Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

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

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


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

"Balzeros here, this little path is a bit easier to traverse, it'll save us a few seconds."

Survival Aid Balzeros: 1d20 + 9 ⇒ (4) + 9 = 13


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

Know:Nature: 1d20 + 7 ⇒ (13) + 7 = 20

Just in case it matters!

"Yeah! You can tell by the ... uh ... what are those plants called?" The addition of howling wolves did make herb quiz a bit harder then it usually was. Dammit!


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 moves with the party, keeping the girl in sight. She knows little of the ways of tracking and trailblazing and relies upon the others to guide her.


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 |

Knowledge Nature Aid Illthir: 1d20 + 7 ⇒ (4) + 7 = 11

"They are....um....aaveputki(Elvish: Ghost Pipe), you know...", the common name escapes Alia as well, but she remembers the Elvish one.

Looking at their surroundings, she then turns to Zokon, not slowing down:"Are you SURE this is a shortcut?"


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

"Oh, yes, yes, I see it now, of course," Balzeros mumbles as Zokon brings him back to focus. Shaking his head to clear it, he leads the way through the dark forest.


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

"Hah that's right! Ghost Pipe. Hmh. I think you and my mother would get along well Alia - should have introduced you ..." The skald muses briefly before the howling of wolves snaps her attention back where it should be.


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

Finding the elf flowers sets the group on their course down the highland deer trail into the darkening forest. That is until they spy a small whisper of light flickering ahead, like blue moonlight on a mountain lake. The light seems to be coming from behind a solitary old oak standing in a small clearing covered in thatch just north of their path.

Challenge Two: Strange Lights wrote:

Take a look? Will save DC 13.

and/or
Old Wives' Tales
Knowledge (local) DC 20.
==========================================
Everyone needs to try and make at least one of these this time (though folk are of course welcome to try for more by the rules of the chase).

Party 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

Know Local!: 1d20 + 7 ⇒ (18) + 7 = 25

"Uhmm. Glowing lights in the forest at dark? That's not a good thing ..." The skald freezes briefly and tries to figure out what was going on.


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

About how far did Durgan have to fly to get to the collapsed hillside?

If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.

Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.

There are wolf calls coming from all throughout the mountains at this point, with at least two very close to where Durgan is floating, (Added to his and Ramita's map). Only one, or two of the wolves tracking the party actually howl the rest growl, and bark among themselves.

Durgan doesn't see Argentov, or any mysterious smoke clouds for that matter. The trolls seem to be unearthing fallen compatriots who stand up shakily, and noisily readjust what Durgan can only assume were temporarily broken arms and necks.


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

A quick note about distances and time. If a spell or ability lasts 'rounds', it will probably only see you through one space's worth of challenges, and probably counts toward your action count for whatever space you cast or start it in. If spell or ability lasts 'minutes' it should last you the whole chase.

Also--Speed bonuses/penalties matter. In the chase rules you gain bonuses or penalties to challenge checks based on how fast your PC can move--yes even Saving throws and Knowledge checks. The base-line speed for this chase is 30'. If your PC's speed is 30' there is nor bonus or penalty. For every 10' that your speed varies from 30' you get a +2 cumulative bonus (for being faster), or a -2 cumulative penalty (for being slower).


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield
RPGGGM wrote:
Durgan Far-Walker from Discussion wrote:

About how far did Durgan have to fly to get to the collapsed hillside?

If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.

Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.

That far?

It was only 3 rounds between when the chain broke and when Durgan heard sounds of battle. I know dragons are fast, but that fast? I concluded the battle had to be reasonably close and that is why I went with this plan.

With only 4000' of flight possible over 5 minutes, Durgan just would not have spent all 5 minutes flying to the site. He'd have flown about 1500' (about 2 minutes) and then back 2500' feet (3 minutes) to catch up to the party who had since moved on) as I posted here.

If my assumptions were so far off, then I think it would have been reasonable to tell me "You fly for 2.5 minutes and see nothing, your spell is halfway to expiring, what do you want to do?"

I generally post pretty quickly and so if developments occur that would obviate my original plan I would rather be given the opportunity to react to them rather than be botted to do something that I would not have chosen to do.


