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 |
Durgan Far-Walker wrote:

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.

The smoke only provides concealment, but doesn't physically slow Durgan down. As for dousing a fire... Dousing a Fire


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:
Sorry having covid and having to work from home, I just had nothing left in a day

No worries. Just keeping Zokon in the narrative.

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

Zokon Fort save v distraction: 1d20 + 8 ⇒ (13) + 8 = 21

Zokon Fort save v poison: 1d20 + 8 ⇒ (11) + 8 = 19

Zokon throws off the distraction of the spiders and their venom and climbs higher through the hissing swarm until stone he was anchoring himself too gives way dumping him back down to the bottom prone.
The spiders wash over him once more, drowning him with their numbers.

fall damage: 2d6 ⇒ (2, 1) = 3
swarm damage: 1d6 ⇒ 6

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -26 hp (prone at the bottom of 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).


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 |

"Show yourselves. I can hear you.", Alia speaks up as she glances in the direction where she heared the sounds.
She then takes a moment to conjure a set of mirror images mimicking her movements, before moving onwards towards the fading voice.
Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5


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 continues her descent into darkness.

Climb: 1d20 - 6 ⇒ (6) - 6 = 0

Oops. Crap.


Aaaaaagh! Damage: 6d6 ⇒ (3, 5, 4, 4, 3, 1) = 20

"Well that's one way to get down quick."


Very Definitely in the Pit Now (Serena)

"Kind of you to drop in." says Kozen with feigned sweetness. "NOW PERHAPS YOU MIGHT HELP ME BEFORE WE ARE OVERRUN!"

He points at a small horde of restless dead things emerging all around from what appears to be the Ser Richard's family ossuary. The walls are lined with bones that are currently undulating like a tapestry caught in a stiff wind. Dozen of the skulls come loose from the wall and float forward, while whole skeletons assemble themselves and advance.

Kozen reaches out a hand and with some difficulty hauls Serena to her feet. Serena's not prone anymore.


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

Very Definitely in the Pit Now (Serena)

Longtooth accelerated climb: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Longtooth accelerated climb: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22

Longtooth repels down the line making a good 30' down into the pit. Still not as fast as Serena. This leaves him 40' above Serena's position.

Round 1 (for Serena)! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth climbing
__ Kozen
__ Serena -20 hp
__ swarm of flying clattering skulls
__ human skeletons


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

A Hedge Maze (Alia Edition!)

Alia of the Blade wrote:

"Show yourselves. I can hear you.", Alia speaks up as she glances in the direction where she heared the sounds.

She then takes a moment to conjure a set of mirror images mimicking her movements, before moving onwards towards the fading voice.

There's no reply.

Rounding the bend, Alia finds herself confronted with a dead end.

dice:
1d20 + 14 ⇒ (19) + 14 = 33
1d20 + 12 ⇒ (11) + 12 = 23


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

Fort Distraction: 1d20 + 8 ⇒ (10) + 8 = 18

Fort Poison: 1d20 + 8 ⇒ (13) + 8 = 21

Still feeling unphased by the crawling mass

He shouts to Dool "So is there anything you can do to help, I can't seem to get out."


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

Fumbling for her holy symbol, Serena brings it up and intones a prayer against the undead.

Channel Positive Energy, DC 14, 1d6+2

Channeling Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Alak Dool wrote:

A Hedge Maze (Zokon Edition!)

"It's dangerous but maybe you could lure all the spiders over to one wall or corner and then move away--way out of the way?" suggests the wizard from above. "Otherwise, fireball no problem." Doll smiles.

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -26 hp (prone)
__ 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).


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 barely hear Durgan on the other side of the building over the raging inferno and horses. And if there's a reply from within she can't tell, so just in case ... "There's at least for people inside! I'm trying to bypass the fire but the darn door is sealed. Should've known darn it..."


First lemme fix this:
A Hedge Maze (Zokon Edition!)

"It's dangerous but maybe you could lure all the spiders over to one wall or corner and then move away--way out of the way?" suggests the wizard from above. "Otherwise, fireball no problem." Doll smiles.

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -26 hp (prone)
__ 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'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Very Definitely in the Pit Now (Serena)

dice:
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (9) + 2 = 11

While a trio of the skeletons waver and collapse and the swarm of flying skulls are momentarily blown back like tethered balloons in a hot a wind the dead will not be kept from their living prey.

more dice:
claws: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claws: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claws: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d4 + 2 ⇒ (4) + 2 = 6
claws: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d4 + 2 ⇒ (1) + 2 = 3
claws: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d4 + 2 ⇒ (3) + 2 = 5
claws: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d4 + 2 ⇒ (1) + 2 = 3
claws: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claws: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d4 + 2 ⇒ (4) + 2 = 6
claws: 1d20 + 2 ⇒ (11) + 2 = 13 damage: 1d4 + 2 ⇒ (1) + 2 = 3
claws: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d4 + 2 ⇒ (1) + 2 = 3
swarm: 1d6 ⇒ 5


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

Very Definitely in the Pit Now (Serena)

Engulfed in a wave of bones and teeth Kozen cries out in pain as most of the skeletons concentrate on him while the flying skulls seem to snap at random at any exposed flesh.
Kozen Fort save: 1d20 + 4 ⇒ (13) + 4 = 17

Longtooth sprints down the rope and is now just 10 feet above Serena where Serena is standing.

