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 Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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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:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Two 20's?? I suppose I should feel lucky it was only kobolds

Zokon will use studied target on Fuchsia and then stabbeds at him

"Owwww.. How on earth did you manage to hurt me?" wonders Zokon after being injured

Rapier: 1d20 + 8 ⇒ (16) + 8 = 24

Rapier damage: 1d6 + 5 ⇒ (1) + 5 = 6


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

fuchsia spear v Scarlet (AoO): 1d20 + 1 ⇒ (18) + 1 = 19 damage: 1d6 - 1 ⇒ (2) - 1 = 1

One of the kobold's spears grazes Scarlet on her past.

Celyne wrote:

Celyne aims a moonbeam at yellow tinged kobold. if hits, fort save dc 16 or blind for one round

Celyne drops one attacker with a beam of silvery moonlight. He seems blind. Oh, and possibly dead. ;)

While Luna takes out her aggression on their nearest foe. Certainly dead.

The force of the now giant-sized Scarlet's swing causes the air pressure to dip as it slashes through the air just above her much smaller foes.

Zokon takes one of them in the stomach as they all duck. Down.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -2 hp
__ Numalar
__ Alia

__ Zokon -8 hp
__ Scarlet -10 hp, 1 nonlethal
__ Celyne
__ Luna -5 hp
__ Mikmek
__ Nakpik

__ Tartuk (chillaxing in the back seat of his cart)
__ kobold cultists

Map updated


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Seeing as the enemies in the immediate vicinity had all perished Illthir focused on getting into the cart. And ow-ing about the light stab. Now I do miss my armour again! She leaped into the minecart and turned to Luna and Celyne, ready to help them in. While she did she glanced at the tracks. "Are we sure this leads to the same place?"

Actions: Move to get in. Standard to help Luna and/or Celyne in


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Celyne moves away from the cart and fires a moonbeam at white.

rta to hit: 1d20 + 3 ⇒ (10) + 3 = 13
dmg if hits: 1d6 + 2 ⇒ (3) + 2 = 5


hp 21/21 AC 19, 16, 14 saves F 4, R 7, W 3, bab 2, init +3, spd 40, cmb 4, cmd 17 tiger
skills:
acro 8, climb 1, perc 6, stealth 7/11, swim 1

Luna charges white and bites at him.

to hit: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
dmg if hits: 1d6 + 1 ⇒ (1) + 1 = 2

to confirm crit: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
extra dmg if crits: 1d6 + 1 ⇒ (3) + 1 = 4


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Celyne, you already acted :) So if you are going to go play with more kobolds NEXT round...

Seeing Celyne and Luna get distracted with the Kobolds nearby, Alia sighs...certainly, that was exactly WHY the purple one positioned them here...there was no time to waste, Celyne would have to take the other Cart.
"Nakpik!", she points into the cart, giving him just a moment to react...wether he manages to get in or not, she releases the brakes, talking to Ilthir while staring forward and wondering if there was some way to handle the minecart:"I sure hope they do...there should be an exit for the mines outside, where unloading took place, I figure they all go there..."
Ride: 1d20 + 7 ⇒ (8) + 7 = 15

Commence pursuit! If purple gets too much of a headstart, we won't even know which way we need to go once we arrive at the station-

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar sees Scarlet and Zokon fighting a single remaining kobold, and assumes they don't need his help. He heads to the cart. (red.)

Didn't move my Icon last turn because I was waiting to see where the others were going before I moved up. So I should be able to get to the red cart in a single move. Is it a move action to climb in?

"How do we get this thing moving? And do we want to back it up so it is on the right track? Or do you think this one leads the same place?"

Despite Numalar's long experice in the darklands during his childhood, he knows very little about mining.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
Didn't move my Icon last turn because I was waiting to see where the others were going before I moved up.

That's fine.

Numalar Auritonius wrote:
So I should be able to get to the red cart in a single move. Is it a move action to climb in?

It is part of a move action. In Numalar's case I should probably call it an actual climb check (because Small characters have to be able to pull themselves up and over the lip of the cart which is as tall or taller than they are), but it's not that important right now. Being able to get to it and having an extra 5 feet of movement to account for the climb/difficult terrain will get you aboard, and other folks can of course aid people climbing around on these things.


Unsure of what to do, but collectivist at heart Nakpik makes for Alia and Illthir's cart.


