Megan's Kingmaker PbP

Game Master Megan Robertson

A game of Paizo's Kingmaker AP, with some of the best players it has been my pleasure to DM!
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Male Human Witch 5

back with Cal and Gorguk
"Had we known Calindar could ave made invisibililty tah undead scrolls. I still feel our knowledge is inadequate fer tha task at hand."


Elf Ranger (Guide, Skirmisher)

Initiative 1d20 + 6 ⇒ (3) + 6 = 9

*sigh* The rolls are not working for me.

Lothar gets a +2 initiative bonus from Rhasa being in her favored terrain.

The ranger grunts in surprise as one of the undead catches her unawares and clubs. Fortunately, the second is not as spry and misses.

She whispers, "We don't want to fight them within sight of the fort, someone more lively will hear us."

Rhasa will take the withdraw action moving stealthily as possible. Retracing our steps, what is the closest cover?

Stealth 1d20 + 13 ⇒ (4) + 13 = 17 including +2 bonus for favored terrain (plains), which Lothar is entitled to

If Lothar does not retreat or cannot, Rhasa will reverse course and hit them with everything she has.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk will maintain his position until he hears form Rhasa or Lothar. If they do ask him for help he will come at a run on Durok (200ft)

init if needed 1d20 + 1 ⇒ (16) + 1 = 17


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

Don't get caught up, Golden Arm. We need to move past them and quickly.

The magician's breathing calmed as he focused on evading the undead. Using his mind's eye, he visualized an exercise performed by the elder monks of the Unfolding Wind called circle walking, a technique known for its constant circular movement, which made it difficult for opponents to attack directly or land a blow.

I am a leaf on the wind.

And with that thought, the magician moved....

Lothar will use his move action to move through the zombies without provoking an AoO. Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29 Once past, he will cast grease to catch as many of the zombies as he can within the area of the spell.


Elf Ranger (Guide, Skirmisher)

Rhasa's retreating to draw the creatures away from the fort for proper disposal. We don't want to give away our presence in the area, let alone next to the fort, if we can avoid it. Do we?

Silver Crusade

I'm actually thinking that if we move quickly enough, we can outdistance them and continue on with the mission as we were only half way to the fort when the zombies popped up. That's why Lothar dropped the grease spell, to buy more time to cover as much distance as possible to the fort. Besides, what if there are more than just these four? I'd hate to think that we'd be potentially leading a small horde of undead back to Gorguk and run the greater risk of exposing ourselves in the process by engaging in what could be a pitched battle and being spotted from the guard towers. Zombies and arrows are not my idea of fun.


Elf Ranger (Guide, Skirmisher)

I don't see anything there that makes approaching a better choice than retreating. *shrug*

Lothar has first initiative, so Rhasa should be able to adjust her action to match his.

Rhasa takes the withdraw action to avoid AoO from the zombies, but moves across the hill rather than down, once she's clear of the zombies, she will continue up the hill. Her priority is stay near the magician to support him.


Male Half-elf Cleric 5

"Yes Barnabus that would have been good to know before I last meditated, then I could have asked Erastil for the power to hide the presence of those selected from undead."

"Now a scroll would also have been good, but as they take some time to prepare, and we hadn't encountered or heard of the walking dead being in the area, so I had not given much thought to that need."

"Although, now the situation has changed and so at first opportunity I will prepare some measures against those who are the living dead."


Male Human Witch 5

"Aye already tha scout mission has been a success!"

Liberty's Edge

Female Depemds on the game system (human in the real world)

Round #1

Zombie initiative: 1d20 ⇒ 16

Lothar ghosts his way past the zombies, then turns to cast grease.

Zombie saves:
#1 - 1d20 ⇒ 20
#2 - 1d20 ⇒ 17
#3 - 1d20 ⇒ 15
#4 - 1d20 ⇒ 1 - falls to the ground in a loud clatter, enough to wake the dead. Oops, they're already awake!

Their attack - 2 on Rhasa' and one on Lothar:

Zombie #1 on Rhasa': 1d20 + 4 ⇒ (9) + 4 = 13, dmg 1d6 + 4 ⇒ (2) + 4 = 6
Zombie #2 on Rhasa': 1d20 + 4 ⇒ (20) + 4 = 24, dmg 1d6 + 4 ⇒ (1) + 4 = 5
Zombie #3 on Lothar: 1d20 + 4 ⇒ (9) + 4 = 13, dmg 1d6 + 4 ⇒ (5) + 4 = 9

As Rhasa' attempts to evade the zombies, moving across the face of the hill, she hears voices carrying on the still air from the fort above.

