Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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Male shocker lizard?

Sly sees it as a game and starts moving the smaller bags.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

As Sly moves the smaller bags Fizzy uses MAge hand and moves the bags back to the pile, creating an never ending pile for Sly to move.

I am ok doing a fast forward to Oleg's Fizzy will spend time every day reading his book


As there starting to load the goods Torq looks about.. "Has anyone seen Krazok?'


positions:
1 is at the horses, 8 is in the cave.
1d8 ⇒ 3 sly
1d8 ⇒ 2 Tomas
1d8 ⇒ 1 Torq
1d8 ⇒ 3 fizzy
1d8 ⇒ 8 Gorgoron
1d8 ⇒ 1 Arvangail
1d8 ⇒ 3 whyvern 1
1d8 ⇒ 6 2

Selena and elf warrior at the mounts. Torq and Arvangail just dropped off a bag. About half are on the horses.
Tomas is on the other side of the bridge with two heavy bags.

Fizzy and Sly are playing in the pool of water near the entrance of the tunnel.
Gorgoron is inside the cave still analyzing a book when he hears movement.

Wyverns decscend over the mountain looking for food.
At the same time some within the cavern can hear claws on stone coming from one of the tunnels.

Round 1
What do you do? Heroes first.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Incoming! Lots of baddies to kill! Lets get them Sly!

Fizzy casts Mage Armor on himself and draws his hook hammer as he moves behind a rock to give some cover.


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Round 1

Bow in hand Arvangail fires his deadly arrows at one of the monsters

Rapid Shot

Longbow: 1d20 + 8 + 1 - 2 ⇒ (9) + 8 + 1 - 2 = 161d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14

Longbow: 1d20 + 8 + 1 - 2 ⇒ (5) + 8 + 1 - 2 = 121d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8


Torq moves behind the cover of the wagon and fires a poison coated bolt..

Attack: 1d20 + 8 ⇒ (15) + 8 = 23 vs FF
Damage: 1d4 ⇒ 1 DC 14 posion, 1d2 Str, 1rd/4rds, 1 save
Sneak: 2d6 ⇒ (6, 1) = 7


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Setting the bags down (Free action?), then casts Shield (standard).

Spell Failure on a 1: 1d10 ⇒ 1

Then he quickly draws his blade (move).


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

Gorgoron's ears perk up as he hears the noise. The sound of wings and air outside can mean only one of a very few things, the most obvious under the circumstances not being good. The sound of claws on stone here within the cave hardly bore much chance of being something better. He moves back towards the entrance to the cavern, back towards the pool and the company of allies.

Concentrating for a moment he calls forth an Earth Elemental (Small). In terran he states, "Enemies approach. Defend me and those here against any who attack us."

The halfling sized mound of stone makes what could be interpreted as a nod, and a sound like stone grinding on stone; its voice, stating it understands. It assumes a ready stance, one fist raised and poised to attack any foes who venture too near.

Readied attack/Power Attack: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Small Earth Elemental with Augment Summoning:

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref –1, Will +3
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery

STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.


Round 1

With the wyverns coming over the mountain, they are about 300 feet away from you. With the projectiles coming from your group they descend towards you. Now 200 feet away from the group.

Gorgoron would not hear the wings outside. Though he can hear that the sound of movement is coming from the far right tunnel. The center tunnel is what the group has been using to move through. There is a third tunnel and the forge behind the cavern you are in now.

Round 2
Heroes go!


Male shocker lizard?

Sly looks at Fizzy with a crook in his neck, then jumps in the water.


Vital:
HP: 46/25, AC: 29 _ T: 20 _ FF: 19, Perception +13, Sense Motive +9, Initiative: +5 _ Fort +2 _ Ref +8 _ Will +7 (+9 vs. Ench) CMB +5, CMD 20, Speed: 30 _ Perform (Dance) +7
Skills:
Acrobatics +12, Appraise +8, Bluff +8, Climb +10, Diplomacy +7, Disable D +12, Animal +7, Heal +6, Escape +9, K(local, Nobility) +8, Linguistics +8, Ride +9, Spell +8, Sleight +9, Stealth +16, Surv +5, Swim +10, Use Magic+8

Round 2

Selena moves next to Torq. "Ready for a fight are we?" She simply states with a raised eyebrow.

The warrior elf, gets out his bow and shoots with the rest of the group. Not seeing what happens to the arrow.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy stays ducked behind his rock and casts Mirror Image and pulls a rope out of his pack and places it on the rock in front of him.

1d4 + 1 ⇒ (4) + 1 = 5 images

This will be so much fun!!!


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Once again, he tries to cast the shield spell, thinking to himself that he will need to ask Gorgoron to teach him a long ranged spell.

1 is bad!: 1d10 ⇒ 6

With shield up, he slips his buckler into place.


Lol well i wouldn't have fired the bolt at 300 feet.. You can say my attack roll is a held action until the wyvern is close enough.. How many are there btw?


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Round 2

Arvangail will continue to rapid fire.

