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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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

Illthir worms into her armour as quickly as she can. Beaming she commented on the issue. "I'm sure we'll get back on time. Just some quick in and out heroics - you know as one does!"


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

The party lowers itself over the side without much comment from the crew (aside from occasional growls from the Stäbbi), and into the water to wade across and then climb up the forested bank, and up to dry land. It is a cold, dark night, made even darker by the forest canopy overhead.

Anyone staying behind? Lights? Is there a marching order that you would like to use? Feel free to suggest and discuss in discussion.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: None

Durgan is willing to go in front, with his Darvkision and his relatively high AC.

He will cast both Shield and Shield of Faith once we get closer, these lasting 5 minutes each.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (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 takes the lead alongside Durgan, not because her AC is high, but because she feels compelled to do so. She will not let others risk themselves for her.


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

"I can lead the way if need be, but I'd need some light for that," Balzeros admits. "Otherwise I'll just follow the group as we march."
________
Shaman and Druids don't get darkvision, because ??? Ideally Balzeros is in the middle or back. Obviously the front if he leads.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Balzeros of the Narl wrote:
Shaman and Druids don't get darkvision, because ???

They're all half-orcs and it would be redundant? ;)

As folks haven't decided upon using light or not (originally posted by Hamlet in his famous "To see, or not to see" soliloquy), I'm going with 'not' until told otherwise. That means the following:

PSRD wrote:

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks.

Blinded wrote:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

This equates to an effective overland movement speed 15 for elves, half-elves, and humans in the party.


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

Led along by Balzeros's insectile, plant, spirit, companion, familiar, bug-thing, Ramita, the party moves slowly through the forest, with Durgan in the lead.


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

I'll add some scrolls of Darkvision to the list of to-do stuff :D

Illthir pulls up her bull's eye lantern and eyes the party. "Yes? No? Maybe later?"

Have another Sunrod to use for the actual battle if we want?


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Fergus thinks back to his studies, did he ever read about anything fitting the description they got?

knowledge?: 1d20 + 11 ⇒ (11) + 11 = 22 +11 is the lowest Fergus has in any knowledge, he has a 12 in religion and history, and a 13 in arcana and planes.


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

Fergus (given a description translated by Balzeros):
With knowledge (local) They could be ice trolls! A variant of the more common troll, blue-skinned ice trolls dwell in the coldest reaches of the world, particular in the northernmost reaches of Golarion (in which case they are not exactly local either).

Ice trolls are slightly smaller than regular trolls, but at ten feet tall still tower over most humanoids. They possess the typical troll overbite and stooping posture.

Ice trolls might be smaller than normal trolls, but they are also much more intelligent, using weapons, armor, and tactics when fighting.

Ice trolls dwell in the coldest reaches of the world and are particularly prominent in Irrisen, where they serve the White Witches as mercenary enforcers of their cruel rule from the frontier border region of the Verge to the capital of Whitethrone, where ice trolls have been granted control of an entire district. White Witches are not the ice trolls' only allies, as they often find themselves working for, or with vicious frost giants.

If they are ice trolls, they would you expect, have the typical strengths and weaknesses common to most trolls though because they are more adapted to the cold, they might have an even greater vulnerability to fire.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

AS they move, Fergus tells the group.

I'm not entirely sure, but based on the description, and from what I know and have read on the area, they may be ice trolls. and if that is the case, we need to use caution, as they are smarter than their other ilk. And worst outcome is they travel with frost giants as well. Though this is only speculation.


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 hand Balzeros an everburning torch "We should probably use these as least as possible so we can maybe sneak up on the giants? I'll turn on my light as well, we should be good for lights."


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

Balzeros takes the everburning torch. "I have light, I just figured we'd want to keep the element of surprise is all," he explains, but nonetheless holds the torch high. "Let's be off then, no need letting these ice trolls have more time to scheme!"
________
If possible, Ramita will be 10ft off the ground and 60ft ahead.


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 |

Easily stringing up her own bow while the others put on their armor, she falls in beside Zokon when the group moves. Alia retrieves one of her own Arrows from her quiver, casts Light on it, then covers it with her clothing:"There is no need for you to see your surroundings - only your targets, and this should help - I will light them up for you before drawing my blade. Only unveil your light if you need to move."
Well, if Init allows or we get surprise -

When Fergus explains about the creatures they are going to face, Alias face grows grim:"And let me guess - they are not called ice trolls just because they are accustomed to cold regions? Most of my spells channel the heart of winter - I assume they will be useless against these kinds of beast?"


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

The party makes better time under the effects of magical lighting through the darkened forest, as those with experience in the wild can make out small animal paths more easily. There are patches of frost, and snow on the ground; places that warm sunlight has yet to completely clear. Ramita alternates between guiding the party and from the ground, and flying aloft to get their bearings from above.