"Hey, Cragger - what's that row?"

"Zombies gettin' frisky. Dunno what set 'em off, canna see owt!

(The second voice, you think, is the fellow on the tower.)


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

The club-like blow of the zombie hit the magician hard, but no serious damage was done. 23 hp left

Golden Arm, however, was dealing with two to his one and looked to be worse off. And though one of the zombies had fallen due to his spell, the remaining three seemed to have better footing.

Rhasa, we have to move on to the fort. Carefully.

Lothar backed away quickly from the walking dead, slipping a hand into the folds of his robe to produce a throwing spike that he threw with no wasted motion.

Drawing shuriken while backing up 50 ft. toward fort. Burning 1 point of ki to gain the extra 20 ft. of movement.

Shuriken throw: 1d20 + 4 ⇒ (15) + 4 = 19; -4 due to range penalty. Damage: 1d2 + 3 ⇒ (1) + 3 = 4

Don't forget that the zombies must make DC 10 Acrobatics checks to leave the greased area (at half speed) or be forced to make Reflex saves to avoid falling. Grease is such a useful spell.


Elf Ranger (Guide, Skirmisher)

I thought zombies were still limited to single actions - more or attack each round - so I didn't think they would be able to keep up with my movement and still strike. My mistake.

"I'm fine. Keep moving."

I thought I posted in my retcon that she was drawing her sword, but that doesn't appear to be the case. The ranger draws her bow and nocks an arrow as she moves, but she does not fire, moving uphill as far as she is able instead. Double move, drawing the bow as she goes.


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7
Rhasadilara Goldenbough wrote:
I thought zombies were still limited to single actions - more or attack each round - so I didn't think they would be able to keep up with my movement and still strike. My mistake.

Don't forget that zombies can charge, allowing them to both move and attack.


Elf Ranger (Guide, Skirmisher)

Good point, but they can't charge uphill. My movement last round was to withdraw (to avoid the AoO) and then turn uphill. Even if the withdraw means I can only move straight away from them, I should have 60' of movement and they can't charge more than 30'. Rule #0 is in force, however - it is whatever Megan says it is.

Liberty's Edge

Female Depemds on the game system (human in the real world)

If the zombies charge, they will fall over on Lothar's magical grease.... now, they're not bright enough to realise this of course... :)

Round #2

Lothar hurls a shuriken in a single fluid move. It strikes Zombie #3 right between what remains of its eyes. It slips and falls flat on its face.

The other 2 zombies attempt to follow the pair of you as you move up the hill closer to the fort.

Zombie #1 - Acrobatics check: 1d20 ⇒ 18
Zombie #2 - Acrobatics check: 1d20 ⇒ 10

They maintain their footing, although #2 lurches wildly. Fortunately that seems to keep them too occupied to attack, and Rhasa' completes her move without molestation.

I'll let you choose, Rhasa', whether you have your sword out or ready your bow...

OK, next round actions, please. Oh, and thank you to those who give me additional information about spell effects, etc. I have my rulebooks in PDF and flip screens to consult them as needed, but it does speed things up when you tell me stuff!


Elf Ranger (Guide, Skirmisher)

I reworked her actions in my head - the bow is in hand, thanks. Since Lothar has the lead, I will wait for his post to determine mine.


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

How close are we to the wall and how close are the zombies to Lothar (will affect range penalty for his attack as shurikens have a range increment of 10 ft.)? In the meantime, making an attack with another shuriken on zombie #2.

Shuriken 1: 1d20 + 4 ⇒ (11) + 4 = 15 ; Damage: 1d2 + 3 ⇒ (2) + 3 = 5


Elf Ranger (Guide, Skirmisher)

Awaiting the answers to Lothar's questions, also.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Round #3

This round sees both Lothar and Rhasa' upslope of the zombies, two scrabbling to retain their footing, the other two on the ground which, it seems, is swallowing them up!

You are about 20 feet from the pallisade now, and about 10 feet from the upright(ish) zombies.

Zombie #1 Acrobatics check 1d20 ⇒ 19

Zombie #2 Acrobatics check 1d20 ⇒ 17

Lothar's shuriken thuds into Zombie #2. It stops and looks down at the throwing star sticking out of its chest. (Can zombies look surprised?)

Rhasa' - your action if you please.


