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


11,251 to 11,300 of 14,602 << first < prev | 221 | 222 | 223 | 224 | 225 | 226 | 227 | 228 | 229 | 230 | 231 | next > last >>

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

"I think that young man has set a trap for the trolls and we are about to ruin it by charging in.
I could be wrong."

It is sometimes the case in this campaign that problems are not resolved through PC action. That there are NPCs actively trying to solve problems and we just get in the way. Like the capture of Hotspur. I think we have been told that is the case here but am not sure.


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 |

"Aye, but if they are chained bait, there is no reason to risk our lives right now to make them targets as well. Let us back up to the high ground and make a stand there - it sounds like we are surrounded anyway. We can save them if we survive.", Alia whispers back.

I would suggest making a stand at the +30 feet place- the layout of the place suggests we are to be cornered in the hole and assailed from all sides. I think the "bait" is relatively save, as long as they continue functioning as bait(i.e. are chained up rather than running away). If you have concerns over their safety or want to rush down to free them, do speak up now. Alia wants to back up a bit as well and use the high ground to try and make the trap backfire on the assailants, but if the majority(or Zokon) wants to go in and save them NOW, she'll go along.


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

As I said in my edit, this feels a bit like the Hotspur capture to me. An NPC has a plan that we don't know about and we are on the verge of messing everything up. It's good for immersion for NPCs to have agency and initiative, but can be a bit frustrating to be so in the dark about what is going on. Or to feel our best course of action is to be spectators.
I will go along with whatever Zokon says. I think Alia's plan is good.


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

This time, it is a little bit of both I am afraid, and perhaps a little more.

Anyone else doing anything?

And Zokon, if you're busy (Covid-19, wildfires, the new season of Star Wars Rebels) that's cool. Just lemme know if you need some time. It's one of the perks of royalty.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 had her blade out and at the ready and she prepares herself for the ambush. Readied action to strike at any enemy that comes within melee range.


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

Or a really complex trap for nosey adventurers :P

Do we know what's difficult terrain and what not? Think the dark blobs are bushes. Not sure if that'll slow a troll ...

"Yes, everyone to the high ground." Illthir agrees and hefts her hammer. She really hoped the ice trolls didn't have ranged attacks - they would be quite nicely illuminated ...

Re doing: It feels like I should have infinite more time to post... but it's all spent being frazzled and thinking about other things - few moments of calm to focus on pathfindering :/ Am a nervous person in general though so nothing is actually wrong yet so that's nice!


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 incredulously at the others. "Fine then, to the high ground," he concedes. If they are bait, let's hope the trolls don't see them as expendable when it looks like we're running away. At least it'll be much safer for us than being in a pit of trolls!

A look of what could very well be relief passes on his face as the party relocates to a safer position.


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

Shaking his head Fergus will follow the group, as it seems to be decided.
I don't think its the best idea, but high ground won't hurt us. Just those two if anyone.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Do we know what's difficult terrain and what not? Think the dark blobs are bushes. Not sure if that'll slow a troll ...

Glad you asked! The dark blobs are areas of forest terrain filled with trees and light undergrowth (see below).

Trees wrote:
The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree.
Light Undergrowth wrote:
Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way... Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth [like all the squares on this map].
Illthir Winlowe wrote:
Re doing: It feels like I should have infinite more time to post... but it's all spent being frazzled and thinking about other things - few moments of calm to focus on pathfindering :/ Am a nervous person in general though so nothing is actually wrong yet so that's nice!

Good to hear. Keep up with the "nothing wrong yet" line of personal progress. ;) Like the offer to Zokon, if you need a break lemme know and we'll work it out together.


Hulking, humanoids break cover upon one of the vale's stone spurs while far off in the darkness a voice like a grindstone bellows out commands in strange northern sounding language. "GEREIGIR LET ÞAU LÍÐA! OK VEGATR MAÐR!"

Giant:
"DO NOT PERMIT THEM TO ESCAPE! AND SLAY THAT ONE!"

There is another loud wolf's howl from about the same direction.

