Night March of Kalkamedes (Inactive)

Game Master keith goudreau

Map link on roll20

Leorin Fletcher
Kaydence
Frederik Nordsson
Meredith Galantra
Orik Fistbreaker
Zotu Starshine

init:
Meredith +1 [dice]1d20+1[/dice]
Zotu+5 [dice]1d20+5[/dice]
Frederik +6 [dice]1d20+6[/dice]
Orik +1 [dice]1d20+1[/dice]
Kaydence +6 [dice]1d20+6[/dice]
Leorin +3 [dice]1d20+3[/dice]
Kalkamedes +0 [dice]1d20[/dice]


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Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Thought I couldn't act in the surprise round?


Frederik Nordsson wrote:
Thought I couldn't act in the surprise round?

Yup my bad; Frederik keep enjoying the peaceful nature walk.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Overcoming his sudden bout of paranoia, Frederick resumes his stroll through the forest. He does keep his bow in hand though.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Orik's plan for thsi fight will be very similar to that of the bear attack. He will stay between enemies and Kalkamedes with his shield and use his war-axe if any get close enough to not leave the sleepy paladin exposed. If he walks right through and AoO are attempted, Orik will stay right with him, trying to shield him with his +2 AC saving shield bonus and draw those attacks himself.

Ach! Bandits an' brigan's! Look tae yer left ninnies, one there an' one more oop ahead. Yae lot fight 'em of as best yae cain. I'll stand with our wee sleepy friend 'ere and protect 'im wit mae shield. Nae move oop there and take 'em oon." shouts Orik as the battle begins.


Still waiting on Kaydence, if she does not post soon I will NPC her tomorrow morning.

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

I will back up 10 feet as noted by my new position on map and take a shot at bandit 1

attack: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 1d6 + 1 ⇒ (3) + 1 = 4


You also get sneak attack because they are flat footed from not going yet.

1d6 ⇒ 3


The band of highway men jump from the trees an attack! They get into flanking positions to do extra damage. Kalkamedes tries to push forward but Meredith keeps him in place. Everyone is up.

On Orik bandit 1: 1d20 + 6 ⇒ (13) + 6 = 19 flank and sneak attack damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
bandit 3: 1d20 + 6 ⇒ (12) + 6 = 18 flank and sneak attack damage: 2d6 + 2 ⇒ (3, 3) + 2 = 8

On Leorin. bandit 2: 1d20 + 6 ⇒ (7) + 6 = 13 flank and sneak attack damage: 2d6 + 2 ⇒ (1, 6) + 2 = 9
bandit 4: 1d20 + 6 ⇒ (6) + 6 = 12 flank and sneak attack damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11

On Frederik (they do not have the flank yet)
bandit 5: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d6 + 2 ⇒ (6) + 2 = 8
bandit 6: 1d20 + 4 ⇒ (18) + 4 = 22damage: 1d6 + 2 ⇒ (4) + 2 = 6

Kalkamedes attempt to break grapple
1d20 ⇒ 9

Initiative Order

1.Kaydence
2.Frederik
3.Bandits
4.Kalkamedes
5.Zotu
6.Leorin
7.Orik
8.Meredith

Man this is a tier 1?

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

"So, you want to die." Zotu quips as he pulls out his long sword. Gripping it with both hands he swings fully at the bandit.

Spoiler:
attack to-hit: 1d20 + 3 ⇒ (4) + 3 = 7
attack damage: 1d8 + 3 ⇒ (7) + 3 = 10

JIC AoO to-hit: 1d20 + 3 ⇒ (17) + 3 = 20
JIC AoO damage: 1d8 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Leorin deftly dodges the first set of attacks by his new opponents

"Why are you attacking people by this road? Who sent you?"

Combat:

Attacking bandit #2
Twf Rapier: 1d20 + 1 ⇒ (11) + 1 = 12

Twf Sickle: 1d20 + 1 ⇒ (14) + 1 = 15

Rapier Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Sickle Damage: 1d6 ⇒ 5


@Orik and Meredith
It looks like the bandits want to eliminate the threat of combatants first, then get Kalkamedes last since he is no threat. They will take AOOs on him if he walks by, Kalkamedes has the HP to handle a few AOOs so the bandits can be stopped.

Gamin
Let me at em' let me at em'

Meredith:
Please treat your weapon as a +1 magic weapon, +1 attack and +1 damage.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Dropping the tether, Meredith sweeps her greatsword off her back in one clean move, bringing it down on the bandit nearest her (Bandit #3), "Drop your weapons now and surrender, for Gamin the Pure walks these hills once again, and all those that foul the laws of the lands shall surely perish beneath the Light of the Lady Iomedae!"

Power Attack
Greatsword to hit: 1d20 + 5 ⇒ (15) + 5 = 20
Greatsword damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

If I read your post correctly above, Orik was hit twice by the bandits for 17 hp. Since he only is first level with 13hp, he is now down and bleeding unconscious.

Cut down by a sneak attack from two bandits, Orik only mutters a strangled curse, before falling to the ground, shield crashing down beside him as his lifeblood stains the ground.

