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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Silver Crusade

RPGGGM wrote:
I've been giving that some thought. I'm going with "nothing too huge" so no howitzers or reach weapons. Dress sidearms.

Fair enough, then, a dwarven battleaxe it would be. Mind you, one of ornate looking quality, not meant for actual combat. But, when the chips are down... heh.


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

"Easier said then done!" Illthir groans in tune. She could randomly glitter things but ... Hmph. Needed something better. Let's hammer the undead for now! She moves down to Yellow and smacks him with her [s]bardiche[/i] hammer!

Spirit Slap!: 1d20 + 7 ⇒ (4) + 7 = 11

Damage?: 1d4 + 4 ⇒ (2) + 4 = 6

Hammer Slap!: 1d20 + 7 ⇒ (4) + 7 = 11

Damage? Silver: 1d8 + 6 ⇒ (4) + 6 = 10


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

**WHIFF! WHIFF!** goes the ghosts and the hammer. Combined they knock over a burnt table, and the only undamaged vase left in the room.

Oh that's right Illthir has nothing but pole-arms. I guess Fergus can have his too then, but no artillery pieces. I'm away at work 'til later.


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 no Illthir has a short hammer :p The long hammer is 1d12 damage. She also has a sword-cane :)


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

Ah, well then they aren't long enough to comedically knock things over. As you were.

The Entry Hall of Ser Richard's Manor

Terrion and Varn's man-at-arms continue to duel the undead.
dr green longsword v blue: 1d20 + 5 ⇒ (7) + 5 = 12 damage: 1d8 + 3 ⇒ (3) + 3 = 6 miss

gold longsword v burgundy: 1d20 + 5 ⇒ (19) + 5 = 24 damage: 1d8 + 3 ⇒ (2) + 3 = 5
THREAT!
confirm?: 1d20 + 5 ⇒ (18) + 5 = 23 additional damage: 1d8 + 3 ⇒ (2) + 3 = 5 hit & crit

Terrion's blows are parried, while Varns man run the gaunt figure straight through but it doesn't seem to faze the monster that much.

Drelev's wounded man backs away toward the center of the room.


The Entry Hall of Ser Richard's Manor

The undead guardsmen return the favor.

burgundy dueling sword v gold: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d8 + 3 ⇒ (7) + 3 = 10 hit

blue dueling sword v Terrion: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d8 + 3 ⇒ (8) + 3 = 11 miss

yellow dueling sword v Illthir: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d8 + 3 ⇒ (5) + 3 = 8 miss

Varn's man cries out in pain.

Then the couch slides into the spiked pit!
Durgan, Reflex save DC 15 or take 3d6 ⇒ (6, 5, 1) = 12 points of damage.

The crossbow men at the top of the steps fire down on the cluster of Fergus'. Two of them disappear with a pop.

purple hvy crossbow v Fergus: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d10 ⇒ 10 1d5 ⇒ 3 hits an image
pink hvy crossbow v Fergus: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d10 ⇒ 7 1d5 ⇒ 5 hits an image

Ser Richard charges forward and leaps upon the table gaining height over his foes.

acrobatics: 1d20 + 15 ⇒ (6) + 15 = 21

lt blue dueling sword v green (higher ground): 1d20 + 15 ⇒ (20) + 15 = 35 damage: 1d8 + 8 ⇒ (2) + 8 = 10
THREAT!
confirm?: 1d20 + 15 ⇒ (4) + 15 = 19 additional damage: 1d8 + 8 ⇒ (5) + 8 = 13 hit & crit

intimidate (gory finish): 1d20 + 12 ⇒ (10) + 12 = 22

With a broad sweep he takes the head from the wounded man holding the trophy up for all to see even as the body stands twitching for a long moment after. This shakes everyone in the chamber besides the other undead and Durgan who cannot see the spectacle.

The lich (or the illusion) looks on slightly bored from above from the third floor rail.

The headless man's body falls with a thud.


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

The Entry Hall of Ser Richard's Manor

Conditions: haste 4 rds, Some people are shaken; Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.

