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

Handout One;

Barbarian camp

Armag's tomb

Armag's tomb Battle map

Combat:

Mouse, Niadroub & Zelera <========= May act!

Red & Vibenia

Marten


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Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Note that even as a standard action, Marten still only took a 5' step and thus still gets one attack in the initial round.


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Waffles fires off another bolt at the same targets. Red and yellow; DC 13 Reflex for half

Electricity damage: 3d6 ⇒ (4, 2, 6) = 12

Meanwhile, Niadroub Kliip summons a flaming sphere on top of the only cyclops he can see. orange

Fire damage: 3d6 ⇒ (6, 2, 3) = 11 <-- Spending an A.R. point to make this DC 19 Reflex to negate


human cleric 5, feysworn 6 | HP 80/80 (0 thp) | AC 23 ; FF 21; TAC 14 | F +8; R +7; W +11 | Init +3 | Perception +21| adamantine dagger +13 (1d4+1 19-20); +1 hvy xbow +12 (1d10+1) | Channel Energy 3d6 (dc 14) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 Poly any obj 1/1| Active Effects: DR 10/silver; +2 ac/+1 attack/dmg w/dagger

When Zelera saw what was in the room awaiting them she knew this fight would likely be rough. She quickly cast a spell an let the fervor of her belief serve as a blessing for her companions.

I cast blessing of Fervor.


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

This round I'll use blessing of fervor for +2 to attacks and AC, so it doesn't overlap with the bonus actions from haste.

Invigorated by his allies' spells, Marten lays into the cyclops hard, trying to fell it quickly.

1. Falling Leaf attack, blessing of fervor, haste: 1d20 + 13 + 2 + 1 ⇒ (3) + 13 + 2 + 1 = 19
2. Falling Leaf haste extra attack, blessing of fervor, haste: 1d20 + 13 + 2 + 1 ⇒ (7) + 13 + 2 + 1 = 23
3. Falling Leaf iterative attack, blessing of fervor, haste: 1d20 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14

1. Falling Leaf damage: 1d8 + 5 ⇒ (8) + 5 = 13
2. Falling Leaf damage: 1d8 + 5 ⇒ (1) + 5 = 6
3. Falling Leaf damage: 1d8 + 5 ⇒ (7) + 5 = 12

My usual amazingly bad rolls.


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

Using Blessing of Fervor for the +2 to attacks and AC.

As Marten tears into the nearby zombie, Colwyn turns his attention to the one to the east. Empowered by Niadroub and Zelera's magic, Colwyn unleashes a flurry of arrows.

Benefitting from Haste, Fervor, and Rapid Shot.

Shot 1: 1d20 + 12 + 2 + 1 - 2 ⇒ (20) + 12 + 2 + 1 - 2 = 33
Confirm?: 1d20 + 12 + 2 + 1 - 2 ⇒ (12) + 12 + 2 + 1 - 2 = 25
Base Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Crit Damage?: 2d8 ⇒ (1, 8) = 9

Shot 2: 1d20 + 12 + 2 + 1 - 2 ⇒ (20) + 12 + 2 + 1 - 2 = 33
Confirm?: 1d20 + 12 + 2 + 1 - 2 ⇒ (3) + 12 + 2 + 1 - 2 = 16
Base Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Crit Damage?: 2d8 ⇒ (4, 5) = 9

Shot 3: 1d20 + 12 + 2 + 1 - 2 ⇒ (2) + 12 + 2 + 1 - 2 = 15
Damage?: 1d8 + 3 ⇒ (5) + 3 = 8

Shot 4: 1d20 + 7 + 2 + 1 - 2 ⇒ (20) + 7 + 2 + 1 - 2 = 28
Confirm?: 1d20 + 12 + 2 + 1 - 2 ⇒ (13) + 12 + 2 + 1 - 2 = 26
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Crit Damage?: 2d8 ⇒ (8, 6) = 14


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88
Marten Lebeda wrote:
My usual amazingly bad rolls.

Colwyn made up for it. Dang.