CON DC 10 to stabilize: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

uhh...

Fredrick falls over.

on my turn whenever that is.

STABILISE: 1d20 + 1 ⇒ (7) + 1 = 8

fails, -1 HP


Orik and Frederik drop with the bandit ambush! Meredith chops one down where he stands, Both Leorin's attacks hit home, and Kaydence has shot one in the back.

Kaydence you are up, Leorin moved you a 5-foot step to get you out of the flank, added skull and crossbones markers on the unconscious party members, and a dead person token for the dead bandit.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

As Meredith drops the bandit, she roars a challenge at the bandit #1 still in the woodline, and steps up to another bandit to lend aid to her companions.

Taking a 5' as part of my last turn to prevent anyone from flanking Leorin, and hoping that #1 comes down to me instead of up to Kaydence.

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

I will move 10' back as shown on map and attack bandit 1

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Asking Bandit #2 and attacking him again.

"I ask again, who sent you to guard this path and why didn't you give a warning before attacking? You could have saved the life of your comrade by doing so."

Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11

To Hit Rapier: 1d20 + 1 ⇒ (17) + 1 = 18

Edit: Crit Confirm Rapier: 1d20 + 1 ⇒ (13) + 1 = 14

To Hit Sickle: 1d20 + 1 ⇒ (13) + 1 = 14

Damage Rapier: 1d6 + 1 ⇒ (1) + 1 = 2

Edit: Crit Damage Rapier: 1d6 + 1 ⇒ (4) + 1 = 5

Damage Sickle: 1d6 ⇒ 1


I had a big post all written but the message board ate it. So I am not rewriting it but just using the highlights.

Kalkamedes takes 2d6 + 4 ⇒ (2, 1) + 4 = 7 damage from 2 hits
Leorin you take 2d6 + 2 ⇒ (1, 5) + 2 = 8 damage from one hit
Meredith 2d6 + 2 ⇒ (2, 4) + 2 = 8
Leo kills bandit #2 and redirects his sickle hit to bandit #5

1.Kaydence
2.Frederik
3.Bandits
4.Kalkamedes
5.Zotu
6.Leorin
7.Orik
->8.Meredith

Meredith you are up

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Swinging with all the power she has, she brings the greatsword around to slash at the bandit still flanking herself and Leorin (#4), "Iomedae, I ask that You guide my blade to vengeance for those fallen upon this holy mission!"

Power Attack
Greatsword to hit: 1d20 + 5 ⇒ (11) + 5 = 16
Greatsword damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22

If bandit #4 is dead
She then moves 5' over and stands protectively over the fallen body of Osric.


Nice hit! He is dead.

Zotu I skipped you by mistake.

Kaydence you are up too.

...everyone else can roll stabalize

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

STABILISE: 1d20 + 1 ⇒ (14) + 1 = 15

Frederick stabilises! Yay.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Orik is stable but unconscious. He lies very peaceful on the cold hard ground. At least he's not sleepwalking.


"You'll pay for this!" Zotu takes another furious two-handed swing at the bandit.

Spoiler:
tohit: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 3 ⇒ (3) + 3 = 6
jic aoo tohit: 1d20 + 3 ⇒ (17) + 3 = 20
jic damage: 1d8 + 3 ⇒ (5) + 3 = 8


leorin's AOO: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm that crit!: 1d20 + 1 ⇒ (6) + 1 = 7
regular damage: 1d6 + 1 ⇒ (4) + 1 = 5

Zotu's might swing down drops a bandit with a gross sucking splatting noise. The other two bandits look up just in time to see another of their team drop to a bloody heap. This last casualty breaks their moral and they begin to run away southwards. As they run Leorin scores a deadly strike with his rapier to the bandit's abdomen but it was not enough to disembowel him completely and he continues to run with his other bandit friend into the night.

Phew! I was worried for a while with that combat. It says when they are down to two they break moral and flee. So please take your out of game actions to heal up and continue.

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

Grasping his side and saying weakly.

"We don't have anyone who knows much about magical healing do we?"

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

"A tree walker would be valuable on this trail." Zotu say as he begins to search the bandit's bodies.


Gamin
You have Kalkamedes's dried gourd containing a potion of cure light wounds, someone should drink it. I will allow it.


Zotu Starshine wrote:
"A tree walker would be valuable on this trail." Zotu say as he begins to search the bandit's bodies.

You find some gold that will be added to your chronicle sheets. There is no useful gear though.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Any signs of their affiliation or identity?

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Panting heavily, Meredith looks worriedly down the trail, "Speaking of Kalkamedes, we should probably catch back up to him before he wanders off into some other unknown danger." Sheathing her greatsword, she trots up to catch up with him, grabbing hold of the tether and pulling him back to the rest of the group (just gonna take 20 on my checks if I can to speed this up).

Joining with everyone else, she takes the gourd and pours a dose of the cure light wounds down Frederik's throat (I can't see how many HP Orik has. It looks like he's still at full).

CLW HP Healed: 1d8 + 1 ⇒ (4) + 1 = 5

Is it just the one dose, or does it have more?