Round 5! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -7 hp
__ Mummified Manor guards (pink -7 hp, purple -7)
__ Illusion of Szam Tass
__ Fergus -7 hp, mirror image 2, shaken
__ Illthir shaken
__ Durgan -6 hp (pending reflex save DC 15)
__ Terrion -7 hp, shaken
__ Guy in Gold -21 hp, shaken
__ Mummified guards on the First floor (burgundy -12 hp; brown destroyed; yellow -12 hp; red destroyed; blue -10 hp)

Maps for the ground floor and balcony updated


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

Reflex, Haste: 1d20 + 5 ⇒ (18) + 5 = 23

Durgan dodges the couch.
He casts Fly and attempts to ascend, but doesn't make any progress this round.

Fly: 1d20 + 6 ⇒ (3) + 6 = 9


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 steps out from where he was hiding blade down.. "Master Dool, good to see you, I see you also do not know your way out of this maze? Although you do seem a might comfortable...


The Hedge Maze

"Zokon!?" says the startled wizard. Dool's eyes rove over the faux-ranger before landing hard upon his sword.

He almost doesn't have time to sneer at Zokon's mention of his footwear, before saying "You're alone." It's hard for Zokon to tell if that's question or not. "I thought I heard someone else out here yelling."


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

No more magic? That was a relief. A bit worrying someone were removing heads instead! Bleeeeeeeh. Bleh. Blehhh. At least hers was firmly attached to her shoulders for now.

Let's concentrate on the immediate problem of one undead guardsmen. Flurry of hammers!

Hammer slap!: 1d20 + 6 ⇒ (17) + 6 = 23 +7 base with rage, +1 from haste -2 from shaken

Hammer slap!: 1d20 + 6 ⇒ (16) + 6 = 22

Spirit slap!: 1d20 + 7 ⇒ (15) + 7 = 22

Damage?: 1d8 + 6 ⇒ (8) + 6 = 14

Damage?: 1d8 + 6 ⇒ (7) + 6 = 13

Spirit damage?: 1d4 + 4 ⇒ (4) + 4 = 8

Full Attack then 5' step away


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

Just a note, I think only one Image gets popped, Since his AC thanks to haste is 17.

Fergus jumps back at the sound of the bolts clattering across the floor before a spray of blood nearly gives him pause. With a surprisingly dwarven Harrumph, he then attempts to likewise clamber up onto a table, so he is once again almost equal in height to sir Richard before attempting to show him just what happens when you spook a dwarf.

acrobatics: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20

Before swinging, nearly haphazardly, in a brutal, two-handed side chop at the man.

attack,PA: 1d20 + 6 - 2 - 1 ⇒ (20) + 6 - 2 - 1 = 23
damage: 1d10 + 4 + 3 ⇒ (5) + 4 + 3 = 12

confirm?: 1d20 + 6 - 2 - 1 ⇒ (20) + 6 - 2 - 1 = 23 Well then. To be honest, I expected the complete opposite of this entire post.
additional damage: 2d10 + 8 + 6 ⇒ (8, 6) + 8 + 6 = 28

Also, I'm assuming even if he made the acrobatics (not sure) I couldn't "5ft" onto the table. If that is allowed, I'd like to move the flaming sphere onto blue undead.


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

Remember that you can accept Inspired Rage on a round by round basis if you are taking a single turn to just hammer someone. And you get a spirit slap :)


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

Would that mess with the flaming sphere? If not, then I don't see why I wouldn't.


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
Alak Dool wrote:

The Hedge Maze

"Zokon!?" says the startled wizard. Dool's eyes rove over the faux-ranger before landing hard upon his sword.

He almost doesn't have time to sneer at Zokon's mention of his footwear, before saying "You're alone." It's hard for Zokon to tell if that's question or not. "I thought I heard someone else out here yelling."

He lowers his sword

"Yes the Erastil priest, Shephard Kheeg, but then he moved or was moved away. Have you noticed any peculiarities of this place?"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Fergus Bouldershoulder Ironmug wrote:
Just a note, I think only one Image gets popped, Since his AC thanks to haste is 17.

