Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The NEW Charter! | NEW Avalon (test) | NEW Party Loot (test) | The Trading Post | Regional Map Folio | Tactical Map Folio


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Male
statuses:
haste, mage armor, shield, magic weapon, bless, inspired rage
Image of Fergus Dwarf Wizard 5 | AC:12(16) T:12 FF:10(14) | CMD:17 | hp: 45/45 | Fort:+6(+3) Ref:+3(+3) Will:+6(+3) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

I got he idea from playing a level 1-11 game in 5e as a dwarf abjurationist wizard. He was in armor, gave temp hp when he cast, and used an axe. He was highly effective at shutting down enemy casters, both in magical terms, and in putting them out of the fight haha. (though admittedly the later part became harder and harder to perform as we leveled) One hell of a tank though.
Made me want to try something similar with a "melee" wizard in pathfinder.
while Pathfinder is more punishing on things like this at later levels, I think that with a mixture of abjuration and transmutation buffs, along with transmutation school I can still mildly competitive in melee combat. I'm rather excited to see how it works out at and past level 10. (We'll get there boys)


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:50/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

3rd ed the Wizard kept their hp but got the physical characteristics of what they polymorphed into , so Dwarven Wizard poly in to Giant.. bleh...


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 3+1/5+1, 2nd 1+1/3+1, 3rd 2+1/2+1; Extend 1/3; SwP 2/2 +1 Suggestion
Illthir Winlowe wrote:


Speaking of dwarven mages, anyone seen that webcomic/art/story thing on reddit (or elsewhere) with the shovel wielding dwarf necromancer? Also really neat :)

I have! Love it :) Not a lot of pages out yet, but I really like them! The one where he just says "shovel" in response to being out of spells was great XD


HP: 58/58 | 3/3 Cryptic Omens | AC: 18 / T: 13 / FF: 15 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Oh, Fergus, I totally understand where you are coming from.
Dwarfs make good Melee Casters. I'll take a look for some ideas I may have missed :) You're welcome to do the same.


Male
statuses:
haste, mage armor, shield, magic weapon, bless, inspired rage
Image of Fergus Dwarf Wizard 5 | AC:12(16) T:12 FF:10(14) | CMD:17 | hp: 45/45 | Fort:+6(+3) Ref:+3(+3) Will:+6(+3) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

One thing you can do at (way) later levels is cast Form of the Dragon III, with shield, mage armor, mirror image, greater false life, stoneskin and possibly even greater invisibility and or displacement up after you go dragon form (depending on whether or not the thing(s) you are fighting can see invisible creatures)

it costs you 6 spells, however, 2-4 of those are probably spells you would normally use anyway. all but one being 5th level or below. ontop of all the goodies from being a dragon, you still have your other spells, and if you really just want to get down and dirty, you can add on the transformation spell, basically doubling your BaB. However you lose your spells and some of the bonuses don't stack.

That said, if you wanted to use transformation, you could do the above spells, (the min/CL ones at least) then apply legendary proportions in place of form of the dragon XD. I'd prefer the dragon boi though.


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

Was the AoO for the wolf trying to trip Illthir and not for moving around in her threatened area?

At the risk of torpedoing my character:

Trip (Ex) wrote:
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Assuming the winter wolves does not have a special version of that ability :)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬
Illthir Winlowe wrote:
Was the AoO for the wolf trying to trip Illthir and not for moving around in her threatened area?

Nope. It was the latter.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Nope, no shapeshift shenanigans, been there, done that.
Draconic Sorcerer(so the flavor fit) going into Dragon Disciple, picking up the Feats for full caster Progression - was intensely fun to do(and yeah, I did add transformation - but it was planned around that(e.g. I had no physical enhancement boni)).

I was less looking for future suggestions and more for immediately useable ideas :)
(e.g. +1 Darkleaf Leather Armor has no spell failure chance and is just 1 AC point below Mage Armor, eventually easily surpassing it; ironskin is an easy +4 natural AC, but unfortunately not for wizard/sorc; shadowform is an awesome buff, but unfortunately often better placed on a tanking frontliner...)