Male Kobold (Blackscaled) Warrior 1 | 5 hp

spear: 1d20 + 1 ⇒ (15) + 1 = 16 damage: 1d6 + 1 ⇒ (6) + 1 = 7 hit!

Mikmek dispatches his foe and seeing what Alia, Illthir and Nakpik are doing makes for a yellow mine cart.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

sorry I thought it was a new round... ignore my last post then... I'll repost when the new round starts, if there's only one kobold enemy left, celyne will head for a cart instead


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

Celyne If you want to hold up for a sec we are going to a new round right now. So if you want, you can still use those posts.

white light crossbow v Luna: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 ⇒ 5

teal light crossbow v Scarlet: 1d20 + 3 ⇒ (11) + 3 = 14 damage: 1d6 ⇒ 1

green spear v Scarlet: 1d20 + 1 ⇒ (17) + 1 = 18 damage: 1d6 - 1 ⇒ (3) - 1 = 2

Crossbow bolts hiss past Luna, and Scarlet, as the spearman draws a bloody line across giant woman's knee.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-2 hp
__ Numalar
__ Alia
__ Zokon
-8 hp
__ Scarlet
-12 hp, 1 nonlethal
__ Celyne
(pre-post post?)
__ Luna
-5 hp (pre-post post?)
__ Mikmek
__ Nakpik
__ Tartuk
(still chillaxing in the back seat of his cart)
__ kobold cultists

Map updated


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

ok.. use my last posts against white


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

Celyne's moonbeam drops the crossbowman.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-2 hp
__ Numalar
__ Alia
__ Zokon
-8 hp
__ Scarlet
-12 hp, 1 nonlethal
__ Celyne
__ Luna
-5 hp
__ Mikmek
__ Nakpik
__ Tartuk
(still chillaxing in the back seat of his cart)
__ kobold cultists

Map updated


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

We took off last round right after Nakpik jumped in...we should be in pursuit, right? Or did we enter a dud?


Alia of the Blade wrote:
We took off last round right after Nakpik jumped in...we should be in pursuit, right? Or did we enter a dud?

My bad, I need a Move Action Strength check DC 12 from someone to get you moving. Though it is kinda funny everyone just jumping in and then spending time looking around for a how to make the thing move. ;)

You can retcon a spare action if (like helping Celyne in) from last round if you like to take that into account.

Nakpik Str Check: 1d20 - 1 ⇒ (8) - 1 = 7

"Rrrr!" Elves are heavier than they look.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Cold Iron Masterwork Longsword, Bloodrage: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 2d6 + 4 + 2 ⇒ (2, 5) + 4 + 2 = 13

Large and in charge, Scarlet dispatches the kobold with the green tunic and runs up to the cyan kobold. "You picked the wrong side buddy!" I think.


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

Scarlet cleaves the kobold and his spear in twain.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-2 hp
__ Numalar
__ Alia
__ Zokon
-8 hp
__ Scarlet -12 hp, 1 nonlethal
__ Celyne
__ Luna
-5 hp
__ Mikmek
__ Nakpik
__ Tartuk
(still chillaxing in the back seat of his cart)
__ kobold cultists

Map updated


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Retcon Action?

Seeing as Luna and Celyne wasn't going on this ride Illthir used the haft of her polearm like a gondolier to get the cart to move. With the leverage it turned out to be surprisingly easy - even if they did pack a bunch of heavy elves!

Str Check: 1d20 + 2 ⇒ (20) + 2 = 22


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Retcon Action!

"Great job, here we Gooooooooooooooo........"
I already submitted a ride check last round because I thought that's what we use to drive...just in case it's needed


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Well I guess we might need both : )

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

How fast do the carts go? Could Scarlet keep up on foot? She probably can't share a cart when enlarged.


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:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon attempts to get the cart moving

Str check: 1d20 + 3 ⇒ (8) + 3 = 11

"Some help please! I almmmmosttt have it!"


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Celyne gets in the nearest cart and tries to push off, using her quarterstaff like a barge pole.

str: 1d20 ⇒ 3

Unfortunately, it's going to take more effort.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"A little busy!"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
How fast do the carts go? Could Scarlet keep up on foot? She probably can't share a cart when enlarged.

Without knowledge of engineering Numalar is not exactly sure. Certainly they start off moving as fast as the person pushing or pulling them can move, but how fast they could move on a slope? Well, it will certainly be fun finding out.