Almost frantically, Meredith starts looking around for more healing options, even searching Orik and the bandits once more.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Orik is at -4 and stable. Sorry I failed to update his alias.


In the 4-5 tier they all have a potion of cure light wounds, for this tier everyone gets 24 gp added to their chronicle sheet. I feel this became a stronger than normal combat I am allocating one cure light wounds to the party. 1d8 + 1 ⇒ (8) + 1 = 9 There you Orik can't ask for a better roll! Will post later tonight, we are on the last stretch.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

After the CLW is poured down his throat, Orik sits up sputtering. Where 'd tha' come from? One minute I saw a few wee baddies, next I were oon the grou' bleedin'. Looks like yae did a right fine joob oof chasin' 'em oof withou' mae. Maybe I'll catch a wee bit more shuteye next time a fight finally 'appens? Har! How's our sleepin' frien' doin'?"

Orik gets up and dusts himself off, still quite sore where the bandits sneaks attacks hit him. He gingerly goes up to see out Meredith is making out with the rope and the nocturnal walker.


The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon’s light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.

A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance.

Can anyone read ancient Thassilonian or want to roll a linguistics check?

Steep stairs descend into this room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.

There is an inscription on the statue, can anyone read ancient Thassilonian or want to roll a linguistics check?

Also does anyone want to do the optional encounter? It kinda stinks.

new map.

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

hey guys sorry I wont post till tomorrow night at the latest

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

I cannot read ancient Thassilonian and do not have Linguistics trained. Also, since most of us are at 5 or less health after that last encounter, I'm just fine with skipping the optional encounter.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

Orik just looks at the ancient writing stonily. Yae got tae bae kiddin' mae! I cain barely speak Coomon, let aloone this lot o' writin'. I cain't make heads ner tails oot o' it."

I'm always up for the optional encounters, but if you say it stinks, I'll defer to the group, we are a little low in health...

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Zotu looks at the strange arch and can only think of the dead civilizations in the Mwangi.

Spoiler:
TECHNICALLY, Zotu has linguistics but this is only so he can speak common (he got polyglot and elven as his two base languages, being a Mwangi Savage Elf). If you really really really want me to roll then I will, but he only has linguistics so he can have all the languages he is supposed to, and unlikely to ever take another point in it. (IE for roleplaying purposes he wouldn't have any chance of understanding this.)


zotu:
That is completely up to you, my opinion is RP your character the way you want him to be.

So we skipped the optional encounter, (Giant Skunk, get it, "it stinks")

Kalkamedes walks down the corridor down the steps and up the dais. He starts to push on the doors on top the dais, they however do not budge.

Meredith:
Kalkamedes has become more difficult to control as he starts to push on the doors, almost as if he has become stronger than you. You still have complete control over him because of the bonus the rope gives.

I have advanced everyone's characters into the room since you have encountered no traps and found this room to be safe.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

For the record, if I didmy math right, fred is at 1 hp and will stay well to the rear.


Frederik Nordsson wrote:
For the record, if I didmy math right, fred is at 1 hp and will stay well to the rear.

Noted-

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Frederick limps over to the far corner, passing behind the statue in the middle of the room. He puts the wall to his back and starts looking around nervously.

Perception: 1d20 - 1 ⇒ (10) - 1 = 9

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Zotu climbs the steps behind Kalkamedes, and does his best to budge the doors.

Spoiler:
strength roll vs door: 1d20 + 2 ⇒ (18) + 2 = 20


Spoiler:

1d20 ⇒ 11
1d20 ⇒ 20

Meredith:
This night must be taking its toll on you, after Kalkamedes is pushing on the door and you no longer are physically pulling him back you can notice how weak your muscles feel, you armor feels really heavy and it is kinda hard to walk in it. You are not fatigued though, it is just your muscles that feel weak.

Zotu:
Stepping on the dais your muscles feel weak, your armor and gear feel heavier. The night of hard work must of just caught up with you.

Frederik:
You can find some large paw prints to what seems like a giant skunk, it is just not here for the moment.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Zotu, unable to budge the door, slouches against side of the corridor turns and rests his back against the wall, sitting on the ground eventually.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

"What the ... This can't be. Looks like a giant skunk was here." Frederick looks around incredulously.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

"Eh, skunk? I wondered what the devil tha' smell was, an' figured it was mae oon scent blowin' back oon mae. Goot to knae, I'm noot tha' aromatic yet, eh?"

The gamey dwarf moves up to the podium and tries to push the doors open as well, taking the crowbar to the door if necessary, but his recent wound begins to open up again as he puts pressure on the bar, and he cannot force the door.

Strength: 1d20 + 3 ⇒ (1) + 3 = 4 +2 more with a crowbar, but it looks like it's less than stellar anyway.

"Ach, doan ken how wae are oopenin' this door, unless oone o' yae has got the key and forgot ta tell the rest oof oos?"


Orik:
1d20 ⇒ 9. The night must be catching up to you, maybe it is your wounds, but as you try and open the door you feel weak. The crowbar feels heavy in your hands and your armor and weapons push on your back. Dwarfs don't usually complain about carrying heavy things, but you feel like you could start.

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