Good point. Have an image back.

Fergus Bouldershoulder Ironmug wrote:
Also, I'm assuming even if he made the acrobatics (not sure) I couldn't "5ft" onto the table. If that is allowed, I'd like to move the flaming sphere onto blue undead.

Yes, it is still difficult terrain (which hampers movement upon entering into a square that is 'difficult') and Fergus would either need to make an awkward, but easy climb check onto the chair (it's actually a high-back armchair next the table Richard is standing on), fall essentially prone into the seat, shove the furniture over (an action that would account for the square being difficult to traverse), or pull an "Errol Flynn" as he did, and leap onto the furniture, which still costs a full move action, because Fergus couldn't reasonably 5-foot into it.

Fergus Bouldershoulder Ironmug wrote:
Would that mess with the flaming sphere? If not, then I don't see why I wouldn't.

The rage would interfere with casting the spell or maintaining concentration, but the spell only requires a 'move action' to move (which Fergus does not have once he's entered the space with the chair), and once that particular spell is cast it doesn't require further concentration maintain. So Fergus, go ahead.

Da Rulez wrote:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change.


The Hedge Maze

Dool looks long and hard at Zokon. "No."

He scans the area and frowns, he says some magical gobbledygook, and now with his eyes radiating a blue-white light looks around looks again.

"Curses...." The light goes out.

He looks around once again at the hedge walls and the stone steps back the way he came.

"Well then, ranger, I suggest we leave. My point of entry seems a likely path." Dool says and gestures to the stone path behind him, a gesture that indicates he intends that Zokon go first.

Hedge Maze Map Updated


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

The Hedge Maze

Alia finds herself seated on a stone bench in front of a statue of a swordsman amid some very tall and well-manicured hedges.

Hedge Maze 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

"Muttering to himself, not a ranger... " he stalks forward down the indicated path keeping an intent watch

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Stealth: 1d20 + 12 ⇒ (8) + 12 = 20


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
Zokon Santyev wrote:


"... not a ranger... "

well, clearly that was your first mistake! lol.


The Hedge Maze

Zokon Santyev wrote:
"Muttering to himself, not a ranger... " he stalks forward down the indicated path keeping an intent watch

"If you see any strange doors along the way let me know."

Zokon hears a distant woman's scream from somewhere to the south.

Hedge Maze Map Updated

dice:
1d8 ⇒ 5
1d20 + 6 ⇒ (18) + 6 = 24


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
RPGGGM wrote:
Fergus Bouldershoulder Ironmug wrote:
Would that mess with the flaming sphere? If not, then I don't see why I wouldn't.
The rage would interfere with casting the spell or maintaining concentration, but the spell only requires a 'move action' to move (which Fergus does not have once he's entered the space with the chair), and once that particular spell is cast it doesn't require further concentration maintain. So Fergus, go ahead.

Fergus has a rage spirit attack left if he wants it.


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

it uses charisma correct? Mine or our lovely Skalds?


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

Lovely Skalds! Exactly as it says in the spoiler above Illthir's portrait :)

(Uses her base attack bonus + cha and then 1d4+cha for damage)


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

spirithands: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
damage: 1d4 + 4 ⇒ (2) + 4 = 6


The Entry Hall of Ser Richard's Manor

Illthir and her train of spirits crush the skeleton in the corner.

Fergus levels a devastating blow to Ser Richard's gut, one that would have disemboweled an ordinary man, but the Aldori duelist makes no sign that he even felt it. Not a sound ushers from his lips. Then like a mist, the facade falters and Fergus can see what it is that he is battling. It is not Ser Richard, not really, but rather his desiccated, bone-thin corpse sans tongue, dressed in the tatters of his nobleman's garb. At this range not even the burnt, pungent floral bouquets that were spread about the room can obscure the reek of the tomb that surrounds him.

From somewhere outside a man screams. The sound is cut off abruptly.

Conditions: haste 4 rds, Some people are shaken; Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.