Are you sure you want to do that?

ref save vs Lightning bolt Red: 1d20 - 1 ⇒ (17) - 1 = 16
ref save vs Lightning bolt Yellow: 1d20 - 1 ⇒ (8) - 1 = 7

ref save vs Flaming Sphere Orange: 1d20 - 1 ⇒ (14) - 1 = 13

Waffles zaps Yellow & Red, Marten hacks at Red.

Niadroub starts Orange cooking.

Colwyn turns Red's empty eye socket into a quiver, sinking three arrows deeply inside it. It falls!

Yellow & Orange move up, with Green just behind.

No attacks as they moved. Anyone get an AOO?

The party may now act.


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

No AoOs for me, I think.

Marten focuses his attacks on the one coming in from the side (yellow), hoping that Colwyn has something in his bag of tricks that will deal with the one that's just moved up from the south.

1. Falling Leaf attack, blessing of fervor, haste: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
2. Falling Leaf haste attack, blessing of fervor, haste: 1d20 + 13 + 2 + 1 ⇒ (3) + 13 + 2 + 1 = 19
3. Falling Leaf iterative attack, blessing of fervor, haste: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20

1. Falling Leaf damage: 1d8 + 5 ⇒ (2) + 5 = 7
2. Falling Leaf damage: 1d8 + 5 ⇒ (4) + 5 = 9
3. Falling Leaf damage: 1d8 + 5 ⇒ (4) + 5 = 9

Noting that the ones from the south side are pressing up to give Colwyn some trouble, Tessara launches her signature telekinetic missiles to damage the closest one (orange).

Magic missile damage: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

At his arcanist's mental direction, Waffles keeps the lightning bolts aimed at the battle's northern flank.

Electricity damage: 3d6 ⇒ (1, 6, 6) = 13 <-- Yellow. DC 13 Reflex for half.

Meanwhile, the arcanist in question targets the zombie cyclops that seems the most threatening, and summons a pit beneath it.

Create pit under orange. Spending an A.R. point to make it DC 19 Reflex to negate. So much jargon.


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

No AoO from me since I'm wielding a bow, rather than a melee weapon.

Since each square on the map is 10 feet, and I'm assuming these zombies have reach, how close is Orange to Colwyn right now?


Are you sure you want to do that?

Orange is beside you Colwyn. Actually no he isn't. He's now about 30' below you in a pit. :)[/ooc].

ref save vs Lightning bolt Yellow: 1d20 - 1 ⇒ (2) - 1 = 1
ref save vs Create Pit Orange: 1d20 - 1 ⇒ (1) - 1 = 0

Marten hacks at Yellow. Waffles zaps him and Tessera zaps Orange just before Niadroub drops the bottom out of his world.

Zelera?


human cleric 5, feysworn 6 | HP 80/80 (0 thp) | AC 23 ; FF 21; TAC 14 | F +8; R +7; W +11 | Init +3 | Perception +21| adamantine dagger +13 (1d4+1 19-20); +1 hvy xbow +12 (1d10+1) | Channel Energy 3d6 (dc 14) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 Poly any obj 1/1| Active Effects: DR 10/silver; +2 ac/+1 attack/dmg w/dagger

Zelera was in a bit of a pickle as close as the cyclopes was and knew she needed more space. With that in mind she chose to become more evasive and withdrew from the reach of the cyclopes.

Taking the increase atk/ac and full withdrawing so I can hopefully get out fo reach without provoking.


Are you sure you want to do that?

No AOO on Zelera. Colwyn you can shoot without provoking an AOO as well. Orange is down the cheating cheaters pit.


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88
GM_DBH wrote:
Orange is down the cheating cheaters pit.

That's magic, baby!


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

Colwyn winces as the rotting behemoth towers over him, and it takes a split second to even register as the zombie suddenly plummets down into the chasm that magically opened beneath him. Once the baron realizes how quickly the tables have turned, he hazards a sharp grin and begins raining down more arrows upon the trapped enemy.

Making use of Point Blank Shot, Rapid Shot, Fervor, and Haste.

