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


10,701 to 10,750 of 14,607 << first < prev | 210 | 211 | 212 | 213 | 214 | 215 | 216 | 217 | 218 | 219 | 220 | next > last >>

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 |

Already standing nearby, Alia moves to assist Zokon and Durgan as well, delivering another charge of her spell against the larger Cockatrice, hoping the cold would make it more docile.

Melee Touch: 1d20 + 6 ⇒ (10) + 6 = 16 Nonlethal Cold: 1d6 + 4 ⇒ (1) + 4 = 5 + Fatigue
The damage is not the point, but Fatigue should help...-2 Str and Dex...also apologies, weekend was crazy busy for me.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena moves to aid in grappling green.

Serena vs. green: 1d20 + 6 ⇒ (10) + 6 = 16


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

The group pins the creature to the ground. It struggles in vain until the following round, when the party finally bags the beast.

1d20 ⇒ 8

END COMBAT!


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan offers a prayer of thanks to Kurgess for this epic victory. He flexes and polishes his heavyweight championship belt. As a proper Abadaran, he makes a mental note to sell tickets next time.
Wrestling killer chickens...

"The other one, is it okay? Didn't addle its tiny brain too much with that hammer?
As to the poor soul turned to stone, I don't think there is much I can do except pray. If they can throw off the effect, I can help them recover more quickly."

Break Enchantment will work, of course Durgan cannot cast that yet.


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 |

"Well, there is some stone salve around, but I would first make sure the proprietor of this place is fine. If she made the salve in the first place, she could make more for whom I suspect is a customer.", Alia comments, while moving to retrieve the other cockatrice.
Carrying it to their previous containment units, she continues: "Why don't you go look in the back? Meanwhile, I'll secure the beasts in their cages and make sure the locks hold."

Not sure what kind of roll would be appropriate - I don't have disable device or knowledge-engineering, but I think recognizing material instability or obvious weak points should be doable...Take 20 on Profession(Elven Smith) to make sure it's safe for both cages?


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

"What brain? I've heard chickens do perfectly well without a head on occasion!" Illthir scoffs then grins now that the danger is over. Unless ... "There were only two chickens right? Right. And the 'Stone Salve' was the back somewhere. Yeah I'll take a look."

The skald wanders over to the south beaded curtain and carefully peeks through it, using her hammer to sweep away the curtain. Just in case.


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

"Good point, I'll look around too. Good plan Durgan it seems to have worked nicely." he starts wandering the shop to make sure there are no more monsters lurking


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Seeing Illthir and Zokon get to work searching, Durgan calls out "Let me know if you find anything else that needs my help," and then turns to work with Alia on the cages.

Durgan does have Knowledge (Engineering) at a +3 if needed. And can do metalworking Crafts at +5 (those that he doesn't have trained) or any Profession at +6. With +1 more for Guidance.

Once both cockatrices are safely in their cages, he will channel to heal, to make sure the one that took all that beating is still alive. He'll make sure to catch Zokon in the burst.

Channel: 3d6 ⇒ (5, 2, 2) = 9


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
Not sure what kind of roll would be appropriate - I don't have disable device or knowledge-engineering, but I think recognizing material instability or obvious weak points should be doable...Take 20 on Profession(Elven Smith) to make sure it's safe for both cages?

There are no cages present in the showroom area.

Illthir Winlowe wrote:

"What brain? I've heard chickens do perfectly well without a head on occasion!" Illthir scoffs then grins now that the danger is over. Unless ... "There were only two chickens right? Right. And the 'Stone Salve' was the back somewhere. Yeah I'll take a look."

The skald wanders over to the south beaded curtain and carefully peeks through it, using her hammer to sweep away the curtain. Just in case.

Illthir:
The back room looks like cyclone hit it. Overturned boxes, crates of various sizes fill the southern corner of the storeroom along with the remains of various herbs, oils, and powders that lie scattered about the floor as if someone swept them off the wall shelves.

dice:
1d20 + 10 ⇒ (20) + 10 = 30
Illthir's perception: 1d20 + 10 ⇒ (16) + 10 = 26

Zokon Santyev wrote:
"Good point, I'll look around too. Good plan Durgan it seems to have worked nicely." he starts wandering the shop to make sure there are no more monsters lurking

Anywhere in particular?


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 |

"No cages here, but they most certainly did not leave them to wander freely. Lets check the backroom.", Alia states after a look around, before cautiously opening the other curtain.


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

Out the back through the beaded curtain


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

"Yeah this looks like the aftermath of the alchemist's guilds parties ..." Illthir uttered to herself as she cautiously surveyed the mess. With a grimache she thought of all the possible consequences of wandering around ankle deep in various potions and oils. After some frantic searching in her pouches and pockets she found a scarf to cover her mouth with. And she'd just have to hope her boots were water resistant enough! "It's a mess in here. *If* the salve was on any of these shelves we might just have to scoop up the goo and rub it on them ..."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena moves to join the others in the rear of the shop, keeping her scimitar drawn and ready for any surprises.