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 looks straight at the lights, trying to verify if they really look as dangerous as Illthir things they may be.
Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
"Balzeros, you mentioned you had some spells that could delay our pursuers?"

Also, does this happen simultaneous with Durgans flight, or "after"? Asking because I did have 5 minutes of Expeditious Retreat up, probably about 2-3 minutes left when Durgan departed to scout. I could refresh it and re-cast it for the bonus, but how long is each "chase" turn, and how much of it does Alia have left?


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

Will save: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21

Serena pushes forward, trying to keep pace with the others. Only occasionally does she spare a glance behind her, looking for the wolves.


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

kn local: 1d20 + 5 ⇒ (18) + 5 = 23

Zokon knowing a little about Fae decides that he does not want to go take a look

He also has his head lamp on.


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 nods in confirmation to Alia. "Vines to slow pursuers and one that makes us harder to track," he explains.

Seeing the light, he can't help but to give it a look...
________
Will Save, DC 13: 1d20 + 9 ⇒ (19) + 9 = 28
If he can cast and look, he'll drop an entangle on the path to try and slow the wolves. Otherwise, he'll use his spells once wolves are closer. 20' speed in his armor. Does the penalty apply to all checks during the chase?


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

About how far did Durgan have to fly to get to the collapsed hillside?

If he doesn't see Argentov, he would probably head back to the party pretty quickly without lingering too long (wants to Fly as much as possible rather than trekking through the woods to catch up) but if he heard the wolves he would obviously move on the double.

Durgan's about 3/4 of a mile away (call it 4,000') from his starting point at the valley of the menhir.

That far?

It was only 3 rounds between when the chain broke

Assuming it broke.
Durgan Far-Walker wrote:
and when Durgan heard sounds of battle.

Assuming the battle started here, and not somewhere in the forest below along the way. We'll leave the total range of what Durgan is seeing at about 1/2 mile total, if only so I don't have to redo the map. 'Spell duration', what accounting is to 'fun'.

Alia of the Blade wrote:
Also, does this happen simultaneous with Durgans flight, or "after"? Asking because I did have 5 minutes of Expeditious Retreat up, probably about 2-3 minutes left when Durgan departed to scout. I could refresh it and re-cast it for the bonus, but how long is each "chase" turn, and how much of it does Alia have left?

Call it 2.5 minutes to match up with Durgan.

Balzeros of the Narl wrote:
If he can cast and look, he'll drop an entangle on the path to try and slow the wolves. Otherwise, he'll use his spells once wolves are closer. 20' speed in his armor. Does the penalty apply to all checks during the chase?

Yes, as technically these are just more abstract rounds where you make Will saves for your move action.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan leaves the battlefield and flies back towards the boat. If his Fly spell will end before he gets there, he'll land on the riverbank downstream of the boat, or failing that, as close as he can get.


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

Fergus knowledge (nature, previous round): 1d20 + 11 ⇒ (13) + 11 = 24

Fergusbot can't help but take a look.

Fergus will save: 1d20 + 6 ⇒ (1) + 6 = 7

A swarm of diminutive sprites flutter about Fergus, like a bonfire's embers carried on a strong, night breeze. The light swarm comes with susserance of tiny whispering voices that seem to speak to Fergus as stops, fascinated by the light.

"Pretty... lights...." says Fergus a look of awe upon his ghost-lit face.

Sylvan:
"What is it?"
"Who is it?"
"Is it a wolf?"
"A wolf!?"
"Are you a wolf?"
"Bark once if you are."
"It has a beard like a goat."
"Mutton."
"Is it a goat?"
"It looks more like a big gnome, or a small man."
"Are you a gnome?"
"It smells of fear and fire."
"Definitely a man."
"Are you afraid big gnome?"
"Small man."
"You shouldn't be afraid of us."
"We won't hurt you. Will we?"
"No."
"No."
"Of course not."
"There is nothing to fear."
"How does it taste?"
"It's dangerous to run through the forest at night."
"It should stay with us."
"Yes! Think of all the fun we could have together!"
"It will be grand!"
"Yes, you should stay with us."
"Just until dawn."
"Does anyone know how it tastes?"


