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

Ser Richard's Manor

Durgan Far-Walker wrote:
Durgan looks for any bloody footprints, trying to see where the assailants might have gone.

My bad somehow I missed this one. Feel free to call me out and ask again if I ever leave you (or anyone) hanging. Yes there are! They lead to the armor stand (the 'black star') in the northeast corner and stop.

The armor is interesting to say the least. It seems to be a suit of platemail, with huge shoulder pauldrons and a single round glass lens in the center of its conical greathelm. Loops of rope (well, not 'rope' because they seem to be flexible metal cables) seem to hang between its back and arm greaves. It is posed holding its greatsword down before it.


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

"To burn down the stables or slay?" The skald asks the "efreeti" in a clear voice. She wasn't sure if she could fight the creature - certainly not in a place on fire. But maybe if it came outside ... Or let them leave on a technicality? The creatures of hell might. Those of the abyss probably wouldn't owe anyone a favour ...

The previous events of the day as a hint; probably fight. Illthir flipped a dagger into her hand. But it wasn't time to throw it, not just yet...

Move action to draw dagger. Ready action vs anything that looks like an offensive action: throw dagger and 5' step south.

If it casts a spell that *might* interrupt and *might* give cover/screw it over.

Still wiggling for a non murder answer though because that doesn't seem like a great idea in a burning stable, even if it'd be a cr 1 thug :p


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None
RPGGGM wrote:

Yes there are! They lead to the armor stand (the 'black star') in the northeast corner and stop.

The armor is interesting to say the least. It seems to be a suit of platemail, with huge shoulder pauldrons and a single round glass lens in the center of its conical greathelm. Loops of rope (well, not 'rope' because they seem to be flexible metal cables) seem to hang between its back and arm greaves. It is posed holding its greatsword down before it.

Well, that's not good. Did the armor kill them?

Is the greatsword bloody?

Presuming that he hears the shouts coming from the stable, Durgan will leave the murderous armor for now not wishing to trigger another encounter simultaneously and head for the stables.

He can fly without needing to make any turns greater than 45 degrees (see line). I think 80' is to the end of the line (double move when flying).


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 |

"Shepherd Keegh? Is that you? Stay put, this whole area is trapped. I'll try and find a way to you.", Alia responds, as loud as she dares - or expects to have to be for the Shepherd to hear her.
She then inspects the stone steps leading up, fully expecting them to hide the trigger for a trap.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26 Are there any signs for 'safe' spots? E.g. overgrown with moss or anything similar that would imply there are no moving parts/pressure plates? Basically not trying to find traps, but rather what Alia would consider safe spots.(unless the trap trigger uses a different mechanism - but alas, she's no rogue.)
"You sound hurt - did you by chance trigger a trap? I'd like to avoid any I can..."


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Seeing no other alternative Zokon must keep climbing up to get away from the spiders

Climb: 1d20 + 7 ⇒ (3) + 7 = 10

Not sure if that causes him to fall, if not he keeps climbing

Climb: 1d20 + 7 ⇒ (12) + 7 = 19


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

A Hedge Maze (Zokon Edition!)

Zokon Santyev wrote:

Seeing no other alternative Zokon must keep climbing up to get away from the spiders

Not sure if that causes him to fall, if not he keeps climbing

Yes, he does fall. falling damage: 3d6 ⇒ (2, 2, 1) = 5

Fortunately for Zokon the fall was quite squishy what with all the spiders below. The lowest swarm clambers all over him like water over a rock tossed into a puddle. I'm am going to assume that Zokon uses his second action to rise to his feet.

swarm #1 damage: 1d6 ⇒ 4

He looks skywards to see a fourth layer of spiders materialize on the pit's wall just 10 feet from the rim.

Climbing rules wrote:
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

The walls themselves are like a typical rough dungeon wall with tiny cracks and crevasses (DC 20 to climb) but Zokon can brace himself in the corners and decrease the DC by 5, lowering the DC to 15.

Round 5! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -16 hp (bottom of the 50' shaft; pending 2 Fort saves, see below)
__ Alak Dool
__ swarm of blood spiders #1 (0'-10')
__ swarm of blood spiders #2 (10'-20')
__ swarm of blood spiders #3 (20'-30')
__ swarm of blood spiders #4 (30'-40')

Hedge Maze Map Updated

I need two saves from Zokon. In order they are a save vs distraction (Fort DC 11), and second is a save vs poison (Fort DC 11).