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

North side of the map:

As the party moves themselves and their trussed "pets" into the back through the northern curtain Zokon notes more magical lighting that seems to shine directly from the 15' high ceiling not like the little bobbing motes of light in the showroom. This is obviously a storage area of some sort stacked with boxes and covered in wall shelves. In the stock aisle a statue of a woman with an owl stands facing the building's back entrance.

A small curtained area to Zokon's east opens upon an alcove willed with cleaning supplies.

Birds twitter down from the high shelves.

South side of the map:

The mess in the southside of the room smells like an exploded Bath & Body Works. It is lit the same as the north.

More crates and supplies litter the floor. Amid the ruin Illthir notes several empty cages for small animals. Then her eyes reveal a stranger sight, the bottom half of a wrought iron spiral stair leading up to the second floor. The bottom half seems to have been reduced to a fine red-brown grit.

Something moves and suddenly everything goes black!

dice:
Alia's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Durgan's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Illthir's Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Serena's Initiative: 1d20 ⇒ 19
Zokon's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
DM Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
RM Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


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

Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -4 hp
__ Illthir
__ Durgan

__ ?!?!
__ Serena
__ Alia 1 nonlethal

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

"Huh. There's more open cages here. More then two! Oh and something has melted the stairs?" the skald shouts out to her companions that *all* seemed to check out that other curtain. Not that she could blame them in this sticky mess ..

"H-hey did someone kill the lights?!" Illthir calls out and flails around in the darkness. Gathering her wits about she casts Dancing Lights - probably realizes they don't work - and tries to back out of the room.

Standard to try Dancing Lights. Move to try and move back out of the room.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Hearing that there is Darkness by Illthir, Durgan moves to join her, hoping that his Darkvision works in this situation.
Double move to get in front of Illthir - forgive the chivalry, but Durgan is at AC 28 and can (hopefully) see in the dark.


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

"Nothing here, just another petrified person, I hope it wears off." he calls out

Hearing the commotion Zokon will move around the back rooms to see if he can get to Illthir and see what the disturbance is


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

Illthir's dancing lights do nothing to help light the dark. The spell does however work and can be placed on the map.

Durgan rounds the corner, and crashes through the beaded curtain only to be confronted by tremendous insect-like creature.

Zokon stares into a noisy scrabbling darkness. Also, Zokon can look at the spoiler above describing the southern area.

dice:
1d20 + 13 ⇒ (10) + 13 = 23

Characters must be able to see in the dark and into Orange's space in order to make a Knowledge (dungeoneering) check to identify the creature. Roll once and open all the spoilers that apply.

Orange Knowledge (dungeoneering) DC 13+:
This creature is one of the most terrifying aberrations known to dwarf-kind--a rust monster.

Orange Knowledge (dungeoneering) DC 18+:
Rust monsters get their name from their ability to reduce metallic objects to piles of flaky rust with but a touch of their long feathery antennae. The monsters then devour the oxidized metals making them the bane of miners of precious metals, and heavily armored paladins everywhere.

Orange Knowledge (dungeoneering) DC 23+:
Rust monsters can "smell" metal at a distance of 90'.

The bug rushes at Durgan, saliva dripping from its complicated mouth parts. Its long, feathery antennae brush across his breastplate.

orange antennae brush v Durgan (touch): 1d20 + 6 ⇒ (9) + 6 = 15

Durgan, Reflex save DC 15!

Something detaches itself from the ceiling falls down upon Illthir like 40 pounds of dry, well-muscled calamari.

purple slam v Illthir (v blind, higher ground): 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 damage: 1d4 ⇒ 2 grab?: 1d20 + 5 ⇒ (17) + 5 = 22 constrict: 1d4 + 4 ⇒ (4) + 4 = 8

Illthir can feel whatever it is wrapping around her and squeezing the air from her lungs.

Characters able to see into Purple's space and through darkness can attempt a knowledge check to identify the creature. Roll once and open all the spoilers that apply.

Purple Knowledge (arcana or dungeoneering) DC 11+:
The creature is a relatively common, cave-dwelling magical beast similar in appearance to a squid or octopus with bony hooks along the inside of their tentacles, called a darkmantle.

Purple Knowledge (arcana or dungeoneering) DC 16+:
Darkmantles are ambush predators that drop form cave ceilings down upon unsuspecting prey often under cover of magical darkness that they can create once a day. They have limited flight capabilities, and if their miss their prey in their initial 'drop' will harry it from the air.