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

Re:Trip - then Illthir shall gladly remain untripped :D

---

Suggestion: Lesser Metamagic Rod of Extend Spell. It's really neat if you are going to plaster yourself in buffs :)

Also the teamwork version of Improved Spell Sharing is pretty neat if you have a valet familiar!


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

Want a CSW, Illthir?


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 3+1/5+1, 2nd 1+1/3+1, 3rd 2+1/2+1; Extend 1/3; SwP 2/2 +1 Suggestion

This is tense! I'm enjoying this a lot :)


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

She has 16 hp left before going down which is dicey, but no need to panic yet. If Durgan can squish any of the foes that's *probably* better. And I hope I don't eat my words when someone confirms a crit the very next round :D


1 person marked this as a favorite.
Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

But perhaps it was my own dice I should fear :'(


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

That doesn't include all the hp you get back for all times I forget to add in your performance abilities.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

a.: I think not all the boldness is correct - alia, for example, shot green before he retreated.

b.: I have no named bullet arrow of fey-slaying on me at the moment.

c.: a information/remainder for the others: We did meet Argentov in the past, although checking back, of present company, only Zokon and me were there then...I suppose I should recognize him if I have time to take a closer look - Zokon and me are furthest away, but he may also recognize us for what it's worth.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬
Alia of the Blade wrote:
a.: I think not all the boldness is correct - alia, for example, shot green before he retreated.

Fixed (I hope).


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

So, does everybody else think I am overthinking this?

Or is there really something off about how Argentov Lind is acting and what he is saying?


Male
statuses:
haste, mage armor, shield, magic weapon, bless, inspired rage
Image of Fergus Dwarf Wizard 5 | AC:12(16) T:12 FF:10(14) | CMD:17 | hp: 45/45 | Fort:+6(+3) Ref:+3(+3) Will:+6(+3) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

I find it strange, But we can take him with us and ask him as we move.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Aye, not overthinking, but ideally, we should relocate tactically. Not back to the boat, but use the break to get into advantageous positions.
There we can ask him all we want...something IS fishy here. while he claimed to come from an icy area, he also stated he had a sheltered live. He hardly could do anything against the trolls...

Besides that, yeah, lots of open questions. Who is the girl, what are the trolls trying to achieve, for whom did they set the trap, and why did he try to stay behind...
hopefully, we'll find out.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

I placed the light arrow back where it was before.
It is not in the new location any more.
I figure I did not have time to light it up and shoot it - having instead moved, talked, and cast detect magic.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

Just remember that detect takes a couple of rounds to come fully on-line.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

I'll see if I have the time. For now, I'm just curious if our resident Fey's warning was meaningful or not...as in, is there an aura?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

There are several magical auras currently operating from that direction.


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

So it sounds like:

Balzeros - "RUN!"
Fergus - "Tactically reposition!"
Alia - "Tactically reposition!"
Serena - "RUN!"
Durgan - "Why do we even believe there are more coming?"/"I can take them"

If pushed he would agree with tactically repositioning just to humor the others. But if anybody stays to cover the party's escape, he stays too. Although a generalist in most things, being the high-AC tank against giants is the thing he does better than anything else.


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

Illthir - "Wait what happened since yesterday?!" :P


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

Looking up at the channel Illthir probably doesn't need to scroll of cure light wounds herself.

Not sure who has the wand.

I'll move to camp Tactically Reposition. Seems like a good middle ground - and I bet something horrible will happen before we manage to run all the way away :P

(Reposition -> catch breath -> run away?)

Also if we find that wand Durgan can borrow one of Illthir's reach weapons and sunder the chains/reposition the prisoners from outside the circle. But perhaps it is only dangerous for elves?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

Note that Fergus (probably) and Balzeros (definately) have already gone inside the stone circle, with no (as-yet known) detrimental effects.

Also, the chains stretch in a 5' radius from the the space they are planted in, so the prisoners can leave, or enter the circle just by walking around that fixed space.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

@"Can take them" - I am certain you can tank them. But all it takes is for them to release some of the winter wolves simultaneously and order them to blast overlapping breaths, and things could quickly turn ugly for some of us.
Even if you survive easily and channel to remedy, being knocked out would leave us prone and unarmed while they could start using those oversized bows. Add some advanced Entangle spell from their leader and things go downhill.