For those PCs who can see them, they are indeed ice trolls--Fergus knows (and everyone else can probably guess) that they giants that are immune to cold and vulnerable to fire. These same PCs can see that the two visible trolls are outfitted with huge, 10-foot-long longbows, nocked with sapling-sized arrows, and have great big battleaxes attached to their belts.


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

Conditions Dark lighting, and forest terrain

Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Zokon
__ Balzeros
__ Serena
__ Alia
__ Illthir
__ Fergus

__ ice trolls
__ wolves???
__ Durgan
__ Erevenywg

Map updated.


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

Fear fills Balzeros' mouth as one of the sets of howls sounds dangerously close. Sticking to the plan, he moves higher up, yet still within the realm of the light. These bushes and trees should offer some protection. Those bows are... impressive.

With a snap of his fingers, one of his hands ignites into flame. "Well, let's do this then."
________
Moved into some underbrush/trees and cast Extended Produce Flame, which is as bright as a torch.


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 |

Noting the approach of several ice trolls, Alia reveals her prepared light arrow and takes aim at a tree near them, hoping to illuminate the foes for her allies with less keen eyes. While the Howling from the South seemed worrysome, for now, the Ice Trolls with their bows seemed the greater threat, and Alia kept her bow in hand, stepping behind a tree for some cover.
Attack evil-looking Tree(or other suitable target to illuminate Area near Trolls): 1d20 + 6 ⇒ (16) + 6 = 22
20% Miss Chance(Target in Dim Light for Alia - not applicable to others since she brightens up the target area): 1d100 ⇒ 77

I took the liberty of moving our group to high ground. But in this section, it is difficult(because of vegetation) to see where the high ground ends and the cliff to low ground starts...we'd probably be as close to the cliff as reasonable while still taking advantage of some trees as cover(without providing any to the trolls)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
I took the liberty of moving our group to high ground. But in this section, it is difficult(because of vegetation) to see where the high ground ends and the cliff to low ground starts...we'd probably be as close to the cliff as reasonable while still taking advantage of some trees as cover(without providing any to the trolls)

The pathway in to the vale is a relatively steep ramp (like stairs, which are difficult terrain). The forested areas quickly turn into very steep incline PCs would have to climb. Basically they change over the course of 15-or-so-feet into a space that is ~30' (~10m) higher than the ground the party was standing on in the valley. At least on that side of the bowl.

So for now, I'm putting folks back and adding some green elevation lines.


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 |

I did not intend for us to climb...but the "yellow line" seems like a traversible path that seems like a normal sloping downward path, with ~10 feet elevation over ~20-25 feet of movement. I was given the impression we had some time to react(3 rounds of double-move would take less than 20 seconds - and should be sufficient even if everything was difficult terrain), and agreed to move to the high ground overlooking the valley. If the +30 is not reasonably possible, maybe the +20 on the upper left of the map?
If going back up is not an option because the difficult terrain prevents us from doing so easily, then we may instead have opted to go forward and free the 2 anyway - but staying right where we were does not seem right after we decided to fall back a bit.


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 will finish channeling his spell. Everyone is now under the effects of haste. AC is 20, 24 vs giants.

Well looks like its fighting time. I think they are going after the guy.


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

"'Slay that one'?" Illthir translates quickly and tries to see who the unlucky 'that one' was. Hopefully not her! Probably, as Fergus said, the poor sap tied up. She grimaced to herself as guessed his odds - poor if she dared to say it.

She agreed with Alia's idea though that the scene could be a bit brighter. Lumos! she chanted while conjuring an arcane glitter bomb and flung it at the trolls visible!

DC 17 or be blind! Plus they now glitter so should be obvious to see :)


white - will DC 17: 1d20 + 2 ⇒ (11) + 2 = 13
dk blue - will DC 17: 1d20 + 2 ⇒ (11) + 2 = 13

The trolls on the rise roar in anger as they are bedazzled.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 holds her position, but it is obvious that she longs to go to the man and the girl (or in that direction, if she still can't see them).


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Serena Mistcastle wrote:
Serena holds her position, but it is obvious that she longs to go to the man and the girl (or in that direction, if she still can't see them).