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

Most of the group advances until it finds itself upon the edge of a high rocky outcrop, eye-level with some of the trees ahead. Do they dare leaping down into the uncertain dark? Or perhaps try to climb down the ridge or one of the nearby tree tops?

Challenge Three: PARKOUR!! wrote:

Jump! Acrobatics (jump) DC 20.

and/or
Accelerated Climb!
Climb DC 15.
==========================================
Again this one needs everyone involved in the CHASE to individually attempt a challenge in order to pass. I did mess up a rule the last time though it is a move action to move through a challenge space, but it is a standard action to attempt to overcome the obstacle. See below. Note this one is special in that a PC can overcome it even if they fail by four or less--it just means they take some damage from a bad fall.
One further complication--how do you get the girl down?
PSRD wrote:
Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.

Party 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

"Oh bother ..." Illthir winced and glanced back at Fergus and the tiny firefly sprites. It didn't seem terribly likely they would actually try to eat him - but the trolls and wolves certainly would if he stuck around.

To make matters worse she wasn't quite sure how they'd get the girl down the cliff. "I got rope! Any better ideas for the girl?"


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

"She can hold onto my back," Serena suggests, not wanting to lose sight of her.


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 his 100ft rope and ties on the grappling hook, he sets it into something suitable at the top of the cliff and then climbs down himself.. assisting anyone that needs it.

"Here a rope for anyone that needs it and I'll help anyone climb down."

climb: 1d20 + 7 ⇒ (7) + 7 = 14

climb aid: 1d20 + 7 ⇒ (4) + 7 = 11

Hmmm.. if he doesn't fall down himself


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 releases the girl's hand for the others to handle as he runs back for Fergus. "NO! SHOO! Eat something else!" he orders the sprite swarm in Sylvan. "Fergus, snap out of it, come on, we've got to go!" he says, taking the Dwarf by the arm and trying to pull him back. We can't leave him here without trying first, it isn't right!
________
Move action to backtrack, standard to get Fergus' attention?


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 |

"That Entangle will buy us some time. Make sure nobody gets left behind. I'll go on ahead and scout if there are any obstacles coming up-"
Alia uses her superior speed to jump right down the side of the cliff.
That's assuming I cannot use the girl as backpack and jump WITH her?
Acrobatics: 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37
Oh yeah, the ancient elven technique of the graceful branch run to slow her fall without impacting her kinetic forward energy


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Zokon takes out his 100ft rope and ties on the grappling hook, he sets it into something suitable at the top of the cliff and then climbs down himself.. assisting anyone that needs it.

This is basically Zokon's entire turn.

Balzeros of the Narl wrote:

Balzeros releases the girl's hand for the others to handle as he runs back for Fergus. "NO! SHOO! Eat something else!" he orders the sprite swarm in Sylvan. "Fergus, snap out of it, come on, we've got to go!" he says, taking the Dwarf by the arm and trying to pull him back. We can't leave him here without trying first, it isn't right!

________
Move action to backtrack, standard to get Fergus' attention?

Sure. Fergus gains a +2 to his next check. Balzeros is immune to the Will effect for 24 hours thanks to making the save and doesn't have to make it again to leave the space.

Alia of the Blade wrote:
That's assuming I cannot use the girl as backpack and jump WITH her?

Alia (or Serena) can, just add 100 lbs. to your encumbrance. PARKOUR!!


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

If Alia wishes to take the girl, Serena will remain to make sure that everyone gets down before following herself.


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 |

New Acrobatics DC 20: 1d20 + 13 + 2 - 6 ⇒ (14) + 13 + 2 - 6 = 23 Because it would be cheap to use the roll of 18 I already had.

"Give her to me - I'll leave the girl down there!", Alia mentions, holding on to the girl and doing the elven branch run technique with her.