"Oh! So close, Duke! Just keep that memory of that hill on the lake in mind and climb for it. Images of your desire can be a strong motivator or so I have been told. Have I ever mentioned my own fondness for lakefront property?"

More later. Work has gotten unexpectedly busy the last two days and Illthir's reply is going to take some sit down time with a PC. I haven't forgotten you either Durgan. :)


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

A Hedge Maze (Alia Edition!)

Alia of the Blade wrote:

"Shepherd Keegh? Is that you? Stay put, this whole area is trapped. I'll try and find a way to you.", Alia responds, as loud as she dares - or expects to have to be for the Shepherd to hear her.

She then inspects the stone steps leading up, fully expecting them to hide the trigger for a trap.
Are there any signs for 'safe' spots? E.g. overgrown with moss or anything similar that would imply there are no moving parts/pressure plates? Basically not trying to find traps, but rather what Alia would consider safe spots.(unless the trap trigger uses a different mechanism - but alas, she's no rogue.)
"You sound hurt - did you by chance trigger a trap? I'd like to avoid any I can..."

dice:
1d20 ⇒ 2

1d20 ⇒ 5
1d20 ⇒ 5
1d20 ⇒ 3

"My legs! I'm hurt! I can't feel them! Help me!"

The stairs seem clear of any traps and she makes it up them.

She follows a short path that turns to her right.

Alaso a Hedge Maze (Zokon Edition!)

From somewhere seemingly far away Zokon can hear Shepherd Keegh shouting and from further still Alia.


"Are you sure you don't want the fireball?" asks a concerned-looking Dool from the top of the pit.

More later.


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

Yes there are! They lead to the armor stand (the 'black star') in the northeast corner and stop.

The armor is interesting to say the least. It seems to be a suit of platemail, with huge shoulder pauldrons and a single round glass lens in the center of its conical greathelm. Loops of rope (well, not 'rope' because they seem to be flexible metal cables) seem to hang between its back and arm greaves. It is posed holding its greatsword down before it.

Well, that's not good. Did the armor kill them?

Is the greatsword bloody?

Yes.

Durgan Far-Walker wrote:

Presuming that he hears the shouts coming from the stable, Durgan will leave the murderous armor for now not wishing to trigger another encounter simultaneously and head for the stables.

He can fly without needing to make any turns greater than 45 degrees (see line). I think 80' is to the end of the line (double move when flying).

[ooc]Durgan can appear on the south edge of the stable map.


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 |

"Damn...another wall. I think I am close by, but the direct path is blocked. Are you in immediate danger? Just stay put otherwise..."
Alia briefly considers just turning and leaving through the portal she found - but the thought passes swiftly. People here needed her help, and she could not simply turn her back to them.
She glances around the next corner, repeating her cautious advance - which seemed to have served her well so far.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26


The Stable (Finally)

Illthir Winlowe wrote:
"To burn down the stables or slay?" The skald asks the "efreeti" in a clear voice. She wasn't sure if she could fight the creature - certainly not in a place on fire. But maybe if it came outside ... Or let them leave on a technicality? The creatures of hell might. Those of the abyss probably wouldn't owe anyone a favour ...

"You take me for a mere arsonist?" says the red woman with black horns sprouting from her head.

She whistles and the fiery horse exhales a billowing plume of choking smoke that envelops Mother Vorst. Illthir can take her readied attacked but note there is "soft cover" and smoke which offers concealment (20% miss chance) in the way. The efreeti herself probably does something using the roar of the fire and the thick smoke for cover.

Conditions inside
Smoke A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Extreme heat (from the fire inside) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.


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

dice:
Fort save : 1d20 + 10 ⇒ (4) + 10 = 14
Fort save : 1d20 + 6 ⇒ (17) + 6 = 23

Shouting "We have to get to Alisa!" Matheus tries and fails to coax the maddened horse in between himself and Vorst out of the barn.

handle animal v frightened horse: 1d20 + 10 ⇒ (11) + 10 = 21

The woman in the stall nearby puts the horse down with one shot of her--what looks to be a--repeating crossbow.

purple lt repeating crossbow v horse (point blank, deadly aim, sneak attack): 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d8 + 3 + 3d6 ⇒ (3) + 3 + (6, 4, 5) = 21

"There! Can go now!?" shouts the woman.