You can see 'em. They are in the dim range of the torch for you low-light visioners.


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

BUMP. I'm pretty sure folks still have stuff to do.


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 do not as my action was to cast haste.


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

dice:
1d20 + 12 ⇒ (19) + 12 = 31
1d20 + 12 ⇒ (4) + 12 = 16
1d20 + 7 ⇒ (10) + 7 = 17 1d8 + 4 ⇒ (8) + 4 = 12
1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (18) + 2 = 20

For those who can see that far... A pair of enormous white-furred wolves leap from the foliage above the vale. Both are the size of a good-sized horse. One topples into the snow (gray), but the other (black) comes bounding across the vale toward you, picking up speed.

From behind it a spear flies out and buries itself in the back of the man chained to the megaliths. He collapses to the ground out of sight.

The two trolls on the rise rub at their eyes. One of them seems to blink them (dk blue) clear.

Conditions Dark lighting, and forest terrain

Party Conditions haste, bless

Round 1ish! (Theme ♬)
The Bold May Act!
_________________
__ Durgan

__ Erevenywg
__ Zokon
__ Balzeros
__ Serena
__ Alia
__ Illthir
__ Fergus
__ ice trolls
__ wolves???

Map updated.

Once your character can see the wolves, you can roll one Knowledge (arcana) or (nature) check and open all the spoilers that apply.

The wolves - Knowledge (arcana) DC 15+ or (nature) DC 20+:
The large white wolves are a variety of northern worg know as winter wolves. Winter wolves look and often act like overgrown wolves but are actually magical beasts.

The wolves - Knowledge (arcana) DC 20+ or (nature) DC 25+:
Winter wolves are more intelligent than even standard worgs who can speak. Bred for the cold, they are vulnerable to fire.

The wolves - Knowledge (arcana) DC 25+ or (nature) DC 30+:
Winter wolves can exhale a freezing mist that is cold enough to kill.


"Is this not the exciting?" Erevenywg shouts as she begins rushing up the trail.

{She casts bless.}


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

Just saw there were 15 or so posts my campaign tracker didn't show me. I would have followed Durgan and Alia's advice and gone to higher ground


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Just saw there were 15 or so posts my campaign tracker didn't show me. I would have followed Durgan and Alia's advice and gone to higher ground

Running with that (pardon the pun) puts Z a bit farther along the yellow-line path that Alia came up with after a double move through difficult terrain with a couple of diagonals thrown in).


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 (Arcana): 1d20 + 3 ⇒ (18) + 3 = 21 "Winter wolves! Intelligent, weak to fire!"

Durgan moves along the ridge (using Agile Feet round 2 of 7, and 60' Hasted movement) and strikes at the blinded troll.

+1 Cold Iron Battleaxe, Bless: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Confirm?: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 And against his flat-footed AC with a -2 penalty.

Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Crit Damage: 2d8 + 10 ⇒ (4, 3) + 10 = 17


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 advances hesitantly into the gloom. To bolster her courage and that of her friends she calls upon an war chant. Luckily her mother's people had plenty of those about fighting ice trolls and winter wolves!

Action: Move, Inspire Rage.

Know:Arcana: 1d20 + 7 ⇒ (10) + 7 = 17 Think Illthir can see after moving, so worth a shot!

Feel free to apply the bonuses listed in the spoiler next to Illthir's portrait. They are on a round-to-round basis :)


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 engage the nearest winter wolf (40 feet hasted move).

Attack: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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

Durgan, don't forget +1 to hit from haste and the +1 ac. Should have stated those effected by haste- Durgan, Zokon, Fergus, Alia, Serena. (only CL 5, so can only effect 5 folk)

Fergus will move up to close distance with the wolves, he stands a short distance behind Serena before before presenting a pristine ruby and muttering a small phrase Yaku Oriib and channels magic through the gem to create a sphere of pure fire on top of the frost wolf.

casting flaming sphere, DC 18 reflex

firedamage: 3d6 ⇒ (3, 3, 4) = 10


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
Durgan moves along the ridge (using Agile Feet round 2 of 7, and 60' Hasted movement) and strikes at the blinded troll.