Don't misunderstand, I don't THINK all that bad stuff will happen - I was simply weighting the pros and cons...we have little to gain from staying exactly here at the location THEY want us in, but could possibly avoid a detrimental tactical situation if we relocate even slightly.

Also don't forget that some of our members depend on light. So they can technically see us from outside the range of your darkvision and start attacking with ranged weaponry. If they figure that out, we can either shut off the lights and will be stuck moving very slowly and with only a few guys operating at full capacity(those with means to gain or natural darkvision), or keep the lights going and eat attacks we can't retaliate against - and I dare say they have a fair chance of not running out of arrows before we run out of healing/channels.(they don't need to focus you down, they can target those members with weaker AC and save you for last).

By all means, I want you to tank them more and am glad you perform superbly in this role. I'd just prefer if we picked the battleground where we make a stand, rather than them.


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

@Alia, I am not even sure there are many more trolls or wolves. This guy is hiding something.

But yes, the wolves are more of a worry for Durgan than the trolls.

I've already said I would agree to tactically reposition to humor you.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

@more enemies: I was going by the Howls coming from more directions according to map - lower and upper left, respectively. I concur that Argentov is hiding something, but I do believe there's more of them - we also know about at least 3 or 4 trolls still alive, IF that was all of them.

@Agreement: Aye, I did read it. Apologies if I misunderstood, but it seemed you felt overruled on the matter and still preferred to stay right here - so I wanted to explain my viewpoint(that others are more squishy and could benefit).

But lets see if there is something about this circle that we'll need to know about, first...like the first person to leave it every day has their head explode or something like that.

If it's save to go, I'd be honored if you'd take point - as more enemies are likely to come from where we're trying to go.


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor
Zokon Santyev wrote:
Zokon would like to hold onto the Darkvision potion to be handed out as needed, with it most likely that he will be the one needing it.. ;o)

Zokon, don't forget you have this.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:50/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Thankyou good Durgan, not yet, but it is a good reminder.


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

This guy is hiding something yeah. But he seemed to not intend to use that to harm us (I hope). So... Drag him and the girl back to the boat?


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

The girl could be hiding something, too. She may not be what she seems.
I am leery of bringing either one aboard our boat until we know who they are and what is going on.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Or, you know, follow the other chain and see what Argentov is up to. That mist does him little good as long as he is chained to the rock. Chances are he can get out. If it's via a key, we won't have to smite or break stuff.

That said, some other things that could help in case someone has them but they did not come to mind: Any polymorph spell, reduce person, knock, shatter, shapers touch, allfood, theoretically sympathetic vibration and stone shape, an adamantine weapon...
(which really annoys me right now, because I was working on durable special material arrows for Zokon - including Adamantine ones - but they won't be finished until tomorrow)

Worst case, we can always chop off the leg. -_-


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 3+1/5+1, 2nd 1+1/3+1, 3rd 2+1/2+1; Extend 1/3; SwP 2/2 +1 Suggestion

Alia, Gummy Bear understands why she said what she said. Balzeros, on the other hand, was looking for a more hands on/immediate aid than what he got. Hence his confusion :)

To him, this is sort of how it went down:

I need a knife to butter my toast!

Well, when you butter toast, it's best to warm up the knife a little first, because...


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Hm. I had considered Argentov being Eldiocesan setting a trap for the trolls... - but he would have reacted differently on seeing Alia, not identifying her as Scarlets friend.

Really curious about the resolution there...
@Gummy Bear: All good. I just figured I should deliver SOME input and maybe could help you guys get a circumstance bonus for doing it in a smart way. *shrug*

Also, now I REALLY want to see a situation like this, where the ranger casts allfood and right out starts chewing through the chain ;)


Male
statuses:
haste, mage armor, shield, magic weapon, bless, inspired rage
Image of Fergus Dwarf Wizard 5 | AC:12(16) T:12 FF:10(14) | CMD:17 | hp: 45/45 | Fort:+6(+3) Ref:+3(+3) Will:+6(+3) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Will have limited posting until Monday.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

Roger that.


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

Won't have time for a proper post today, will get one up tomorrow :)


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Aaaand a round passed.
Anybody got any good ideas?