Elf Ranger (Guide, Skirmisher)

Rhasa, recognizing that her bow will likely be heard by the sentry, curses inwardly and stows it once again. For her second action, she will draw her sword, either as she moves along with Lothar if he chooses to use his move action or as she holds her ground alongside him.

Whispering, "Are we possibly past their range already? Let us move up to the wall."


Male Human Witch 5

"I wonder how tings are going?"


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Continue on. I'll do what I can to hold them at bay while you start the climb up. When you get near the top of the palisade, let me know. And no arguing with me on this, Golden Arm. Save the energy you'd expend for your journey.

The tone of Lothar's whisper brooked no compromise as the magician reached into the folds of his robe and produced his wand. He would give Rhasa the time she would need to get to the wall and start her climb. The Vudran's lips twisted into a grim smile as he pointed the white tip of the magic item toward approaching restless dead. Eruc Thgil Sdnuow.

Move action to retrieve the wand of cure light wounds as he advances toward zombie #2 and activating it to use as weapon.
Touch Attack with wand:1d20 + 5 ⇒ (9) + 5 = 14; Damage:1d8 + 5 ⇒ (6) + 5 = 11


Elf Ranger (Guide, Skirmisher)

Lothar:
You have a standard action (attacking with the throwing spike) this round already - are you taking a move action? And we are climbing the wall? I didn't know that was in the plans.

Rhasa rolls her eyes in the dark at his tone, but heads uphill (without drawing the sword) and seeks a place to climb the wall.

Stealth 1d20 + 13 ⇒ (17) + 13 = 30
Perception 1d20 + 11 ⇒ (6) + 11 = 17 +2 if plains bonus applies


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7
Rhasadilara Goldenbough wrote:
** spoiler omitted **

Spoiler:
I wasn't clear. My apologies. Those are my third round actions. I got ahead of myself. And as for climbing, it wasn't initially, but we may not have a choice. Best to know what we may have to deal with and Rhasa's got better eyes than Lothar.
Liberty's Edge

Female Depemds on the game system (human in the real world)

Round #2 (continued)

Rhasa' restows her bow, and moves her hand to her sword-hilt, but changes her mind at Lothar's words and makes her way towards the foot of the pallisade.

According to previous instructions as to how you wished to explore the environs of the fort, you are near the south-east corner where the slight dip is. The ground here is bare earth with a few rocks and scruffy clumps of grass.

Rhasa', might I trouble you for a Perception check, please?

As Rhasa' moves off, Lothar notices that the zombies do not follow. Indeed they are not even attempting to move any closer to the magician.

Round #3

Lothar, do you wish to draw & use your wand, as stated above?


Elf Ranger (Guide, Skirmisher)

Another Perception check, as requested 1d20 + 11 ⇒ (9) + 11 = 20 +2 if favored terrain (plains) figures in


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

I'm going to draw the wand, but I'm not going to burn that charge yet. I'll stand my ground and wait to see what is going on with the zombies.

Lothar was concerned. The zombies had stopped moving toward them and he didn't know why. But though his personal familiarity with the walking dead was limited, it didn't have to stay that way.

To Akiros: My partner and I are about 20 feet from the palisade, and though we were attacked by zombies, they're no longer pursuing us. You wouldn't happen to know why that is, would you? And if you don't, would you mind conferring with Calinder to see if he dies?


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

That should be 'does', not 'dies'. I don't want the good cleric to die. Just wanted to clear that up.


Male Half-elf Cleric 5

"Didn't even notice when I read it, then I read your second post with the correction and had to go back and look for the mistake. :-)

Liberty's Edge

Female Depemds on the game system (human in the real world)

I'd prefer that Calinder does not die... even if it doesn't seem that way mid-brawl :)

Rhasadilara:
Amidst the raw earth in the hollow, you spot some wood. Just scuffing some earth away with your boot reveals a trapdoor!

The two zombies seem to have lost interest. One stands looking around, the other takes a knee and starts to dig, looks like it wants to return from whence it came.

Akiros considers Lothar's question. "We never quite figured them out, to be honest," he says eventually. "They'd bob up sometimes and attack anyone who wandered around the hilltop, but we could not discern what set them off in the first place. Anyone who stayed on the path was safe, even if there were some wandering around - we'd have up to a dozen active at once at times. We think they date back to the original monastery that occupied the site before the fort was built. Perhaps before - as in, maybe the monastery had been put their to control them. Or it may be that they are monks objecting to the current use of the place. The Stag Lord doesn't care as long as they stay out of the fort, and they have never attempted to intrude there. Not typical zombie behaviour, as far as I know. What do you think, Calinder? Or you, Gorguk?"