Round 5! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -48 hp
__ Mummified Manor guards (pink -7 hp, purple -7)
__ Illusion of Szam Tass
__ Fergus -7 hp, mirror image 2, shaken
__ Illthir shaken
__ Durgan -6 hp
__ Terrion -7 hp, shaken
__ Guy in Gold -21 hp, shaken
__ Mummified guards on the First floor (burgundy -12 hp; brown destroyed; yellow destroyed; red destroyed; blue -10 hp)

Maps for the ground floor and balcony updated

More tonight!


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's eyes widen as the sight before him is revealed.
By the stone.. Is all he mutters.


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

Terrion presses the attack against the undead guardsman.
dk green longsword v blue (shaken): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 damage: 1d8 + 3 ⇒ (5) + 3 = 8 miss

Vanr's man, barely standing, has little choice but to press his own attack and hope he gets lucky.
gold longsword v burgundy (shaken): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 damage: 1d8 + 3 ⇒ (8) + 3 = 11 miss

The undead strike back but score no telling hits.

burgundy dueling sword v gold: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d8 + 3 ⇒ (1) + 3 = 4 miss

blue dueling sword v dk green: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 1d8 + 3 ⇒ (7) + 3 = 10 miss

Ser Richard strikes to kill and pops two of Fergus's images leaving him just one twin.

1d4 ⇒ 3 lt blue dueling sword v Fergus: 1d20 + 14 ⇒ (16) + 14 = 30 damage: 1d8 + 8 ⇒ (8) + 8 = 16 hits image

1d3 ⇒ 2 lt blue dueling sword v Fergus: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d8 + 8 ⇒ (5) + 8 = 13 hits image

The undead crossbowmen on the floor above take aim at Illthir.
pink hvy crossbow v Illthir: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d10 ⇒ 1 miss

purple hvy crossbow v Illthir: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d10 ⇒ 2
THREAT!
confirm?: 1d20 + 6 ⇒ (4) + 6 = 10 additional damage: 1d10 ⇒ 4 hit, no crit

One of the bolts grazes the half-elf.


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

The Entry Hall of Ser Richard's Manor

Conditions: haste 3 rds, Some people are shaken; Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.

Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -48 hp
__ Mummified Manor guards on the second floor (pink -7 hp, purple -7)
__ Illusion of Szam Tass on the third floor
__ Fergus -7 hp, mirror image 1, shaken (rd 2)
__ Illthir -2 hp, shaken (rd 2)
__ Durgan -6 hp
__ Terrion -7 hp, shaken (rd 2)
__ Guy in Gold -21 hp, shaken (rd 2)
__ Mummified guards on the first floor (burgundy -12 hp; brown destroyed; yellow destroyed; red destroyed; blue -10 hp)

Maps for the ground floor and second floor updated


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

Fly DC 20: 1d20 + 6 ⇒ (2) + 6 = 8
Durgan attempts to ascend, but cannot.

Can he try again with another move action?
Fly DC 20: 1d20 + 6 ⇒ (20) + 6 = 26

This situation shows that Levitate remains useful for quite a while after Fly becomes available.

Armored Fly speed is 40'; I think that dwarves' Slow and Steady trait does not apply, but Haste does, for a speed of 70'. So he gets 35' up?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
Can he try again with another move action?

Sure they are just move actions, that don't require any sort of special concentration.

Durgan Far-Walker wrote:
Armored Fly speed is 40'; I think that dwarves' Slow and Steady trait does not apply, but Haste does, for a speed of 70'. So he gets 35' up?

Sounds about right. Slow and Steady affects base speed and things that trigger off that number. The fly spell gives you some very specific speed numbers. I think I might calculate it a bit differently though. Fly in medium armor allows you to ascend at a speed of 20' and haste allows you to double that up to twice that or 30' which ever is greater, meaning that Durgan can ascend 40', which still leaves him below the lip of the 50' pit. I realize that the math here is fuzzy but I tend to err on the side of more flash for the spell, and that fly is actually giving pretty specific numbers in its description, and even though Paizo seems to like you flipping back and forth through the rules it makes more sense (at least in this case) to read one spell, apply it, and then move to the next, and apply that--at least for me.