Alia of the Blade wrote:
When Fergus explains about the creatures they are going to face, Alias face grows grim:"And let me guess - they are not called ice trolls just because they are accustomed to cold regions? Most of my spells channel the heart of winter - I assume they will be useless against these kinds of beast?"

A safe assumption.


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

The spring forest is still cold but alive with life. Owls hoot, wolves howl, bats flitter about, and frogs and insects warble and creak in the darkness. At one point a vixen dashes out into the light, and then dives back into a the foliage.

Ramita tells Balzeros in that strange language they share that they are very close now.

Sure enough the party soon finds itself upon a narrow winding path with a steep downward grade, with the roots of the adjacent trees forming a sort of natural stairway down.

What's the plan?

Conditions It is dark out, and you are in a forest. The grade of the path is steep enough to count as stairs/difficult terrain.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Fergus nods to Alia, Aye lass, I very much doubt that they are called Ice trolls for no reason. It is said they are from Irrisen, where they were created to serve the winter witches. Fortunately, the reverse is also true, and likely any fire based spells may find their effectiveness increased. Luckily, I have one or two prepared today.


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

"This is it," Balzeros explains, returning Ramita back to the safety of his robes. Before they get closer, he puts one hand on Serena's shoulder and her skin visibly hardens. "Should keep some of the hurt away," he explains.
________
Barkskin (+2 nat armor) on Serena! Ready to proceed from here.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: None

Durgan casts Shield and Shield of Faith.
AC now 28, or 32 against giants.

Between his Darkvision and his Agile Feet domain power he is not too worried about moving around, although he won't get too far away from his allies.

"Ready."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (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 nods in appreciation to Balzeros, and girds herself for the coming battle.

AC is now 24/12/24.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Fergus pulls out a large and well refined sapphire gemstone and mutters an arcane phrase as he channels energy through the gem into his weapon which glows a soft blue hue afterwards. Once they see their foes, he holds the sapphire up again and utters another arcane phrase temep qeelak kor as he channels magical energy through the gem and into his allies.

casting magic weapon on his weapon, and prepares to cast haste as a readied action once combat starts.


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 |

Alia, once they get close and Balzeros warns them, casts Shield and Expeditious Retreat herself. She had no plans to advance alone and get herself surrounded, but being extra swift still came with options on the battlefield.
A slot better spent otherwise if Haste is available - but Alia didn't know when she prepared. Oh well, it does last longer, so lets see if its still useful.


"So what exactly is it that we doing again?" asks Erevenywg in a whisper.


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

"I think 'kill them to save the prisoners' is the plan, but I defer to my superiors on the matter," Balzeros responds to Erevenywg, before looking at the others. Can't imagine trolls of any variety would let the prisoners just go. Not to mention the damage they'll cause to the area in the future.


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

"And we really hope it is 'prisoners' and not 'winter witch overlords'." Illthir added with a shudder. Was it getting colder? Must be her imagination.

All my buffs involve singing which might not be the play right now :P

A simple plan involving beat sticks up front and archers/magicans throwing crap over their shoulders then?

Not the best but easiest to arrange in a pbp :)


dice:
1d20 + 10 ⇒ (20) + 10 = 30

"Ill-The-Ear, Ail-Ya, Zo-Khan do any of you hear anything?"


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

"Mm?" Illthir felt like so much more then just an ear, but perhaps it would pay off to use that bit of herself for now.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


It is very quiet. Nothing but a slight breeze through the surrounding foliage.

"I did not hear anything either, Ill-The-Ear."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
A reprint of what Ramita actually experienced on her first flight out for reference wrote:

Ramita flutters just above the forest canopy wary of owls and bats at this time of night. The little spirit creature listens again for some sign of what it's master sensed and is eventually rewarded with another loud bellow. It finds the source at a dip in the land, where night's darkness seems to have pooled. Ramita flutters down like a falling maple seed through the treetops and into a rocky, overhung vale. In the midst of that vale Ramita sees a number of large creatures and two smaller ones. There are a half-dozen, armored giants, their mouths overflowing with tusks, their heads and arms covered in white hair. They seem to arguing over the two smaller figures a lanky blonde human man and dirty, little ragamuffin girl.

Currently Ramita is about half a mile away (as the spirit flies) from the boat, through what looks like difficult hilly/forested ground terrain, though the depression is mostly clear and there seem to be pathways into and out of it. There are no lights present and the place is considered dark.


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

The party proceeds down the slope into the little box vale, ready for the worst. What they find (those that can see that far) is circle of toppled megaliths, and standing amid them a tall handsome blonde man, and a bedraggled little girl. both are chained to the toppled stone by a 5' length of chain to their ankle. Their wrists are likewise bound to their other wrist in something that looks like a miniature wood and iron stocks.

The girl looks the miserable.


The man appears to have some sort of physical tick that causes his head to jerk about.

If your PC can see him, roll one sense motive check, and open all that apply.

Sense motive (DC 15+):
The man seems to be trying to warn you off as if this set up were some sort of... trap.