Shot 1: 1d20 + 12 + 2 + 1 - 2 ⇒ (5) + 12 + 2 + 1 - 2 = 18
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Shot 2: 1d20 + 12 + 2 + 1 - 2 ⇒ (18) + 12 + 2 + 1 - 2 = 31
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Shot 3: 1d20 + 12 + 2 + 1 - 2 ⇒ (20) + 12 + 2 + 1 - 2 = 33
Confirm Crit?: 1d20 + 12 + 2 + 1 - 2 ⇒ (19) + 12 + 2 + 1 - 2 = 32
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Crit Damage?: 2d8 ⇒ (4, 7) = 11

Shot 4: 1d20 + 7 + 2 + 1 - 2 ⇒ (19) + 7 + 2 + 1 - 2 = 27
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Are you sure you want to do that?

Colwyn quickly puts Orange out of his misery.

OK. you've fought these before. Lots of HP, but nothing too impressive on the attack front. We'll hand wave the rest of the fight. Especially as Green would end up in the pit on its next action.

What are you doing now?


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Niadroub Kliip cackles as his pit spell wears off, raising the remains of two zombie cyclopes to the surface.

"Eet's foonny every tem!" he exclaims to the others.

Even Waffles can't resist laughing at a good large-thing-falling-down prank, but after he's done, he turns invisible and flies up into the darkened gallery above, using his sharp vision (darkvision and low-light visiion) to report back what he sees.


Are you sure you want to do that?

Only the stairs down from this room. Are you taking them?


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

"Yeah, but this part ain't so funny," Colwyn grimaces as he slips on his thick gloves.

He then sets about prying arrows out of the undead behemoths, examining the heads and shafts to see which ones can be salvaged.

"There's some stairs over there," he says, gesturing to the northeast with one of the recovered arrows. "Is that the only way left to go?"

Looking at the map, I can't see any other doors besides the one we came through.


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88
GM_DBH wrote:
Only the stairs down from this room. Are you taking them?

In this post, you say the stairs lead to a "darkened gallery" above. If that's accurate, Waffles is scouting the gallery, first.

Niadroub Kliip's chuckles fade away as he finally gets a chance to notice the people frozen in horrible death throws seated at the large dining table. He goes over to inspect them, dreading that they are some of the missing townspeople from Varnhold.


Are you sure you want to do that?

Knowledge Local DC20:

The dead bodies comprise no less than 33 of Varnhold’s colonists, identifiable as such with a DC 20 Knowledge (local) check from their clothing and, perhaps, a few recognizable faces if the PCs have had visitors to their nation from Varnhold. The body seated at the head of
the table is that of Maegar Varn himself. Also present is a corpse wearing the trappings of a priest of the faith of Erastil—Maegar’s longtime companion, the cleric Caspar Morgarion.

The stairs do lead upwards. My mistake

Use the Tomb 3rd level map.

Waffles finds an area overlooking the room you are in.

W24. Balcony
This balcony has no rail—it overlooks room W23, 30 feet below.

What now?


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

Knowledge (Local): 1d20 + 11 ⇒ (15) + 11 = 26

"Aw crap. Found the Varnhold folk," Colwyn groans, gesturing towards the 33 dead bodies.

He examines the dead man seated at the head of the table more closely.

"Yeah, this one's Maegar Varn, the head of the settlement himself. And I think this was his friend Caspar. A shame. I hear he was a priest of Erastil, to boot. Damn it all. Looks like this rescue mission has become one of vengeance."

...

Once the party ascends the stairs to the balcony above, he scans the area quickly before moving on to examining the one door leading from the area.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten says, "No way for us to restore them? I know that it would be expensive, but given time and resources, couldn't we return them from the dead through the power of the gods? Assuming we can secure the area and somehow return the bodies home."


Are you sure you want to do that?

Colwyn finds no traps on the unlocked door. He is so perceptive he even notices the secret door in the room as well!

What now?


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

Colwyn presses his ear, in turn, against each of the two doors, trying to gauge whether he hears anything behind either one.

"I'd say take the concealed door first," Colwyn suggests quietly. "I'd like to see what the head undead around here doesn't want us to find. What do you all think?"