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 flinches a bit as the bolts whistle past, but they don't seem to do any great harm. It's just a tiny scratch. It's just a tiny scratch. N-now to fight the big undead monster. Gulp. With a few short steps she's in striking range, swinging at the 'lord'.

Hammer slap!: 1d20 + 6 ⇒ (15) + 6 = 21

Hammer slap!: 1d20 + 6 ⇒ (16) + 6 = 22

Same as last turn. Plus flanking? Don't think high ground gives any defensive bonuses, but I may be wrong!

No modifiers on the spirit slap though either way.

Spirit slap!: 1d20 + 7 ⇒ (5) + 7 = 12

Damage?: 1d8 + 6 ⇒ (5) + 6 = 11

Damage?: 1d8 + 6 ⇒ (6) + 6 = 12

Spirit damage?: 1d4 + 4 ⇒ (3) + 4 = 7


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 |

Finding herself in what seemed to be a deadend, Alia starts moving - she had been shifted by a similar effect before - and while she had not seen a hedge maze, there was a chance it was not a magical place but a real one she was scrambled into. Until such time as she would run into allies or opposition, there was little reason to stop, not when her friends faced such a threat.

Double move, alongside the eastern wall.


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 sneaks further forward taking note of the screams he will try find a way to get to her


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

The Hedge Maze

Alia of the Blade wrote:
Finding herself in what seemed to be a deadend, Alia starts moving - she had been shifted by a similar effect before - and while she had not seen a hedge maze, there was a chance it was not a magical place but a real one she was scrambled into. Until such time as she would run into allies or opposition, there was little reason to stop, not when her friends faced such a threat.

Alia finds herself rounding a big hedge endcap sculpted into a stern giant (Easter Island) megalith bust facing southward. The cobblestones give way to grass beneath her feet and she sees a 55-foot-long hedge corridor leading north toward a sharp corner leading west.

Zokon Santyev wrote:
Zokon sneaks further forward taking note of the screams he will try find a way to get to her

Zokon and Dool quickly find themselves on the edge of a 20-foot square stone courtyard, just beyond an entry flanked by two bushes sculpted into a pair of frowning stone giant heads facing each other. Within the courtyard, off to one corner, sits a large topiary tiger in a stalking pose. A pair of steps lead down to a grass path on the opposite side of the space.

Hedge Maze Map Updated


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

Seeing that the dimensions seem to extend farther than she hoped, Alia takes a moment to cast the prepared 'Expeditious Advance'-Spell, then resumes her Exploration of the hedge maze.
Onward - expeditious retreat plus move.


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

The Hedge Maze

Alia casts her spell and turns onto the path. About four steps in she hears the grinding of stone on stone. Looking ahead sees part of the ivy-covered wall sliding into her path cutting her off. At the same time she hears a sound like a lot of tiny bowstrings releasing.

perception: 1d20 + 12 ⇒ (13) + 12 = 25

Alia is not caught completely flat-footed against the darts flying from from the ivy covered eastern wall. (I.e. she is not caught flat-footed when the first bolts fire.)

fusillade of darts v Alia: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 3 ⇒ (5) + 3 = 8 hit

Some of the darts still manage to hit her.

What would she like to do (retreat, continue forward, etc...)?

Hedge Maze Map Updated


The Hedge Maze

"Well? What are you waiting for?" says Alak Dool to Zokon. "You aren't afraid are you?"

He's holding his tea kettle in one hand, and a wand in the other.

From somewhere nearby Zokon hears the sound of a half-dozen arrows being fired in rapid succession.

dice:
1d20 + 10 ⇒ (18) + 10 = 28
1d20 + 6 ⇒ (11) + 6 = 17

Hedge Maze Map Updated


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

Fergus? Alia? Zokon?