Longbow: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 131d8 + 5 ⇒ (3) + 5 = 8

Longbow: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 241d8 + 5 ⇒ (5) + 5 = 10


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

To clarify, where is the pool that Fizzy and sly were playing in? You said near the entrance of the cave, but is that on the inside of the cave, or the outside?

Gorgoron continues retreating cautiously towards the entrance of the cave. As he does, he continues to instruct the elemental in the Terran tongue, "Move with me towards the exit of the cave." As he moves, he calls up another elemental, this time one made of air. Speaking to it in Auran, he says, "Stay close to me. Defend me against anything that threatens."

Small Earth Elemental with Augment Summoning:

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery

STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.

Small Air Elemental with Augment Summoning:
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+3)
Special Attacks whirlwind (DC 12, 10-20 ft.)

STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Each prepares in its own way to protect its master.
Readied action Earth Elemental: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Readied action Air Elemental: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d20 + 3 ⇒ (1) + 3 = 4


Gorgoron, there is about 100 feet of tunnel, a 30 foot drop to the pool of water, 200 feet distance over to the archway, 60 feet distance over the bridge. You hear hissing and growling coming from the main cavern.


Round 3

The six wyverns to within 100 feet of the group outside.

Gorgoron you can see three wyverns come into view in the main cavern.

Heroes go!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

I have a fun surprise for these flies!

Fizzy casts animate rope on his rope


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy completes his spell and the rope wiggles a bit the. Fizzy says

loop!. Te rope makes itself into a lasso


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Round 3

Rapid shot, firing on the one he wounded (hopefully) in the previous round

Longbow: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 231d8 + 5 ⇒ (7) + 5 = 12

Longbow: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 71d8 + 5 ⇒ (5) + 5 = 10


Round 4

One of the wyverns does look hurt from taking multiple arrows to its body. It takes a shot at the archer with a spike.

The other wyverns do the same staying just about 50 feet over head.

spike attack: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d6 + 4 ⇒ (4) + 4 = 8 on Arvangail
spike attack: 1d20 + 7 ⇒ (15) + 7 = 22 damage: 1d6 + 4 ⇒ (2) + 4 = 6
spike attack: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d6 + 4 ⇒ (1) + 4 = 5

spike attack: 1d20 + 7 ⇒ (1) + 7 = 8 damage: 1d6 + 4 ⇒ (3) + 4 = 7 on Tomas
spike attack: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d6 + 4 ⇒ (4) + 4 = 8

Heroes go!


Torq fires his Hand Crossbow again from cover.. Is Inspire up?

Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 ⇒ 4


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Inspire is now up

Fizzy begins to sing a song of glory and victory, and presses himself to the rock for cover


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Round 4

Arvangail hurt from the multiple spikes hitting his body will cast a spell

I could use some healing over here

Perception: 1d4 + 1 ⇒ (3) + 1 = 4

Mirror Images: 4


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

come to me! fizzy calls to her


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Arvangail will use his move action to get close to Fizz


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

next round I can heal you


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 3:

Knowing the Earth elemental will not be fast enough to keep up with his retreat, he calls out to it in terran, "Fall back towards the exit with us. Stop those creatures from getting past you. They are enemies."

With that he tells the air elemental to come with him, and moves towards the exit. Double move: 60ft

The earth elemental lumbers down the tunnel 20 ft before halting and preparing to attack any creature that gets close enough to touch.

1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Damage: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Round 4:

Gorgoron continues to move towards the exit with the air elemental in tow. Emerging into the light he calls out, "Wyvern in the cave! Three are approaching from behind us!"

A moment later his eyes adjust, and he follows the gaze of his peers to the creatures attacking from the air. With a scowl he curses his luck, and then summons another creature. This time he brings forth a another Air elemental, in close proximity to the Wyvern. Upon appearing it charges at the airborn beasts.

Charge: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Small Earth Elemental with Augment Summoning:
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery
STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.

Small Air Elemental with Augment Summoning:
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+3)
Special Attacks whirlwind (DC 12, 10-20 ft.)

STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Edit: Forgot about my Earth elemental's action for this round.

The earth elemental stands ready to repel the wyverns if they approach, but retreats slowly towards the exit as he does. If they are in melee, he will attack and then 5ft step backwards, but if they have not yet approached, he will fall back 20 ft, and then prepare to attack if they get close enough for him to do so.

Readied Action/Power Attack: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Damage: 1d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13

Another 1? Really? This is an unlucky elemental.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

i didn't realize you could have more than one out a a time


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Master summoner Archetype. As long as my Eidolon is not out at the time, I can have them all out at the same time if I choose to...

;)


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

ahhh i forgot you were that archetype!


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Tomas looks up at the wyverns and snarls...

"Confn vhira tenpiswo vur slathalin, sjek wux bevi. Vi okh Darastrix ornla ti yarchonis coi ui|ulph wioti...it ornla clax astahi fothisev shafaer."

Draconic:
"Come down here and fight, if you dare. A real dragon wouldn't avoid it's foes...it would take them head on."

Intimidate: 1d20 + 17 ⇒ (5) + 17 = 22


If I have time tomorrow I will likely make a map.