I could go in and destroy the chain, but I was specifically warned against entering the circle.
Point being, it may be a racial trigger, or a alignment-trigger, maybe?
It may be something upon exiting the place, or it may just be a Fey being a Fey.

So I am concentrating on Auras, trying to figure things out, while keeping bow and arrow ready to flame any trolls or wolves appearing.

Argentov disappeared, or it seems that way. That means the girl is left, and she is chained there, preventing us from leaving or repositioning.

Do we have means to free her among those already in the circle?


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |
Durgan Far-Walker wrote:

Durgan casts Divine Favor on himself.

"Zokon, do you need a Fly spell? Don't want the trolls to get to melee with you."
Assuming these trolls even are the problem... something strange is going on here.

If there's something strange, In your neighborhood - Who you gonna call?


M Dwarf Cleric 5 | HP 44/46 | AC 28 T 13 FF 27 CMD 19 (23 vs Bull Rush, Trip) | F +9 R +4 W +10 (+2 vs spells, SLA, poison) | Mv 30' | Init +1 | Perc +13 (Darkvision) | Channel 3d6 2/3 | Active: Bark +2, Shld of Faith +2, Shield, Resist Cold, Divine Favor

Durgan is buffing up to kill trolls.

I strongly doubt that this mission was what it seemed on the surface -"kill the trolls and save the innocent girl they have captured" - but in the absence of any better information that is what Durgan is going to do.

Unfortunately do not have Dispel Magic prepared today or I would try to remove the Fog Cloud.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

Oh, I hear you. Especially on the lack of current information.
There's also the fact Argentov was speared earlier. There's many interpretations, but I am not happy with any one explanation for this whole scenario i manage to come up with, so for now, I'm just riding along with the flow.


Status: | Hp 34/35 | AC 18/12/16 [17/11/15] | Uncanny Dodge | Fort +7 Ref +4 Will +6 [+8/+4/+8]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 18 | Init +8 | Per +11; low-light vision | Sense Motive +15 |
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +7 1d4+4 negative energy

So!

We probably want the girl to be free - but not really really sure we do.

Mr friend can probably tell us what is actually going on - but not really really sure if he wants to.

Getting more information via diplomacy, detect magic or sense motive will probably take too long...

So free girl and pray it's not the worst of things to do?


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 T: 12 FF: 18 CMD: 15 | F+3 R+3 W+9 | 20' | Init +2 | Perception +24, SensM +5, Nature/Planes/Spellcraft +10
Tracked Resources:
1st 3+1/5+1, 2nd 1+1/3+1, 3rd 2+1/2+1; Extend 1/3; SwP 2/2 +1 Suggestion

Free the girl! Free the girl!


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |
Fergus Bouldershoulder Ironmug wrote:

Fergus will try to leave the area of the fog cloud spell (and the circle) before pulling out his spellbook.

Perhaps... I have something that could be of use here? let me see...

spending a minute or two looking through the book and preparing spells. I won't prepare any new ones until at least a full minute has passed.

We are still in round initiative - does that mean you intend to pass the next 10 turns?

Not criticism, just making sure I understood it right.
It may well be we have enough time for that to work out - just afraid we'll need more immediate solutions.


Male
statuses:
haste, mage armor, shield, magic weapon, bless, inspired rage
Image of Fergus Dwarf Wizard 5 | AC:12(16) T:12 FF:10(14) | CMD:17 | hp: 45/45 | Fort:+6(+3) Ref:+3(+3) Will:+6(+3) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

more or less, unless something urgent comes up. He doesn't have much else he can do at this point.


Arcane Pool 1/4 | HP: 30/30 HP | AC: 21 / T: 13 / FF: 18 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +9 |

@GM: Checking the map again, the Girl is chained to a rock that makes up the circle.
In the current map position of Alia, could she reach/see the chain without actually entering the circle?

How about if she got enlarged?

If I can reach without going in, I'll simply sunder them :P
Player knowledge: Unless you got phenomenal strenght, the DC to burst something is often much more difficult than just overcoming the hardness and doing sufficient damage to break it. - If only because you can make partial progress the latter way, while the former is "all or nothing" with each roll.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region | Chase Theme ♬

There is enough chain that the girl could stand in the place Alia (or Fergus). Alia's space would be on the outside of the circle. Fergus's space is a bit more nebulous.

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