There's a Climb check (DC 15) to be made at the green dotted line. You are close to the edge so it is only about 10 feet.

black reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Serene smacks the lead wolf in the snout with her sword bringing its charge up short as Fergus's magical fire makes it jump.

Conditions Dark lighting, and forest terrain

Party Conditions haste, bless, Inspired rage!

Round 1 to 2ish! (Theme ♬)
The Bold May Act!
_________________
__ Durgan

__ Erevenywg
__ Zokon
__ Balzeros

__ Serena
__ Alia

__ Illthir
__ Fergus
__ ice trolls
__ winter wolves (black -23 hp)

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

If I have to Climb, I'm not going to have the movement to get to the troll and attack. Can I go after the Winter Wolf instead?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
If I have to Climb, I'm not going to have the movement to get to the troll and attack. Can I go after the Winter Wolf instead?

Sure. If you do Durgan lands a devastating blow to the black wolf (I'm guessing).


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
RPGGGM wrote:
Durgan Far-Walker wrote:
If I have to Climb, I'm not going to have the movement to get to the troll and attack. Can I go after the Winter Wolf instead?
Sure. If you do Durgan lands a devastating blow to the black wolf (I'm guessing).

Yes, that is what he will do.


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

Durgan lands a devastating blow to the winter wolf!

Conditions Dark lighting, and forest terrain

Party Conditions haste, bless, Inspired rage!

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Durgan
__ Erevenywg
__ Zokon
__ Balzeros

__ Serena
__ Alia

__ Illthir
__ Fergus
__ ice trolls
__ winter wolves (black -49 hp)

Map updated.


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

Those are BIG wolves. Target rich environment seems to be an understatement. Fire though, fire is almost always the answer.

Following after the others, who've clear found combat, Balzeros can just barely make out the beast Durgan and Serena are fighting. Adding to the chaos, he lobs a ball of fire at the large beast.
________
20% Miss vs Black: 1d100 ⇒ 95
Produce Flame (Melee, Haste, Bless) vs Black (Touch): 1d20 + 5 - 4 + 1 + 1 ⇒ (12) + 5 - 4 + 1 + 1 = 151d6 + 5 ⇒ (2) + 5 = 7
Excellent theme music for this fight! Sets just the right amount of tension. Iirc, the torch is dim-light to where the wolf is, which means he can target it, but has miss chance? If not, he'll chuck it at whatever foe is visible up.


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 fires 3 shots due to haste at the wolf Serena is fighting

+1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 damage: 1d8 + 8 ⇒ (3) + 8 = 11

HASTE +1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 damage: 1d8 + 8 ⇒ (2) + 8 = 10

+1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 damage: 1d8 + 8 ⇒ (3) + 8 = 11


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 |

Assuming with Balzeros and Zokons attacks, the wolf should go down...
Knowledge(Arcana): 1d20 + 7 ⇒ (16) + 7 = 23

Noting her allies confronting the wolf, but also very aware of the two Ice Trolls with oversized bows on the edge, Alia channels Arcane Power into her bow.(Swift: Arcane Pool for +1 flaming).
The arrows she nocks quickly erupt with arcane flame, as she fires twice in quick succession at the leftmost troll.

Versus Grey Troll
Attack, Enhancement, Haste, Bless: 1d20 + 6 + 1 + 1 + 1 ⇒ (15) + 6 + 1 + 1 + 1 = 24 Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Fire: 1d6 ⇒ 2
Attack, Enhancement, Haste, Bless: 1d20 + 6 + 1 + 1 + 1 ⇒ (12) + 6 + 1 + 1 + 1 = 21 Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Fire: 1d6 ⇒ 2


Balzeros of the Narl wrote:

Those are BIG wolves. Target rich environment seems to be an understatement. Fire though, fire is almost always the answer.

Following after the others, who've clear found combat, Balzeros can just barely make out the beast Durgan and Serena are fighting. Adding to the chaos, he lobs a ball of fire at the large beast.

The monstrous wolf howls once, and collapses to the ground.

Zokon Santyev wrote:
Zokon fires 3 shots due to haste at the wolf Serena is fighting.