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

pb[:Yes, and it would be strategically unwise to leave an unknown secret passage behind us while going deeper into a place where we could be trapped."[/b]


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

"Definitely the secret door!" Waffles enthuses.


Are you sure you want to do that?

W26. Pool Guardian
A burbling fountain and pool that stink of sulfur occupy the center of this chamber. A shallow channel cut into the stone of the floor passes beneath a pair of bronze double doors, funneling the foul-smelling water out of the pool to the east.

You are looking into the room. What are you doing now?


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Niadroub Kliip casts detect magic on the water and the bronze doors and reports his findings.


Are you sure you want to do that?

There is a strong aura of Conjuration magic on the pool of water.

What now?


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Niadroub Kliip grunts at the pool of water. He surmises that something can probably be summoned from the pool of water, possibly related to whatever is beyond the bronze doors. They could go and check that room out first rather than be surprised.


Are you sure you want to do that?

So what is everybody doing?


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Let's move through the bronze doors, if we can. Going towards the staircase to the south leads back towards the rest of the map, which is the way we would have come if we hadn't discovered the secret door. The secret door is there for a reason, maybe, and that could be to bypass the section we haven't discovered to the south.


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

With his bow at the ready, Colwyn circles around the pool, keeping to the edge of the room, and moves to examine the bronze double doors.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20


Are you sure you want to do that?

As Colwyn enters the chamber the waters of the pool twist and rise, forming a Water elemental which immediately attacks!

Knowledge Nature DC28:

Initiatives:

Red: 1d20 + 5 ⇒ (20) + 5 = 25
Colwyn: 1d20 + 4 ⇒ (16) + 4 = 20
Marten: 1d20 ⇒ 1
Niadroub: 1d20 + 9 ⇒ (17) + 9 = 26
Zelera: 1d20 + 2 ⇒ (13) + 2 = 15

Niadroub may act first!


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Know. (nature): 1d20 + 17 ⇒ (4) + 17 = 21

Niadroub Kliip hisses in alarm when he spies the water elemental from beyond the secret door.

"Doon't geet in the wetter! Eeet's stroonger eef you do!"

The arcanist realizes that he doesn't have a lot of really effective spells against this creature, but he casts flaming sphere anyway, hoping to at least have the creature take a moment to address it and give the others time to react.

Fire damage: 3d6 ⇒ (1, 6, 5) = 12

DC 19 Reflex negates. Spending an arcane reservoir point to raise the DC to 19.

Waffles digs out a wand of burning hands, but doesn't do anything with it just yet.

I considered using stone shape to either seal it in its pool or to cut it off from its pool, but I'm 1 cubic foot shy of being able to do that.


Are you sure you want to do that?

ref save: 1d20 + 15 ⇒ (9) + 15 = 24

Twisting around the Flaming sphere the Elemental forms two arms and slams at Colwyn.

slam: 1d20 + 20 ⇒ (3) + 20 = 23
slam: 1d20 + 20 ⇒ (13) + 20 = 33

damage: 2d8 + 9 ⇒ (6, 1) + 9 = 16
damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22

Battering him for 38 points damage.

Everyone else can now act then back to Niadroub.


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

Colwyn attempts to spit out a volley of profanity, but it only comes out as strangled cries of pain as he is slammed by the watery creature.

He makes a tactical withdrawal, diving through the hidden door back out into the hallway in order to escape another, potentially deadly attack.

Full-round action to Withdraw into the hallway, hopefully out of reach.


Are you sure you want to do that?

What is everybody else doing?


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Marten tells the team, "Back up! I'm going to try to bring it to us, but I don't want you all so close that it can reach over me to hit you."