Sense motive (DC 20+):
He seems to be saying: 'Get out of here. I've got this.'


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (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

Sense Motive: 1d20 + 9 ⇒ (4) + 9 = 13

Using her elven vision, Serena peers at the pair. She draws her scimitar and creeps forward slightly, but cautiously.


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

Given that yellow circle seems to be light, would low-light vision be enough to spot the pair?


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

No, because the light from the torch only extends (dimly) only out to a radius of 40', beyond that it is officially 'dark'. Low-light vision basically allows you to treat dim light as normal lighting. Now Illthir's bullseye lantern is a different story. If you wanted to have that in hand, and lit as you came down the path into the vale you can. Also, if you wanted to move closer, you could too. At this point, I think only Durgan can see the man (via his darkvision 60').


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: None

Darkvision is awesome. Not awesome enough to make me play a half-orc, but whenever I play a dwarf or an aasimar or the occasional ifrit I am grateful for it.
Sense Motive: 1d20 + 10 ⇒ (18) + 10 = 28
Durgan holds up a hand to the party.
Then he holds a finger to his lips.
Then he goes back to holding his hand, palm towards the party.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

I love half orcs though. So much fun, I loved my half orc paladin haha. I also thought shield was a rounds/level spell, so if its ok, Fergus would have cast that just before getting in the vale. We shouldn't faff about too long lest we risk our buffs poofing out and being wasted ;) will bring his AC to 20, 24 vs giants subtype. Also, fergus would be behind Durgan for the moment. (unless asked by the group to stick further back)
sense motive: 1d20 + 2 ⇒ (6) + 2 = 8

Fergus stops with gem in one hand, weapon in the other before leaning close and whispering.

Do you see something? aren't we to help them?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Fergus Bouldershoulder Ironmug wrote:
I also thought shield was a rounds/level spell, so if its ok, Fergus would have cast that just before getting in the vale....

That's fine.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Ok thanks, also, sorry to ask but would Fergus have had time to slot a few open spell slots he had? I have the fast study wizard discovery if that matters, reducing time to prepare spells to one minute or 15 mins(for all spells) would be slotting only one or 2. Wanted to ask before assuming either way.


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

This would have been something handled back on the barge, but yes, you could. It adds to the overall mission time (the time before Capt. Undercurrent may, or may not leave you all behind), and done while other folks were armoring up.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: None

Durgan again presses his finger to his lips, then holds up a hand, then points to his eyes and then to the man in the clearing.
Very softly, he whispers "He has a plan."


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

Mm for some reason I remembered low-light being x3 normal dim distance. But it isn't :)

"Who? Where? When?" Illthir wished she had a third hand to light her lantern and shine around, but she didn't. Plus waving a light source around trolls seemed like an unhealthy idea ... Luckily she had companions for that!


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 46/53 (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

Same here, Illthir. Dunno where I got that.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

ok, I forgot so I'll just take the hit this time. It wouldn't be anything break or make.


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

Balzeros looks around him, but is greeted mostly by darkness. A plan? Isn't this the plan? Not sure what's going on, damn these human eyes, he puts his trust in Durgan and holds back. "Waiting in the dark for creatures of the dark to get started is a... peculiar set of tactics," he notes.
________
Let's let the guy do his thing then and go from there?


The party stands there for a long moment watching the man who watches back....

He suddenly looks a bit incredulous. He rolls his eyes and paces the length of space that his chained ankle allows. As he does, he looks around as if searching for something.

Finally, he mouths the word "Go" at the party in an extremely exaggerated fashion.

dice:
Alia's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Balzeros's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Durgan's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Fergus's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Illthir's Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Serena's Initiative: 1d20 ⇒ 19
Zokon's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 5 ⇒ (5) + 5 = 10

The girl doesn't respond. She just looks confused, or perhaps in shock. It is a chill night and she only wearing threadbare rags that look as though she's been living in them for weeks.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: None

Durgan backs away 30'.


There's a howl, and the tall man visibly deflates.

"GET OUT OF HERE! IT'S A TRAP! THEY'RE COMING!"


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

There are deep barks, and more howls from all around the forest, echoing off the valley's walls.

Now what's the plan?


Human Grasping Vine of the Wood 5| HP: 29/41 | AC: 20 [24] 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 2+1/5+1, 2nd 1+0/3+1, 3rd 2+1/2+1; Extend 0/3; SwP 2/2 +1 Suggestion

"Trap or not, we're here already! We can't leave these people to die! I've magic to slow them down if we want to flee with the captives, or we can stand and fight, but I won't just abandon them!" Balzeros whispers urgently, hoping the others share a similar mindset. Despite his brave words, tension and just a touch of fear weigh heavily on the creases of his face.


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

"Let's light it up... throw your lights on." Zokon will throw his two light stones to either side, about 30 ft away..

He then holds his bow ready "Point out targets, those who can see."

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