder as his invisibility finally wears off, Waffles looks flatly at his arcanist.

"Dude."


Are you sure you want to do that?

Loot:
Dagger +1,
Ring of Protection +2

spellbook:
4th—fire shield
3rd—fireball, fly
2nd—acid arrow, glitterdust, mirror image, scorching ray
1st—burning hands, mage armor, magic missile, shield
0—bleed, dancing lights, message, touch of fatigue

The Spell book is the property of Cephal Lorentus. A name you recall as one of the advisors of Maegar Varn at Varnhold.

Now you are in the unpleasant cavern you can also see the secret door to the west.

What 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 13/13 | HP 72/72

I say we go back to W16 so we can breathe, and Colwyn and Waffles should scout through the secret door and the door to the south, letting us know which direction we should dimension door to.


Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

As Tessara telekinetically fishes the items of interest from the tar and then concentrates to slough the bubbling fluid off of them with uncanny invisible forces, Marten gives Niadroub a friendly pat on the shoulder and says, "Well done, my friend. That was the perfect tactic and saved us all a lot of difficulty."

Tessara shares the findings with the team, though looking a bit peaked. Marten says to Zelera, "Do you have a healing wand or other way to help? I fear Tessara did not take the brunt of the fireball well."


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

Niadroub Kliip quietly cackles when Marten pats him on the shoulder and shakes his head at the zombie mage's stupidity.


Are you sure you want to do that?

So where are you looking first?

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