Male Human Witch 5

"Tis a good defense though."


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

know religion 1d20 + 4 ⇒ (15) + 4 = 19 Once we know what caused the dead to become restless, we can find a way to put them back at rest. The easiest way would be to destroy them, but that would not guarentee that they don't come back.


Elf Ranger (Guide, Skirmisher)

Lothar:
"I've found a trapdoor."

Megan:
Rhasa will take a knee and start clearing dirt as quietly as possible with the intent to replace it when she's done. ie, she won't be scattering it to the four winds as she works


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

To Rhasa: Excellent work! I'm on my way.

Lothar carefully made his way over to where Golden Arm was. Once there, he touched her lightly on the shoulder with the wand before putting it away and kneeling beside the ranger to assist her in uncovering the hidden door. Burning a charge. Can I use the previous roll or do I need a new one?

To Akiros: Intriguing defense. These monks... does anyone know what order or religion they were tied to? Because I have a hard time believing that they were associated with the Angry Hag.


Male Human Witch 5

"Tis some place tha progenerate tha undead an ensure a place be a haunt, tis rare, but might be a rift tah tha planes o negative energy."

Liberty's Edge

Female Depemds on the game system (human in the real world)

Gorguk, as you muse you recall that the Angry Hag was extremely intolerant when it came to those who lapsed from Her worship, and would hound them into their graves if not beyond.

Rhasa' and Lothar get down on their knees and in short order excavate a trap door. It does not look as if it has been opened for a long time.


Elf Ranger (Guide, Skirmisher)

The elf looks at her partner. "This is going to make some noise. Is it good enough to know it's here, or need we enter tonight?"


Male Human Witch 5

"Fear not tha zombies would have tha be quick or in great numbers to out-manuveur our nimble friends."


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Lothar regarded his partner with a sly smile before turning back to the trapdoor. This may take awhile, Golden Arm. Keep an eye out for trouble. The magician leaned forward with outstretched arms and began a quiet chant.

Multiple castings of prestidigitation on the trapdoor to clean it completely. Should remove any rust that would be there and make it easier to open quietly.


Elf Ranger (Guide, Skirmisher)

She nods and settles in to watch.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk is still here with Durok. Although by now I think he is out of his saddle to give Durok a break. Probably giving him a rub down and picking any dirt from out of his horseshoes.


Male Human Witch 5

activates his feral speech hex and selects horse.

taking the opportunity to ask the horses if they need anything, have any itchy spots and so forth.....


Elf Ranger (Guide, Skirmisher)

lol, that's perfect - I'm going to have to remember that one


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Watch out when Durok becomes a celestial he mihgt start talking back in a language we all can understand.

Liberty's Edge

Female Depemds on the game system (human in the real world)

From somewhere high above, you hear a voice.

"Oy! Where's my relief? I... er... I need relief. A bathroom break that is." There is no reply.

Durok twitches his ears, then puts his head down and seeks out a clump of fresh young grass to graze.

Lothar's spellcasting slowly takes effect, and the trapdoor looks as good as new.

Next time you look round, the zombies have all vanished.

"Stuff it!" says the voice. You hear footsteps almost running down rickety ladders.

Somewhere in the distance an owl hoots.


Male Half-elf Cleric 5

Check to see what he may know of the zombie's behavior. Knowledge (Religion): 1d20 + 10 ⇒ (11) + 10 = 21, Calinder might recall a little more than Gorguk did, but probably not much more.

"Akiros, I know not right off hand why they would stop attacking. Unless ..."

Megan:
How common would the knowledge be that the lesser undead (skeletons and zombies) essentiallyally "programmed" with simple commands that they follow, and seldom independentlyntly."


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

To Rhasa: We need to get going. I'm opening the door.

Lothar will open the trapdoor, and do so as quietly as possible.


Elf Ranger (Guide, Skirmisher)

Whispered back, "Now's the time, before he returns." The bow is out and ready. If they are discovered at this point, it'll be by a guard and stealth will no longer be an issue.


Male Human Witch 5

for a moment I thought the horse spoke to me!

Spoiler:

"Oy! Where's my relief? I... er... I need relief. A bathroom break that is."


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

I read that the same way the first time Barnabus. It wasn't until the second to last line that I figured it was a guard. Be thankful the horses don't always talk like that to you.

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