Waiting for the team to back out of the corner here so that I can Antagonize the elemental and try to get it to come to me.


human cleric 5, feysworn 6 | HP 80/80 (0 thp) | AC 23 ; FF 21; TAC 14 | F +8; R +7; W +11 | Init +3 | Perception +21| adamantine dagger +13 (1d4+1 19-20); +1 hvy xbow +12 (1d10+1) | Channel Energy 3d6 (dc 14) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 Poly any obj 1/1| Active Effects: DR 10/silver; +2 ac/+1 attack/dmg w/dagger

Zelera took to heart not getting in the water when she saw it start moving and attacking! This was simply not acceptable and she felt she needed to do something about it. The question was what, exactly, could she do? She couldn't try to dismiss it, she didn't have that prayer handy now, so she drew and threw her dagger at it hitting it squarely.

+1 returning adamantine dagger: 1d20 + 9 ⇒ (20) + 9 = 291d4 + 1 ⇒ (1) + 1 = 2


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Zelera, that needs a crit confirm roll!


Are you sure you want to do that?

No it doesn't. Even if Zelera makes it and gets max damage she still doesn't beat the DR :).

We'll say everyone is out of the room. Marten can now try to piss it off.


Are you sure you want to do that?

Botting Marten.

Marten tries to provoke the Elemental.

Antagonize: 1d20 + 16 ⇒ (2) + 16 = 18

And fails.

Staying out of your reach the Elemental swipes at

random: 1d4 ⇒ 1
random: 1d4 ⇒ 3

Marten & Zelera

Reach 15'.

slam Marten: 1d20 + 20 ⇒ (10) + 20 = 30
slam Zelera: 1d20 + 20 ⇒ (4) + 20 = 24

damage Marten: 2d8 + 9 ⇒ (1, 6) + 9 = 16
damage Zelera: 2d8 + 9 ⇒ (3, 8) + 9 = 20

Hitting both of them.

The party may now act.


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Realizing that the party just needs to brute force this elemental out this plane, Niadroub Kliip casts haste on the group. He then gives Waffles his necklace of fireballs.

Taking the necklace, the faerie dragon detaches one of the two remaining orbs and flings it at the water elemental.

Fire damage: 2d6 ⇒ (4, 3) = 7 <--DC 14 Reflex for half

I'd have Waffles throw both of the remaining orbs at the same time, if that was allowed.


Per +18, Init +4, F/R/W +9/+19/+9, AC 20/22 (T 15, FF 15), HP 78/78, CMB +13, CMD 26 Maps: Thornholme Republic of the Kamelands

"All right. My turn," Colwyn growls as he turns sharply on his heel, his movements quickened by Niadroub's magic.

Thus, he does what he does best and unleashes a volley of arrows.

Arrow 1: 1d20 + 12 + 1 + 1 ⇒ (12) + 12 + 1 + 1 = 26
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Arrow 2: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Arrow 3: 1d20 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

His expression grows sour, though, as he realizes his standard strategy may be ineffective here.


Are you sure you want to do that?

Can't fail that Ref save. :)

ref save vs fireball: 1d20 + 15 ⇒ (15) + 15 = 30

Waffles lightly singes the Elemental. Colwyn watches his arrows bounce off.

Zelera & Marten?


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88
GM_DBH wrote:
Can't fail that Ref save. :)

At least I made you waste a 15! Also, I held onto that necklace far past its usefuleness, so I'm happy with even a little bit of damage from it.


Male Human Paladin (Mind Sword) 12 | 82/136 HP | AC 25 T 12 FF 25 | Fort +16 Ref +8 Will +13 | Initiative +0 | Perception +7, Sense Motive +16 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Perhaps foolishly, Marten steps inside, since it's clear that he's not going to get the elemental to come to him.

This will provoke an AoO, sadly.

He lashes out once he's close enough, though he probably can't really hurt the elemental much—he just hopes to keep it busy while the team finds a way to destroy it.

Falling Leaf attack: 1d20 + 13 ⇒ (13) + 13 = 26
Falling Leaf damage: 1d8 + 5 ⇒ (8) + 5 = 13

I probably can't penetrate the elemental's DR, as the big ones usually have DR 10/-.


Male Human Arcanist 12 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+7, R+9, W+12 | Init +9, Per +16 | A.R. pts 11/15 | HP 88/88

Marten, you're hasted. Would that get you another attack?

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