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 gulps slightly as he is spared death this time around thanks to his magic. Though that was quickly dwindling. He takes up the song's power once again before striking the undead creature. He was a dwarf, and even if he was a dwarf who enjoyed the finer things, he would be damned if he showed fear. With a nod to Illthir, he can't resist the urge to mutter the words of a old dwarven warsong.

attack,haste,flanking,shaken,pa: 1d20 + 8 + 2 - 2 - 1 ⇒ (13) + 8 + 2 - 2 - 1 = 20
damage: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16

attack,haste,flanking,shaken,pa: 1d20 + 8 + 2 - 2 - 1 ⇒ (18) + 8 + 2 - 2 - 1 = 25
damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19

Muscle wizard, Yarrr


Fergus again manages to bury his axe into Ser Richard's side, but the silent corpse doesn't make a peep. There's no blood.

Terrion presses the attack against the undead guardsman.
dk green longsword v blue (shaken): 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 damage: 1d8 + 3 ⇒ (8) + 3 = 11 miss

With herculean effort the wounded soldier, fells his opponent.
gold longsword v burgundy (shaken): 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 damage: 1d8 + 3 ⇒ (8) + 3 = 11 hit

The undead strike back but score no telling hits.

blue dueling sword v dk green: 1d20 + 7 ⇒ (2) + 7 = 9 damage: 1d8 + 3 ⇒ (1) + 3 = 4 miss

Ser Richard chops down the last of Fergus's twins and then begins carving Fergus himself.

1d2 ⇒ 2 lt blue dueling sword v Fergus: 1d20 + 14 ⇒ (14) + 14 = 28 damage: 1d8 + 8 ⇒ (6) + 8 = 14 hits image

lt blue dueling sword v Fergus: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d8 + 8 ⇒ (2) + 8 = 10 hits Fergus

The undead crossbowmen reload.


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

The Entry Hall of Ser Richard's Manor

Conditions: haste 2 rds; Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.

Round 7! (Theme ♬)
The Bold May Act!
_________________
__ Ser Richard -62 hp
__ Mummified Manor guards on the second floor (pink -7 hp, purple -7)
__ Illusion of Szam Tass on the third floor
__ Fergus -17 hp
__ Illthir -2 hp
__ Durgan -6 hp
__ Terrion -7 hp
__ Guy in Gold -21 hp
__ Mummified guards on the first floor (burgundy destroyed; brown destroyed; yellow destroyed; red destroyed; blue -10 hp)

Maps for the ground floor and second floor updated


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

Fly DC 20: 1d20 + 6 ⇒ (19) + 6 = 25
Durgan makes it up! He ascends out of the pit, moves into melee, and strikes at 'Ser Richard' with his battleaxe.
Battleaxe is +1 Cold Iron. Durgan will be 5' up.

Attack, Haste, Raging Song, Higher Ground: 1d20 + 8 + 1 + 1 + 1 ⇒ (11) + 8 + 1 + 1 + 1 = 22
Damage: 1d8 + 7 + 1 ⇒ (3) + 7 + 1 = 11


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

He stood facing a creature, far more than his match alone, though thankfully, he was not alone. He held no doubts in his mind that he and his companions would bring low this undead abomination. Determined and with his resolve returned to him, Fergus continued to slash at the foe in front of him. Wielding his axe in both hands.

attack,haste,flank,PA: 1d20 + 7 + 1 + 2 - 1 ⇒ (10) + 7 + 1 + 2 - 1 = 19
damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19

attack,haste,flank,PA: 1d20 + 7 + 1 + 2 - 1 ⇒ (17) + 7 + 1 + 2 - 1 = 26
damage: 1d10 + 6 + 3 ⇒ (10) + 6 + 3 = 19

HP: 33/50 (raging song)


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 dances to the side and swings at the undead monster once more. It didn't seem so scary anymore, with allies all around. "To victory!"

Hammer!: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16

Hammer!(haste): 1d20 + 7 + 1 + 2 ⇒ (7) + 7 + 1 + 2 = 17

^flanking now included :)

Damage? (blunt, silver): 1d8 + 6 ⇒ (3) + 6 = 9

Damage? (blunt, silver): 1d8 + 6 ⇒ (5) + 6 = 11


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 glancing askance as the plant tiger he will move tot he other side of the square.. he does expect something fishy may be up with the tiger so he is as least looking at it

"Ok ok yer meatshield is leading the way.. hopefully they are tactical.."