Redirecting that to the (white) troll on the ridge (who also doesn't have a 20% miss chance, and is still up).

Alia of the Blade wrote:
The arrows she nocks quickly erupt with arcane flame, as she fires twice in quick succession at the leftmost troll.

Alia and Zokon feather the troll with a quartet of arrows. It staggers back into the foliage howling in pain, and rubbing its eyes.

dice:
white will: 1d20 + 2 ⇒ (5) + 2 = 7

The remaining troll returns fire at Alia. An arrow shaft with the diameter of a large coin zips by within inches of her shoulder.

dk blue longbow v Alia: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13

dice:
1d20 + 4 ⇒ (2) + 4 = 6 1d6 ⇒ 5
1d20 + 4 ⇒ (3) + 4 = 7 1d6 ⇒ 3

In the dark, to the east two loud thumps are heard along with some rumbling cursing in giant. Durgan can clearly see a pair of ice trolls getting up from the ground, while Serena can make out two giant silhouettes in the dimness.

The second wolf (gray) rushes up to Durgan, and Serena snarling. It fills its lungs, and blows a blast of ferocious winter cold upon them. cold damage (reflex DC 17 for half): 6d6 ⇒ (3, 2, 5, 5, 5, 2) = 22

The howling further off draws nearer.

The chained girl rolls up into a ball. The man on the ground beside her doesn't move.

What do you do?


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

Conditions Dark lighting, and forest terrain

Party Conditions haste, bless, Inspired rage!

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Durgan
(pending reflex save)
__ Erevenywg
__ Zokon
__ Balzeros
__ Serena
(pending reflex save)
__ Alia
__ Illthir
__ Fergus

__ ice trolls
__ winter wolves (black down)

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

"Erevenwyg, can you make fire? If so can you burn any troll after they have been knocked down?"

Seeing the other Troll is a viable target Zokon switches him aim slightly and fires at the other troll

Zokon fires 3 shots due to haste at the other troll that he can see

+1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 damage: 1d8 + 8 ⇒ (4) + 8 = 12

HASTE +1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 damage: 1d8 + 8 ⇒ (2) + 8 = 10

+1 Darkwood Composite Longbow Rapid Shot+Deadly Aim+bless+haste: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 damage: 1d8 + 8 ⇒ (1) + 8 = 9


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

sorry, didn't have access to the map,Fergus was close to Serena, I placed him where I would have wanted to be. If that means getting hit by the blast of cold thats fine I'll roll a reflex just in case.

fergus pulls out the ruby gemstone again while moving the ball of flame onto the remaining wolf. He then channels magical energy through the gemstone again uttering a phrase Ignis Sha Alar and a red bead of flame shoots out from the ruby towards the two ice trolls on the hill.

reflex: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

flamingsphere: 3d6 ⇒ (6, 1, 3) = 10 reflex DC 19

fireballdamage: 5d6 ⇒ (6, 3, 3, 6, 5) = 23 DC 20 reflex for half., AoE marked with one of your amazing explosions

5ft step, move action to move orb, fireball. assuming -11 hp. AC 21, 25 vs giant subtype.


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, Haste: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Durgan takes the brunt of the cold blast.
He takes a step and casts Communal Resist Energy (Cold) on himself, Serena, and Fergus.


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 clenches his fist as the Winter Wolf goes down. Taking stock of the party members he can see, he notices Serena is not one of them. She must have ran off into the dark, let's see if I can get her a little light!

Jogging to the East, he screeches to a halt when his light clarifies the shape of another Winter Wolf. Seeing that the others are clearly on top of it, he turns back to his other allies. Catching sight of the fleeting, blurred movements of arrows, he slings another ball of fire at the Troll Zokon is firing at. "Take it down, I'll keep it there!" he shouts.
________
Produce Flame (Haste, Bless) vs Troll (Touch): 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 241d6 + 5 ⇒ (4) + 5 = 9


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 advances on the visible wolf, vary of its icy breath. She hefts the revenants bardiche to try and end the creature quickly!