She couldn't realistically share the inside of the cart without actually carrying the other passengers, a situation that is surprisingly common in Hanna Barbera cartoons.

Dungeon Fun Facts!™ - Knowledge (engineering) DC 20:
In real life "gravity racers" (soapbox racers being one subset) have been recorded moving at speeds of 70 mph or about 616 feet/round. In contrast a character without the Run feat, but a movement rate of 40 feet can run at 160 feet/round. With the Run feat they could run 200 feet/round. Of course this is an action set piece so the blocky mine carts may well go 100 mph, and be capable of flight, and time travel.

In fact considering the fuzzy physics of the mine cart scene in Indiana Jones and the Temple of Doom one might be better to imagine the mine carts as roller coaster cars. Roller coasters unlike gravity racers have propulsion systems beyond mere gravity. Currently the world's fastest roller coaster, Formula Rossa at Ferrari World in Abu Dhabi, can achieve a speed of 149.1 mph (approx. 1,312 feet/round).

This has been another installment of Dungeon Fun Facts!™


Huge fat elf women!

Nakpik climbs in.


Male Kobold (Blackscaled) Warrior 1 | 5 hp

STR check: 1d20 - 1 ⇒ (1) - 1 = 0

Mikmek struggles to pull the cart. He grits his fangs and tries again.

STR check: 1d20 - 1 ⇒ (18) - 1 = 17

"Grrrr!" Mikmek exerts himself, and pulls again this time accidentally disengaging the front break. After which he is forced to move quickly to avoid being run over.

There's a sort of switch up ahead next to the tracks. It is currently angled away from the cart Celyne is in.


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

I'm gonna go out on a limb and guess that Luna curiously watches Celyne struggle this round.

Alia's driving thing is not really necessary just yet.

The last kobold does as any last kobold would do and runs away.

acrobatics avoid AoO: 1d20 + 1 ⇒ (10) + 1 = 11 Attack of Opportunity Scarlet.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-2 hp
__ Numalar
__ Alia

__ Zokon -8 hp
__ Scarlet -12 hp, 1 nonlethal
__ Celyne
__ Luna -5 hp
__ Mikmek
__ Nakpik
__ Tartuk (still chillaxing in the back seat of his cart)
__ kobold cultists

Map updated


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:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Kn Dungeoneering: 1d20 + 5 ⇒ (18) + 5 = 23

Ha! Ha! I know all the Things!!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Ha! Ha! I know all the Things!!

Zokon - Slayer 8/Loremaster 3, It's not a precise thing, but you do know that mine carts can outdistance people when on, or accelerated by a slope.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

yes, Luna is not assisting with getting the cart moving, she doesn't have 'move cart' as a trick, lol

Celyne pauses in her efforts and gives the lever a long, appraising look to see if she can determine what it does to make sure she will actually end up where everyone else is going... if not, she'll get out and toggle the lever so her cart will follow the others when it does actually move

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar tries to help Zokon with getting the cart underway, by using the butt of his longspear to push against the ground from in the car (like poling a boat).

"Blast it, why won't this thing move?"

STR Aid Another (Zokon): 1d20 - 2 ⇒ (14) - 2 = 12


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"Whooooshhhh..."
Alia ducks into the minecart, just her hands on the front and her head just high enough that she can see over the front plate. She is ready for anything. She thinks.
How well lit is the tunnel ahead? If there's a sudden darkness ahead, Alia would renew her light spell(sorry Zokon) creating a "Headlight" for the mine cart.
Otherwise she'd get ready to do any steering, braking or ducking that comes up.
So depending on what she sees, either make a headlight, or ready an action to handle the cart if something comes up.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Unless we are going faster then 100' per round, Illthirs dancing lights should keep up. And if we are - it seems nicer to recast them right .)?

Illthir focused the first few moments of the ride on making sure her polearm wasn't going to get stuck in anything. That would be bad. Then she allows herself to enjoy the rush of speed. Weeeeh! It would actually be quite nice if it wasn't for murderous kobolds and all that. Maybe something to remember for another time?

Deciding that they also probably wanted to see if they were going to ram into anything/one she recasted her dancing lights and focused on keeping them ahead of the cart.

"Does he know where we are going?" Illthir asks her pointy-eared companion and nods towards their kobold co-rider.