I do still have 17 strenght - i adjusted for reduced speed(+2 instead of +6) and heavy encumbrance(-6). Elven Parkour is strong in this one.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

You know it sister. ;)


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

HA! That's insane! Shonne, how is your acrobatics mod so high in that post? *prepares to take notes* Next turn, Balzeros will entangle and move to the next part of the chase. He doesn't want to leave Fergus, but he also isn't willing to 1 v X the wolves :/


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 grabs a small pebble and flings it at the dwarf as well. Surely being "attacked" by an "elf" would rouse his blood? "[sylvan]Yeah! Before the trolls breathe on you all![/sylvan]"

Ranged Attack: Aid Another?: 1d20 + 5 ⇒ (18) + 5 = 23


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

will: 1d20 + 6 + 2 + 3 ⇒ (10) + 6 + 2 + 3 = 21 subtract 3 if not a spell, SLA, or poison

the pebble smacks fergus, causing him to glance about in a mild stupor before shaking his head. Sorry, Can't stay that long. Gotta go. just as he is tugged away by balzeros.


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 waits by the rope, making sure that everyone in the party is on the way down or down before grabbing hold herself.


Zokon retrieves and secures a rope to a nearby tree.

Erevenywg helps the girl up on Alia's back where she clings like an opossum.

Taking the rope Alia swings down. She reaches bottom, and turns only to bump into Erevenywg, who somehow is already there.

"Is this not the exciting, Ail-Ya?" Erevenywg says giddily while helping the wary girl down off the elf's back.

Fergus shakes off the enchantment with encouragement from Illthir that comes in the form of flying turf.

Serena stands guard as Balzeors uses his magic to snarl the path. (Entangle has a long enough range that he could cast it from the current space delaying long enough for Fergus to get away first, Balzeros could target a space around the fairies who give off enough light to see it by).


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

The path ahead is winding but looks clear.

Do the folks at the foot of the cliff rush ahead or stay behind and wait for their companions?

Meanwhile atop the ridge...

Challenge Three: PARKOUR!! wrote:

Jump! Acrobatics (jump) DC 20.

and/or
Accelerated Climb!
Climb DC 15 (+5 bonus for the rope).
==========================================
Again this one needs everyone involved in the CHASE to individually attempt a challenge in order to pass. Note this one is special in that a PC can overcome it even if they fail by four or less--it just means they take some damage from a bad fall.

One further note, now that there is a rope you get a +5 bonus to climb and can try an accelerated climb check (as a full-round action) to get the same result as completing both challenges.

Party 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 will do the accelerated climb as a full round action

climb: 1d20 + 7 ⇒ (8) + 7 = 15


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 |

"Keep an eye on the girl until they are here", Alia tells the strange Fey without giving an answer, then rushes onward on the clear winding path.

I know in chases there can also be obstacles where passing at a higher check than needed or spending time doing something allows others to bypass the check. Even if none of the sort comes up, it allows to shout back information and give people time to prepare or think about how to overcome something. So yeah, it makes sense to go on ahead in my opinion.


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

"Pew!" Illthir breathes a sigh of relief as Fergus breaks free and Alia manages to get the girl down. Now it was just the rest of them! "I'll try the rope ..."

Climb: 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31

Assuming the +5 is a bonus on our climb check and not on the DC :P


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

If, and only if, all of her companions are down the rope, Serena will follow at an accelerated climb. And will probably get to the bottom by the most expedient means.

Climb: 1d20 + 2 + 5 - 5 ⇒ (7) + 2 + 5 - 5 = 9 (Str+Bonus-ACP)


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

With Fergus on his way, Balzeros takes up the rope and shimmies down. That ought to slow those wolves down too, we should be able to widen the gap now!
________
Accelerated Climb (Ropes, ACP), DC 15: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15 Ha HAAAA!


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

"Pew!" Illthir breathes a sigh of relief as Fergus breaks free and Alia manages to get the girl down. Now it was just the rest of them! "I'll try the rope ..."

Assuming the +5 is a bonus on our climb check and not on the DC :P

Yes.

Balzeros of the Narl wrote:

With Fergus on his way, Balzeros takes up the rope and shimmies down. That ought to slow those wolves down too, we should be able to widen the gap now!

________
[dice=Accelerated Climb (Ropes, ACP), DC 15]1d20+5-4 Ha HAAAA!

Well actually...

Accelerated Climbing wrote:
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

So maybe....