To Hit!: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Damage?: 1d10 + 7 ⇒ (6) + 7 = 13

Sad-womp...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Fergus Bouldershoulder Ironmug wrote:
sorry, didn't have access to the map,Fergus was close to Serena, I placed him where I would have wanted to be. If that means getting hit by the blast of cold thats fine I'll roll a reflex just in case.

Yes I am afraid it does as the wolf is smart enough to get everyone it can in inside its breath weapon.

gray reflex: 1d20 + 6 ⇒ (4) + 6 = 10
lt blue reflex: 1d20 + 8 ⇒ (13) + 8 = 21
purple reflex: 1d20 + 8 ⇒ (1) + 8 = 9

Zokon rattles an arrow off the troll's scaly hide to no visible effect other than to draw the monster's attention.
Fergus puts his cloak up in time to soften the blow of the winter wolf, Durgan though is not so lucky.

Balzeros and Illthir try their best to bring down the wolf, but the feral thing does not seem to be having it.

Meanwhile, an tremendous explosion ricks the valley (Fergus's fireball). In the aftermath a number of birds and bats take flight.


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

Reflex save: 1d20 + 5 ⇒ (5) + 5 = 10

Serena shivers in the sudden cold and snarls a reply, swinging her scimitar in a deadly arc.

Swift Action: Lay on Hands: 1d6 ⇒ 3
Attack: 1d20 + 8 ⇒ (15) + 8 = 23 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Hasted Attack: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Crit Confirm: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 fire (flame of the dawnflower)


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 |

Following Zokons lead, Alia loosened two more arrows searing with eldritch fire at the second Troll.
The arrow it just fired at her seemed massive. But combat was no place to be afraid - that would lead to mistakes, and those could be deadly.
Taking her time, she took accurate aim, then gave Zokon advice: "Their armor is weak at the neck... and beneath the arms."

Attack, Enhancement, Haste, Bless: 1d20 + 6 + 1 + 1 + 1 ⇒ (11) + 6 + 1 + 1 + 1 = 20 Damage: 1d8 + 3 ⇒ (7) + 3 = 10 plus Fire: 1d6 ⇒ 6
Attack, Enhancement, Haste, Bless: 1d20 + 6 + 1 + 1 + 1 ⇒ (12) + 6 + 1 + 1 + 1 = 21 Damage: 1d8 + 3 ⇒ (1) + 3 = 4 plus Fire: 1d6 ⇒ 5


Zokon Santyev wrote:
"Erevenwyg, can you make fire? If so can you burn any troll after they have been knocked down?"

"Um, sort of, Zo-Khan." Erevenywg says sounding a bit unsure of herself. She moves her hands and arms about murmuring the words of magic.


dice:
gray: 1d4 ⇒ 4

The wolf snarls and turns on Illthir. AoO Illthir.

gray bite v Illthir: 1d20 + 10 ⇒ (14) + 10 = 24 bite damage + cold damage: 1d8 + 7 ⇒ (7) + 7 = 141d6 ⇒ 2 trip?: 1d20 + 12 ⇒ (15) + 12 = 27 hit, and possibly dragging her to the ground.

Even as a troll with battle axe comes bounding around the stone circle at her. Double move. AoO Illthir.

The other troll charges to the north of the circle recklessly swinging its axe at Serena's flank.

lt blue battleaxe v Serena (Charge!): 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12 miss

The troll on the north rise falls back into the woods trying to put the flaming arrows stuck into its side out.

As he does another wolf breaks from the foliage and leaps into the vale snapping at Fergus.

yellow acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23

yellow bite v Fergus: 1d20 + 10 ⇒ (2) + 10 = 12 bite damage + cold damage: 1d8 + 7 ⇒ (1) + 7 = 81d6 ⇒ 3 trip?: 1d20 + 12 ⇒ (14) + 12 = 26 miss

The troll to the south readies his bow to fire.

The wolf calls grow nearer.

11,251 to 11,300 of 14,602 << first < prev | 221 | 222 | 223 | 224 | 225 | 226 | 227 | 228 | 229 | 230 | 231 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Into the Stolen Lands All Messageboards

Want to post a reply? Sign in.