So actions - recast/concentrate on Dancing Lights. It's nice if Alia focuses on the driving :P


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

After I had not read comedy relief dog spoilers so far, I did not want to miss out on comedy relief dungeon facts and peeked under the spoiler further up after seeing Zokon made his roll :P

Lets just say we may be speeding up to a tiny bit faster than dancing lights go. Try a 13x multiple of that speed. By far not as fast as the large Brownie Collider in Kyonin, but possibly sufficient to achieve escape velocity in a sharp, unmaintained curve. And impact the wall-


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Well if we are approaching ludicrous speed then the flashing lights would actually be quite appropriate right^^?


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:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Seeing as they have got the cart moving Zokon makes ready for the Ludicrous speed facial expressions snf looks around for an appropriate helmet for Numalar.


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

Kobold Mine Cart Rally!™ Rules:
Kobold Mine Cart Rally!™ makes use of Pathfinder's Chase rules with the following changes.

Start Up Mine carts require a Strength check DC 12 to get moving. The check can be made as part of a pusher or puller's standard move action. Basically moving with the cart. Carts move at their instigator's base speed; this is their starting speed. Characters with Bull Rush or Drag feats gain a +2 on the check, if they would be ordinarily able to use their feat upon the cart were it a character.

Acceleration/Deceleration Every round the carts are in motion their speed doubles up to their base speed (i.e. Round 1 30', Round 2 60', Round 3 120' and so on up to a maximum of 300').

Once the carts are up to speed their base movement is considered to be a relatively constant 300' per move action. Carts always try to double move on their turn, the force of gravity and momentum pulling them downward along the tracks. Should a cart ever leave the tracks their speed would reduce in reverse manner to their acceleration (halving every round (rounding) down to 0' or the speed of someone manually pushing or pulling the cart).

Distance The basic chase card distance is 300' rather than 30' (note this when calculating ranges).

Actions Because it is that cart that is moving the characters aboard are free to make use of their move and standard actions as they like. Controlling the cart requires a standard action drive check made with Profession (driver), Profession (miner), or Ride. Other crew members can aid the driver's check (by shifting their weight, helping pull the break, adding drag, ducking, etc...) as usual.


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

The party in their rapidly accelerating mine carts races along the criss-crossing tracks, through flickering torch-lit tunnels only to come to their first challenge--a Fork in the Road!

The lighting is intermittent and treated as dim for simplicity's sake.

Map updated

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar peers in the darkness ahead, trying to see which path is the correct one.

"Which way is it?"

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Yay! I'm distracting!


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

"Uuuuh..." Illthir hums as she tries to deduct which path that would lead out - and after their mark.

Know(Geography): 1d20 + 6 ⇒ (6) + 6 = 12

Assuming we only get to roll on one of the three (per person)?

Otherwise:

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Know(Dungeoneering): 1d20 + 2 ⇒ (16) + 2 = 18

Damn there's my good rolls :P

Edit: Yep yep, probably just one - went and checked the chase rules : )


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:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon looks ahead trying to divine and then steer down the correct path

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Kn Dungeoneering: 1d20 + 5 ⇒ (7) + 5 = 12

Ride: 1d20 + 5 ⇒ (1) + 5 = 6


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

Yes, just one roll per challenge, and you can only attempt one challenge per card as a standard action. It is a this or that sort of thing.

So far, the party appears lost in the criss-cross of tracks.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

Perception: 1d20 + 8 ⇒ (19) + 8 = 27
My elven senses are tingling... - "This way.", Alia points at the correct path, doing her best to keep the minecart under control and aimed in that direction.[/i]
Ride: 1d20 + 7 ⇒ (10) + 7 = 17


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Scarlet Scarab wrote:
Yay! I'm distracting!

Scarlet sends the last kobold packing in dramatic style, and stops to take a breath. After a moment she hears something from the big tunnel to the west. It sounds like... kobolds....


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

The wide cavern supported by granite pillars of stone and filled with rails like at a major train stop poses a difficult riddle to some, but the puzzle proves no great challenge to Orlando Bloom's Legolas Alia.

I should not that to be able to drive you need to be able to reach the breaks at the front of the cart (like in the Indiana Jones movie).


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Celyne tries to direct her cart in the right direction, following Alia.

ride: 1d20 + 1 ⇒ (20) + 1 = 21


"mej 'och ghaH! mej 'och!" Nakpik shouts.

Draconic:
"Take the left tunnel! The left tunnel!"

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