Coughing, and looking ill, Vorst emerges from the cloud. **koff! koff!** "The smoke has the smell of the lower planes about it." she manages to get out before she's wracked by another fit of coughing.

Jewel does the only sensible thing and runs off yapping.

The horses still in their stalls whinny in terror as the fires spread.


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

The Stable (Finally)

dice:
Durgan: 1d20 + 1 ⇒ (1) + 1 = 2

Conditions inside
Smoke A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Extreme heat (from the fire inside) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
(may make her readied attack from last round)
__ Efreeti
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Jewel
__ Horses
__ Durgan
__ The fire


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

A Hedge Maze (Alia Edition)

Alia of the Blade wrote:

"Damn...another wall. I think I am close by, but the direct path is blocked. Are you in immediate danger? Just stay put otherwise..."

Alia briefly considers just turning and leaving through the portal she found - but the thought passes swiftly. People here needed her help, and she could not simply turn her back to them.
She glances around the next corner, repeating her cautious advance - which seemed to have served her well so far.

Alia rounds the corner only to find multiple pathways ahead of her.

"Help." calls the Shepherd, his voice failing.


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 asked a question. Help barely qualifies as answer., Alia thought to herself - it seemed the Shepherd was in a dire situation, but recklessly storming ahead could place her in peril, as well, and then who would help them?
Still, his screaming helped to pinpoint where she needed to go. There were multiple paths, but checking the one closest to where she expected to go seemed the most sensible choice, if only to make sure she would not end up backtracking later.
Keep going along the left wall. Since my base speed should still be 60 feet and I only inch forward a few steps, I believe I still have time to throw in an active perception check each round and try and find 'safe' zones, not sure if that actually helps, but throwing that out there. That plus I can probably take 10 to Acrobatics-jump pretty much where I need to go even without running start.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31


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

See? This is what I mean. Remind me if I haven't checked in on in in over a half-month.

The Pantry (Serena)

"I think I've got it!" crows Longtooth.

Longtooth, wrote:

"I've got it!" The walls stop moving and the old rogue smiles and pulls the door open.

At the moment the door becomes perpendicular with the wall, there's a loud crack and floor drops out from underneath everyone.

"I don't got it!" screams Longtooth. As the floor begins to fall away he dives through the doorway.

Because the way the trap is set up (the whole room is one big pit) most of the pantry occupants get no save. However, if you happen to be near the door like Longtooth and Serena you can try and jump through the doorway (Reflex save DC 20, if you want to try). That's what Longtooth does. And he makes it.

Serena Mistcastle wrote:

As the floor gives way beneath them, Serena hurls her body at the door, only narrowly catching the door frame! With considerable effort (and perhaps some aid from Longtooth, the paladin is able to climb through the open doorway. For a moment, all she can do is sit against the wall, recovering from her brush with death. Then, she rises and steels her composure.

"We'd better get moving, unless you think that something can be done for the others," she tells Longtooth, peering over the side of the pit to see if there is any sign of them.

The dwarf, Mistbreather howls as he falls and several sturdy crates and barrels of preserved food tumble into the darkness. Kozen though merely sighs in resignation, says a quick word in some language that Serena does not recognizes and floats sedately down through the space where the floor was a moment before. As he drops out of sight into the darkness below the floor snaps back into place as if it had never moved.

The walls retract and other than being remarkably clean of produce the room looks like any other pantry.


The Pantry (Serena)

"I suppose being a paladin, and all you will want to go after them won't you?" says Longtooth with a sort of hopeless smile.


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 winces. "If there is any chance that they survived and could be rescued, then yes, I owe them that much. And it seems likely that Kozen, at least, survived the fall. I don't suppose that you're packing a couple of feather fall spells?"


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

A Hedge Maze (Alia Edition)

Proceeding along Alia comes to a short stone stair leading down to situated between two tall shrubs sculpted like elongated stone megaliths. The path again, bifurcates along a pair of grassy paths.

dice:
1d20 + 15 ⇒ (14) + 15 = 29
1d20 + 12 ⇒ (8) + 12 = 20


The Pantry Kitchen (Serena)

Serena Mistcastle wrote:
Serena winces. "If there is any chance that they survived and could be rescued, then yes, I owe them that much. And it seems likely that Kozen, at least, survived the fall. I don't suppose that you're packing a couple of feather fall spells?"