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 |

The way I see it I have few options here. Retreat I'll end in a dead-end. I can't go through the hedges, nor over them. So forward it is.

Not stopping her stride despite the darts being fired at her, Alia uses her newfound speed to jump as far forward as possible, expecting the traps to be triggered by pressure plates.

Far Jump: 1d20 + 13 + 12 ⇒ (6) + 13 + 12 = 31

As she lands, she also reinforces her defense with a 'Shield'-Spell, hoping it would help against any further surprises in this maze.
For a moment, she considered shouting a warning, but chances were they were not alone in the maze, and she didn't want to risk drawing attention.


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

The Entry Hall of Ser Richard's Manor

Illthir Winlowe wrote:
Illthir dances to the side and swings at the undead monster once more. It didn't seem so scary anymore, with allies all around. "To victory!"

Illithir can dance a bit further because...

The sudden appearance of Durgan out of the thin air causes the monster to turn and as it does the axes of both dwarves strike it just above the prominent hip bones separating the upper half from it's legs. The thing crashes down from the table and the lights in its eye sockets slowly gutter and fade.

Conditions: haste 2 rds; Inspire Rage; Furniture and Stairs count as difficult terrain. Note the space around the pit, if your PC ends their move there they need to make a DC 17 reflex save or slide in.

Round 7! (Theme ♬)
The Bold May Act!
_________________
__ Mummified Manor guards on the second floor (pink -7 hp, purple -7)
__ Illusion of Szam Tass on the third floor
__ Fergus -17 hp
__ Illthir -2 hp
__ Durgan -6 hp
__ Terrion -7 hp
__ Guy in Gold -21 hp
__ Mummified guards on the first floor (burgundy destroyed; brown destroyed; yellow destroyed; red destroyed; blue -10 hp)

Maps for the ground floor and second floor updated


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

The Hedge Maze

Zokon Santyev wrote:

Zokon glancing askance as the plant tiger he will move tot he other side of the square.. he does expect something fishy may be up with the tiger so he is as least looking at it

"Ok ok yer meatshield is leading the way.. hopefully they are tactical.."

"Is he?" Dool looks over Zokon's shoulder ahead of them into the space. "He is difficult to pick out naturally, but worse indoors."

Zokon moves across the space, Alak Dool watching him from the hedge. About halfway across Zokon feels a disturbing lack of cobblestone beneath his feet. Indded there is a general lack of anything for some way down beneath his feet as the ground opens up underneath him.

Zokon Reflex save DC 20 or fall for 5d6 ⇒ (5, 3, 4, 5, 5) = 22 points of damage. If you make the save you can place Zokon in any open available space adjacent to the pit. If not he's in the pit prone.

Hedge Maze Map Updated

dice:
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 6 ⇒ (10) + 6 = 16


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

The Hedge Maze (again)

Alia of the Blade wrote:

The way I see it I have few options here. Retreat I'll end in a dead-end. I can't go through the hedges, nor over them. So forward it is.

Not stopping her stride despite the darts being fired at her, Alia uses her newfound speed to jump as far forward as possible, expecting the traps to be triggered by pressure plates.

Alia leaps over the greater part of the path coming down just south of the sliding rock wall, touching off another hail of darts, but his time she lands in a crouch and all the missiles fly over her head.

fusillade of darts v Alia: 1d20 + 10 ⇒ (1) + 10 = 11 damage: 1d8 + 3 ⇒ (6) + 3 = 9

The wall though is still moving but she has enough time to slip through to the other side. She has just completed her spell when she hears a strange flapping noise overhead.

Hedge Maze Map Updated

dice:
1d20 + 11 ⇒ (10) + 11 = 21
Alia Perc: 1d20 + 12 ⇒ (16) + 12 = 28

Alia Init: 1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (10) + 3 = 13

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