Purple Knowledge (arcana or dungeoneering) DC 21+:
Strong for their size, darkmantles grapple and constrict their prey.


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

Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -4 hp
__ Illthir -10 hp, grappled
__ Durgan (Reflex DC 15)
__ Orange
__ Purple grappled
__ Serena
__ Alia
1 nonlethal

Map updated


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Durgan flinches back from the strange creature.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Unable to see anything, Serena goes into defensive mode, keeping her scimitar at the ready and staying in one position.


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 |

"Serena, take the corgiz!", Alia drops the securely contained cockatrice at the ground, before rushing after Zokon.
I assume they ARE securely contained, if the thing was still trying to break out we could have knocked it out nonlethal, otherwise...if it is NOT safe to get rid of the cockatrice, Alia would opt for the main entrance, hoping to enlist the store assistants help in keeping them secure.


1 person marked this as a favorite.
M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Knowledge (Dungeoneering): 1d20 + 3 ⇒ (18) + 3 = 21
"RUST MONSTER! Zokon, use that light I made you and SHOOT IT!"

Knowledge (Dungeoneering): 1d20 + 3 ⇒ (3) + 3 = 6 "And... a grabby thing."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:

"Serena, take the corgiz!", Alia drops the securely contained cockatrice at the ground, before rushing after Zokon.

I assume they ARE securely contained, if the thing was still trying to break out we could have knocked it out nonlethal, otherwise...if it is NOT safe to get rid of the cockatrice, Alia would opt for the main entrance, hoping to enlist the store assistants help in keeping them secure.

They are secure enough Alia can let them go with the confidence they won't get free by themselves.

Durgan Far-Walker wrote:
Durgan flinches back from the strange creature.

And his armor is therefore not broken.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

"A what now?" Serena begins to back away. "What's a rust monster?"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:

[Dice=Knowledge (Dungeoneering)]1d20+3

"RUST MONSTER! Zokon, use that light I made you and SHOOT IT!"

With the (orange) creature named, whose with Knowledge (dungeoneering) can attempt the check to identify it.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Serena
__ Alia 1 nonlethal
__ Zokon -4 hp
__ Illthir -10 hp, grappled
__ Durgan
__ Orange
__ Purple grappled

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

Zokon takes out the continual flame stone and draws his bow

What can he see?


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

Grapple to break free!: 1d20 + 6 ⇒ (1) + 6 = 7

"MEMPHFFFPHPPH!!!!" Illthir flails around in the darkness but the aggressive seafood remains stuck on her head!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Zokon takes out the continual flame stone and draws his bow

How is the stone anchored? I ask because a bow obviously requires two hands, and I can't remember.

Zokon Santyev wrote:
What can he see?

The light extends outwards from the stone lightening the darkness to dimness, within which Zokon can make out the forms of the dwarf and the creature in silhouette.

At this point, the overlap between light and darkness brings the light level up one level to dim (20% concealment) in the band from 20'-40' away from the stone (see map). The very furthest southern corner is still dark as it and the space outside on the showroom floor lie outside area the fiery stone lights. The light (rather the brightest parts of the light, the 0'-20' band) would have to be brought closer to negate the dimness/darkness completely. Basically, the stone works like a torch with varying bands of intensity that have an upper limit of brightness based upon distance from the source (the stone).


Outside

"Most of the crashing has stopped now." Erevenywg explains to Javers and Elgeen who looks pale after all the noise and crowing that had just gone before. "Dur-Ghan just shouted, and I think I hear Ill-thir whispering to someone. How many creatures do you house here, El-Geen?"


Outside

"Oh, a few dozen at any moment. Lady Gwendolyn has most exotic menagerie of magical creatures, companions, and familiars in all of Brevoy." Elgeen says proudly. He goes on to list some of the stock he recalls from a few days before.

Erevenywg nods to be friendly, but is unsure what a 'Two-Can' is and is even more confused about the 'Terror Pin'.


Outside

A black shadow falls over the trio listening at the door.

"Ahem." A tall, lean man in high-collar black wizard's robes with red trim clears his throat. "I'm here for my rust monster."


Outside

"Uhhh."


Outside

"YIKES!"


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

A strap over his head with a concave metal holder.. stone is placed in permanently.. he just takes it out and puts it over his head, instead head torch/lamp.... basically a 90 degree illumination forward


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan is not thrilled with the situation. He doesn't want to kill the beasts, but his armor is worth a lot.
Maybe he can stabilize and save the rust monster.
He steps and attacks, fighting defensively.
Attack, Bull's Strength, Defensively: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Touch AC 15.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Is it the case that Make Whole can repair destroyed magic items, but not destroyed mundane items?
Durgan's fullplate dropped from +1 to MW to fit with the item price limits.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:

Is it the case that Make Whole can repair destroyed magic items, but not destroyed mundane items?