Longtooth laughs. Do you honestly think if I were a wizard that I would have have to use lockpicks to open the door? He smiles good-naturedly and shakes his head. "No my lady. I'm afraid all I have is simple, old-fashioned rope."

He looks around at the kitchen you both have found yourselves in. There are three exits not counting the pantry. The one directly behind Longtooth seems to lead outside as their is sunlight coming in through the window set in it.

Longtooth begins pulling a coil of fine silk rope from under his cloak.


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 likewise slides her backpack off and retrieves her own silk rope, offering an end to tie to Longtooth's.


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

Long Shot Dagger Throw!: 1d20 + 5 ⇒ (20) + 5 = 25 With extra minus from cover :p

Huh maybe fortune do favour the bold. Or foolish :p

Concealment: Low=Bad: 1d100 ⇒ 44

Confirm?: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Crit?: 1d4 + 3 ⇒ (4) + 3 = 7

Illthir flings her dagger at the fiend?-frit. None are more surprised then her when it actually seems to be going in the right direction! Wow! Maybe this whole heroics thing were just fake it 'till you make it? "..."

Out of the corner of her eye she sees backup flying closer and she yells. "HEY! 'Efreeti and *everything* is on fire!!" That darned thing were doing *something*. Which didn't seem to involve murdering them right this very moment, so that was good. Good-ish.

"There's another door isn't there? I'm running around!" seemed better then rushing headlong through the fire. Even if she could reach her horse and the unconscious woman, dragging them all the way out this way seemed dicy ...


The Pantry Kitchen (Serena)

With a minute's worth of prep time, they sort out the ropes, and Longtooth prepares to spring trapped floor and then quickly jam it open so they don't find themselves trapped below with Kozen and Balthur Mistbreather--assuming they are still alive.

"If the floor closes again it is likely to snap the rope." explains the old rogue while he works.

By now Serena would have the rope attached to something.

dice:
disable device: 1d20 + 16 ⇒ (5) + 16 = 21
disable device: 1d20 + 16 ⇒ (17) + 16 = 33

Longtooth triggers the trapped floor.


The Pantry Kitchen Pit (Serena)

Again is snaps open with surprising speed and Serena finds herself overlooking a deep dark pit the bottom of which she cannot see. Except this time she can. There's a blue light coming from somewhere below and out of direct line of sight of the bottom. There is also a sound like sound like zipping electrical dragonflies and brief rapid flashes of the light.

"A LITTLE HELP!?" cries a desperate Kozen from far below.


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

The Stable

Illthir sees her dagger grazing the red woman before a cloud of smoke interrupts her view. Illthir rushes around the outside and spots a backdoor beside a well.

Things happen, people move. Horses scream. Two run even out of the stable.

Conditions inside Smoke A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Extreme heat (from the fire inside) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti -5 hp
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses
__ Durgan
__ The fire


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Zokon will just grit his teeth and keep climbing

Climb: 1d20 + 7 ⇒ (17) + 7 = 24

Climb: 1d20 + 7 ⇒ (18) + 7 = 25


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

Durgan casts Resist Energy (Fire) on himself and moves 40' closer to the stables.
If someone can move me; on my phone this week.

He also fortuitously has Air Bubble prepared, which may be of use next round depending on circumstances.


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

You have been moved :)


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

A Hedge Maze (Zokon Edition!)

Slowly and steadily Zokon begins his climb anew climbing 15' up the pit's walls. The spiders wash over him like a hissing red wave.

swarm #2 damage: 1d6 ⇒ 1

Climbing rules wrote:
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.

The walls themselves are like a typical rough dungeon wall with tiny cracks and crevasses (DC 20 to climb) but Zokon can brace himself in the corners and decrease the DC by 5, lowering the DC to 15.

Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -17 hp (15' up the shaft; pending 2 Fort saves, see below)
__ Alak Dool
__ swarm of blood spiders #1 (0'-10')
__ swarm of blood spiders #2 (10'-20')
__ swarm of blood spiders #3 (20'-30')
__ swarm of blood spiders #4 (30'-40')

I need two saves from Zokon. In order they are a save vs distraction (Fort DC 11), and second is a save vs poison (Fort DC 11).