Serena Mistcastle wrote:
If, and only if, all of her companions are down the rope, Serena will follow at an accelerated climb. And will probably get to the bottom by the most expedient means.

By the looks of things, this might no happen until next round.So you might get a chance to reroll.

Meanwhile, using a repelling trick learned from his mentor, Erlund Remuros, Zokon swings outward and drops into step beside Alia as she and the others with her rush ahead.


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

Fergusbot clambers down the rope with practically perfect aplomb.

climb (rope): 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28

Balzeros slips skinning the inside of his palms before experiencing the agony of defeat upon the cold rocks below.

Balzeros fall damage: 4d6 ⇒ (1, 5, 2, 4) = 12

A moment later, a heavily armed and armored paladin falls on him.

Serena fall damage: 4d6 ⇒ (1, 4, 2, 2) = 9


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

The forerunners begin hearing rushing water. And soon enough find themselves confronted by a rushing stream overflowing with melted mountain snow. A fallen tree provides a narrow, and slippery way across for squirrels, but do any of the partymembers think they can make it? Alternatively the span isn't that far, but because of the tangle of foliage there's no chance for a running jump resulting in an uncertain leap. Lastly, the heroes might dare the freezing white water--perhaps by accident.

Challenge Four: A BRIDGE OVER TROUBLED WATER!! wrote:

Balance! Acrobatics (balance) DC 18.

or
Jump! Acrobatics (standing long jump) DC 22.
or
Swim! Swim DC 15.
==========================================
Or for the full-round action, you can choose to do any two.

Party map updated

Further back some of the group are still picking themselves up from their fall at the base of the cliff. Spending a move to do so for this round of the chase.

The wolves seem closer. But the sudden briar patch invoked by Balzeros's magic seems to have slowed them as they begin barking from the far edge.


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
RPGGGM wrote:


Meanwhile, using a repelling trick learned from his mentor, Erlund Remuros, Zokon swings outward and drops into step beside Alia as she and the others with her rush ahead.

What did I just watch.. that was just.....???? Why swords? I feel stupider for having watched that.

Zokon will help the two up that fell then draw his bow if he has time.


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... this is why I just walk around! Balzeros starts to get up when Serena crashes on top of him. Should have stayed on the boat...

"...ow..." he groans weakly. Thankfully with the aid of Zokon, he rises and limps after the others.
________
Move to get up, move to catch up!


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 |

"Zokon, help me out here.", Alia shouts back, retrieving her own rope from her back, throwing it towards some tree while holding on to one end, then rushing across the tree. "I'll tie it to something on the other side!"
Acrobatics: 1d20 + 13 + 6 ⇒ (7) + 13 + 6 = 26
Looking for two trees suitable to set a rope between them that will help with crossing the squirrel tree. Hopefully reducing the DC far enough that Take 10 becomes possible for our less athletic members.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
What did I just watch.. that was just.....???? Why swords?

What else are ninjas supposed to use? Being a ranger, I figured you could relate.

Zokon rushes back to help the fallen, but runs into people coming the opposite way.

Alia of the Blade wrote:
Looking for two trees suitable to set a rope between them that will help with crossing the squirrel tree. Hopefully reducing the DC far enough that Take 10 becomes possible for our less athletic members.

They won't be able to take 10 (for stress reasons), but they will be able to get a bonus, they'll just have to wait a round for Alia to set it up.

Alia darts across the log.


Alia of the Blade wrote:
"Zokon, help me out here."

"I can tie the rope, Ail-Ya." Erevenywg matches her actions to her words.


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

Seeing that the people appear to have help or picked themselves up he reacts to Alia's words and runs to the water and assists her with the tying of the rope to a suitable tree unless erevenwyg has done it in which case he crosses the log and gets ready to assist any that need it.

He looks for a long stick in case he needs to assist with fishing someone out of the water.

acrobatics balance: 1d20 + 10 ⇒ (19) + 10 = 29


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 sighs. When all of this is over, I'll need to look into getting an enchantment on my armor that makes it lighter.


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 winces a little in sympathy with her less agile companions. Ouch. But they seem to get on their feet at least so that's nice! "Are you okay?" she asks in a hurried whisper and then heads south towards the forerunners.

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