Durgan's fullplate dropped from +1 to MW to fit with the item price limits.

By the rules I've just looked through that appears to be correct.


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 would move towards the sound of Durgans voice until he can see it and him and then fire an arrow at it as soon as he can see it using Deadly aim

Bow-da+pbs: 1d20 + 10 ⇒ (14) + 10 = 24 Damage+da+pbs: 1d8 + 9 ⇒ (3) + 9 = 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 |

"What's going on? What...ag na déithe - diúscróir miotail!"

Elven:
...by the gods - a metal devourer!"

Where Alia previously moved to interpose herself between the threat and Zokon, she quickly alters her course, hiding behind him now, one hand on his shoulder.
"I thought they only existed in legend, to scare apprentice smiths...but they are real..."
She grips her Estoc, making sure it was securely sheathed, safely away from danger.
I am touching Zokon with the hand not holding the charge...I have one touch charge left, but was too far away to close the distance and strike.


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

Durgan's axe falls at a bad angle and audibly clangs off the creature's iron-oxide enriched shell.

Zokon's arrow finds a chink in the armor though, and sinks deep into the creature's rear flank. The thing flails it's antennae madly.

orange bite v Durgan: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d3 ⇒ 1 miss
antennae v Durgan (touch): 1d20 + 3 ⇒ (4) + 3 = 7 miss

The other, rubbery thing tightens its crushing hold upon Illthir pinning her.

purple grapple v Illthir: 1d20 + 5 ⇒ (16) + 5 = 21 constrict damage: 1d4 + 4 ⇒ (3) + 4 = 7

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Serena
__ Alia
1 nonlethal
__ Zokon -4 hp
__ Illthir -17 hp, pinned
__ Durgan
__ Orange
__ Purple grappled

Map updated


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

The armor is nice, but we have to save Illthir.
Durgan steps back towards Illthir (using Agile Feet if needed) and strikes at the thing grappling her.
Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 6 ⇒ (1) + 6 = 7


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
Durgan steps back towards Illthir (using Agile Feet if needed)....

Needed.

Durgan hops over a small turtle looking for cover on the floor and delivers an off-balance wallop to the thing wrapped around Illthir's head with his battle axe.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Serena
__ Alia
1 nonlethal
__ Zokon -4 hp
__ Illthir -17 hp, pinned
__ Durgan
__ Rust monster
__ Purple -7 hp, grappled

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

Break Free!: 1d20 + 6 ⇒ (18) + 6 = 24

I think that's enough? Based on what it's been rolling to maintain at least. Assuming it is:

"MPHEH-GO AWAY YOU EVIL TOWEL!!" Illthir yells at the ... thing ... as she finally manage to unwrap it and throw it to the floor. Then she realizes it's still awfully dark - she does her best to hide behind the strange short bearded shelf just next to her that she can't remember from before ...


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 has no other way to stop the thing so he fires a couple arrows at it this time.. normal arrows

Bow-da-rf+pbs: 1d20 + 8 ⇒ (5) + 8 = 13 Damage+da+pbs: 1d8 + 9 ⇒ (8) + 9 = 17

Bow-da-rf+pbs: 1d20 + 8 ⇒ (18) + 8 = 26 Damage+da+pbs: 1d8 + 9 ⇒ (3) + 9 = 12


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 29/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

As if suddenly realizing that she is not even in the room (sorry, guys, didn't check the map), Serena takes off through the beaded curtain at a dead run, hoping to get there in time. She pulls up next to Zokon, panting.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
I think that's enough? Based on what it's been rolling to maintain at least. Assuming it is:

IT IS!

Illthir Winlowe wrote:
"MPHEH-GO AWAY YOU EVIL TOWEL!!" Illthir yells at the ... thing ... as she finally manage to unwrap it and throw it to the floor. Then she realizes it's still awfully dark - she does her best to hide behind the strange short bearded shelf just next to her that she can't remember from before ...

But...

Illthir tosses off the grabby monster, and dashes back into the cluttered room. She trips on something and hears one of the monster's hooked tentacles rake the ground just behind her.

purple slam v Illthir (AoO): 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d4 ⇒ 3 grab?: 1d20 + 5 ⇒ (10) + 5 = 15 miss


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

Zokon's first arrow ricochets off the insect-thing's back, the second arrow finds a chink in its hide.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Serena
__ Alia 1 nonlethal
__ Zokon -4 hp
__ Illthir -17 hp, pinned
__ Durgan
__ Rust monster -24 hp
__ Purple -7 hp, grappled

Map updated

301 to 350 of 14,607 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Into the Stolen Lands All Messageboards

Want to post a reply? Sign in.