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

Durgan casts Resist Energy (Fire) on himself and moves 40' closer to the stables.

If someone can move me; on my phone this week.

He also fortuitously has Air Bubble prepared, which may be of use next round depending on circumstances.

The sulfurous exhalation of the burning horse clears a bit thanks to the extreme thermals moving though the barn. The monstrous creature and its master are nowhere to be seen.

Map updated. More when I get home tonight.


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 only we had something to jam the mechanism with," the paladin says, searching through her backpack.


"I've got that covered. Get climbing."


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 begins her descent, acutely aware that she is not dressed for climbing. The rope slides through her hands and it is only her gauntlets that prevent her from suffering rope burn.

Climb: 1d20 - 6 ⇒ (13) - 6 = 7


The Pantry Kitchen Pit (Serena)

Serena Mistcastle wrote:
Serena begins her descent, acutely aware that she is not dressed for climbing. The rope slides through her hands and it is only her gauntlets that prevent her from suffering rope burn.

Using the rope and the pit's wall to brace against (climb DC 5), Serena takes one move action (5') down the 70' shaft....

"Oh brother." mutters Longtooth.

The climb rules. again.... ;)


The Pantry Kitchen Pit (Serena)

The sound of more magical missiles echoes up the shaft.

"ANY TIME NOW WOULD BE GREAT!" shouts a desperate, yet somehow sarcastic, Kozen from out of sight below.


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

The Stable

dice:
3d20 ⇒ (2, 11, 8) = 21

The fire grows as indicated on the map, cutting off the path to Alisa from the inside.

Conditions inside
Smoke A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Extreme heat (from the fire inside) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir

__ Efreeti
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan
__ The fire


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 keeps moving.
While she remains cautious, she is very clearly aware of the urgency of the situation, and attempts to move as fast as reasonably possible without throwing caution to the wind.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

As mentioned, along the left-hand wall. Spending one action on an active perception check I should still be good for 60 feet per round of movement, while taking 10 for any needed acrobatics-checks to bypass suspicious areas.


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 rushes down to the well, catching her breath as she reaches the back-door. Darn! It didn't look very wide ... Hopefully she'd be able to get both her horse and Alisa out of there!


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Illthir rushes down to the well, catching her breath as she reaches the back-door. Darn! It didn't look very wide ... Hopefully she'd be able to get both her horse and Alisa out of there!

The door is locked!


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..." Colour drains from the skalds already pale face. The locking magic..! She'd forgotten. Darn it darn it to hell!

Well. She still *needed* to get in there. Reaching into her belt pouch she nabbed half the length of her Caber Twig and flung it at the door. Squish!

That'll be 600 pounds of magically expanding log to trying to smash down the door. We'll see if it works :D As a Standard Action, so maybe Move either to give up or enter ... Depending on how it goes.

Caber Twig:
Aura faint transmutation; CL 5th
Slot none; Price 300 gp; Weight 4 lbs.
Description
Exquisitely carved from the very finest dark mahogany and polished to a smooth sheen, this 4-inch-long stick feels surprisingly heavy for its size when hefted in the palm. Three notches divide the twig into four 1-inch segments. Snapping the twig at any notch is a swift action that creates smaller twigs of appropriate sizes.

The first caber twigs were created not for combat applications but for performances at tournaments or other festivities. When thrown, a length of caber twig releases a thunderous crack and transforms into a massive log. For every segment of twig used, this log measures 5 feet long and weighs 300 pounds. No matter the length, the log created is always 2 feet in diameter. Only one length can be thrown at a time. The dramatic expansion of a caber twig segment proved a popular element of festivals throughout the Abendego coast before the advent of the storm, in much the same way fireworks help accentuate celebrations elsewhere in the world.

The thrower can toss a caber twig at a creature, object, or space within 30 feet. The resulting log always lands upright upon the target. A targeted creature must succeed at a DC 16 Reflex saving throw or be forced into an adjacent space while taking an amount of bludgeoning damage equal to 2d6 points per caber twig length used.

Immediately after striking its primary target, the log tilts and crashes down in a direction of the thrower’s choosing. All creatures within a straight line that is the length of the log extending from the space of impact must succeed at a DC 13 Reflex saving throw or take 2d6 points of bludgeoning damage.