Arvangail you are halfway across the bridge, another 30 feet to get to the other side to Tomas. Then another 180 feet to Fizzy.

Tomas:
Just to clarify are you trying to taunt them or scare them off?

Round 4
The wyverns inside charge the earth elemental though only one can reach it at a time. The first one takes a huge bite out of it and tears it to shreds with its talons. The earth elemental is very unlucky, its blow just is diverted by the hide of the wyvern.

bite attack: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 with charge, damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15 with grab

CMB: 1d20 + 16 ⇒ (2) + 16 = 18 to grapple. Two Talons...


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

GM:
Taunt them to actually get into melee...but if they run, Thomas isn't going to argue with it.


Round 5
The hurt wyvern and the two who attacked Tomas flee!

As the other two take the taunt and charge in, as they dive in they throw spikes at him. Next turn they will finish their charge and likely hit Tomas hard. Move Arvangail! Tomas has dragon shout from Skyrim! lol

spike attack: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d6 + 4 ⇒ (3) + 4 = 7 On Tomas
spike attack: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d6 + 4 ⇒ (1) + 4 = 5

Heroes go!


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

I'll gladly take the damage because I didn't update my AC, but due to the shield spell, Tomas's current AC should actually be 23


Daily:
1st Level: 2/6 2nd Level: 4/4
Half-Elf
Vital:
HP: 27/44, - AC: 20/T: 12/FF: 18 – Perception +10 - Initiative: +2 - F: +7 / R: +3/ W: +6 - CMB: +8 - CMD: 20, Speed: 30
Skills:
+11 Perception, +10 Diplomacy, +10 Know(Local), +18 Intimidate, +9 Spellcraft, +9 Survival

Now that one of the wyverns has flown close enough, he slashes out at the beast, wielding his weapon with both hands, he forces as much power in his strike as possible.

Power Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy continues his performance, and frowns that Aranvagail is not close enough to be healed,


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Then after analyzing the situation he readies his mudball spell to blind one of th wyverns

1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 ranged touch

might hit since it is charging, if it does it is blinded, but on its next turn it can make a reflex save of 15 to become unblinded


Hp 28/28 AC 19 / 14 / 15 (+8 Perc; +6 Init; Fort +4, Ref +5, Will +3)

Round 5

Arvangail will 5ft step away and rapid shot the creature attacking tomas

PA Longbow: 1d20 + 8 - 2 - 1 ⇒ (11) + 8 - 2 - 1 = 161d8 + 7 ⇒ (3) + 7 = 10 please add +1 to hit and dam if within 30ft

PA Longbow: 1d20 + 8 - 2 - 1 ⇒ (8) + 8 - 2 - 1 = 131d8 + 7 ⇒ (6) + 7 = 13 please add +1 to hit and dam if within 30ft

Mirror Image 4


Is there one close enough for me to charge?


Here is your map

The two wyverns have not gotten to land yet. They are still in the air.

Arvangail's attacks seem to ping off the tough hide of the bestial dragonkin.

Fizzy did you ready the spell to hit once they got to Tomas, or are you just casting it? Tomas that hit will happen once they get to you next round. Don't take the damage, that is part the reason why I show you guys what their attacks are, so you can say otherwise. It would be wise to keep an updated change in AC whenever you post, along with any other changes in your characters.

Round 6
bite: 1d20 + 10 ⇒ (16) + 10 = 26 bite damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12 plus grab

grab/grapple: 1d20 + 16 ⇒ (18) + 16 = 34
rake/talon: 1d20 + 10 ⇒ (2) + 10 = 12 rake/talon: 1d6 + 4 ⇒ (1) + 4 = 5
rake/talon: 1d20 + 10 ⇒ (19) + 10 = 29 rake/talon: 1d6 + 4 ⇒ (5) + 4 = 9

bite: 1d20 + 10 ⇒ (9) + 10 = 19 bite damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9 plus grab

grab/grapple: 1d20 + 16 ⇒ (5) + 16 = 21

The first Wyvern makes strong contact with Tomas at the same time he strikes the beast. It tears into him with its maw and the blade makes blood flow freely on both sides. It also gets one good rake with its back leg as it hangs on with its maw on Tomas' neck.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

that spell was readied for when the Wyvern was in range. As soon as it was it was cast


Waiting on everyone's round 6 actions.

In round six I am sure that the wyverns are still out of range of that spell or is it Fizzy?

A great roar of some kind can be heard coming from inside of the tunnels. Gorgoran gets clear of the tunnels and sees Fizzy before he leaps down?


Never got a response on if there is one to charge? Cant see them on the map..


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

The spell was readies for when one came into range and the one that charged Tomas should have come into range so it should have gone off. If it doesn't it is a wasted round because the ready did not go off


I can't adjust the map at work. They are both around Tomas. You won't be able to charge them since they were still in the air in round 5.

There is a wagon in front of Torq, about 70 feet between the archway to get over the canyon and the cart.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

I can't find te map. The link that says map above takes us to a spreadsheet.

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