Once created, a caber twig log is permanent.


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

So a quick question before the caber hits. Are you trying to break the door in or actually destroy the door itself via violence and hp. Two things to keep in mind: one that wood doors normally have a Hardness Value that subtracts from each attack that hits; and two, that magical locking spells increase the Break Check if you were for instance trying to knock the door in rather than shatter it. They don't do anything for hit points or hardness. The way it looks now is that it looks like you are trying to inflict damage on the door itself. I could see Illthir though using the caber creatively to break in a as well.


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

To be honest, I'm not sure which works best. Nor would Illthir probably know :p Jamming the log in somewhere and letting it grow would work irl, but I'm not sure pathfinder enlargement magic works like that (not good for the PCs health in the long run or so I've heard :p).

If Illthir knows that the door won't gain more hp/hardness - that's probably the way then? Since one can be progressive. And ... Hopefully a stable side-door isn't too sturdy :D


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

Dice:
4d6 - 5 ⇒ (1, 1, 3, 1) - 5 = 1

The twig explodes outward rattling the door in its frame, standing and finally tottering to rest against the building partially blocking the still closed door.


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

The Stable

Stuff happens inside the barn. More horses come running out.

Conditions inside
Smoke A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Extreme heat (from the fire inside) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan
__ The fire


A Hedge Maze (Alia Edition!)

Alia of the Blade wrote:

Alia keeps moving.

While she remains cautious, she is very clearly aware of the urgency of the situation, and attempts to move as fast as reasonably possible without throwing caution to the wind.

As mentioned, along the left-hand wall. Spending one action on an active perception check I should still be good for 60 feet per round of movement, while taking 10 for any needed acrobatics-checks to bypass suspicious areas.

dice:
1d20 + 15 ⇒ (13) + 15 = 28

1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 2 ⇒ (1) + 2 = 3

Alia comes to a tall closed in potion of the maze where the path starts to narrow toward some sort of center.

A small twig snaps from somewhere over her shoulder and around the bend she just passed through....

"Help me... I-I... Ugh." comes the fading voice of Shepherd Keegh just to ahead.


A Hedge Maze (Zokon Edition!)

"Well perhaps some lightning, then?" says the wizard pacing above.

The walls themselves are like a typical rough dungeon wall with tiny cracks and crevasses (DC 20 to climb) but Zokon can brace himself in the corners and decrease the DC by 5, lowering the DC to 15.

Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -17 hp (15' up the shaft; pending 2 Fort saves, see below)
__ Alak Dool
__ swarm of blood spiders #1 (0'-10')
__ swarm of blood spiders #2 (10'-20')
__ swarm of blood spiders #3 (20'-30')
__ swarm of blood spiders #4 (30'-40')

I need two saves from Zokon. In order they are a save vs distraction (Fort DC 11), and second is a save vs poison (Fort DC 11).


The Pantry Kitchen Pit (Serena)

"REALLY! ANYTIME NOW WOULD BE GRAND!" cries an increasingly desperate-sounding Kozen from below. This is interspersed with him saying the word "Kah-Zot!" a bunch of times. Each time he does the magical light below brightens for a moment.


M Dwarf | AC 20, T 11, FF 19, CMD 23 | HP 75/75 | F +11 R +6 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: None

Durgan casts Air Bubble on himself and flies into the stable. He ends up over the dying horse with the crossbow bolt sticking out of it.

He asks Matheus, "Is anyone trapped in here? I am protected and can probably get to them."

If the smoke impairs movement, then Durgan is where he is on the map; if not, he is 10' further west.

He does have Create Water prepared, but I don't know how effective it will be against a fire of this size. Planning to first grab Alisa and get her out of there.


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:59/59|AC:19|T:14|FF:15|CMB:+9|CMD:23|Fort:+8|Ref:+8|Will:+4|Init:+4 | Slayer 3 Fighter WM 3

Sorry having covid and having to work from home, I just had nothing left in a day

Zokon will keep his climbing efforts going gritting his teeth and trying to shake the buggers off, he needs to get out

climb: 1d20 + 7 ⇒ (9) + 7 = 16

climb: 1d20 + 7 ⇒ (3) + 7 = 10

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