Longtooth accelerated climb: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8
Longtooth accelerated climb: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth climbing
__ Kozen -14 hp
__ Serena -25 hp (pending save see below)
__ swarm of flying clattering skulls
__ human skeletons

I need a save from Serena to avoid distraction (Fort DC 11).


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

The Stable

Durgan Far-Walker wrote:
He asks Matheus, "Is anyone trapped in here? I am protected and can probably get to them."

"ALISA'S ON THE OTHER SIDE OF THAT!" Matheus chokes out around his coughs, pointing to an open doorway to the west, blocked by two curtains of spreading fire.

Illthir also shouts something from somewhere outside, but it is difficult to hear through the flames and screaming horses. Currently she is standing before a backdoor only partially blocked by a huge caber leaning up against the building.

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 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti (nowhere to be seen)
__ Devil Horse (nowhere to be seen)
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan
__ The fire

Spoiler:
1d20 ⇒ 101d20 ⇒ 151d20 ⇒ 161d20 ⇒ 5


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

Well... It didn't work *this* time. The Skald swallowed and reached for the rest of the twig. If this didn't work, hopefully Durgan's magic would. But she couldn't afford to waste more time running around! So have at thee thy evil door!

Let's try it again and hope :p


The Stable

Dice:
4d6 - 5 ⇒ (6, 2, 1, 6) - 5 = 10

Illthir gives the twig a little extra spin and this time it blows the door wholly off of its hinges and into the room, causing the flame to suddenly billow forth from around the door's frame.

Inside the main stable Mother Vorst finishes casting a spell upon Matheus with a terse "Now go!"

Matheus nods at her and Durgan and rushes toward the flame using his spear to vault through the sheets of flames out Durgans view.

"Yeah well whatever!" says a stable-hand with a really expensive looking rapid fire crossbow.

"You all may be crazy but I'm not!" she says and heads out the barn doors trailing smoke.

Sovereign Court

dice:
1d20 + 8 ⇒ (12) + 8 = 20

Before Illthir's eyes, Matheus comes flying through the curtain of flame blocking the door into the main stable and lads in crouch, spear in one hand, steaming.

He looks at Illthir as if to say "Where is the enemy?"


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

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 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti (nowhere to be seen)
__ Devil Horse (nowhere to be seen)
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan
__ The fire


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

Protected from both fire and smoke, Durgan flies further into the burning stable.

He comes across the horses before he gets to Matheus Castigan; depending on the horses' condition, he may stop to help them, or he may keep going.

Are the horses conscious?
If so, he will cast Create Water on the square marked in Blue; the spell is equivalent to 20 waterskins, and so should douse a single square.

If the horses are unconscious, he will complete his move by getting as far as Alisa and then pick her up.

It seems like Matheus wants to be the hero to rescue Alisa, so no sense in Durgan fighting with him for the honor of doing so if there is another useful task to be done. I am proceeding under the assumption that opening the stalls will be of no real use until the fire is doused.

"Mother Vorst! We can put this fire out!"

I am not sure what options Illthir might have with Spell Kenning to help, but there might be something.


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

Fort save: 1d20 + 12 ⇒ (5) + 12 = 17

Serena ignores the small flying skulls to concentrate on the greater threat. Hefting her morning star, she swings at the nearest skeleton.

Serena vs. skeleton: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d8 + 2 ⇒ (1) + 2 = 3


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

Not knowing the nature of the sealed door, Illthir used Knock to open the barn via spell kenning already. Then promptly forgot about that little detail as she hurried around ... :)


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

The Stable

Durgan Far-Walker wrote:

Protected from both fire and smoke, Durgan flies further into the burning stable.

He comes across the horses before he gets to Matheus Castigan; depending on the horses' condition, he may stop to help them, or he may keep going.

Durgan finds the horses both on their hooves and panicked. In particular Walker who keeps looking to the rafters across from him.

dice:
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Durgan turns to see on the second floor loft a black stallion wreathed in flames snorting smoke in his direction. It scrapes one glowing white iron-shod hoof, also aflame, as it locks eyes with Durgan....

This happens the moment that Durgan reaches the space he is in. You still have the remainder of his movement, a and standard action left to react.

Durgan Far-Walker wrote:
I am not sure what options Illthir might have with Spell Kenning to help, but there might be something.

The door is currently off it's hinges after the Illthir's second attempt (see here). I rolled a total of 6 on 4d6 previously which after hardness came to 1 whole point of damage the first time around. ;)

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 4! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti (nowhere to be seen)
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan (still some movement and a standard action left)
__ The fire


Very Definitely in the Pit Now (Serena)

In the tight melee Serena cannot find any swinging space for her morningstar.

Despite being pressed upon all sides by a noisome skeletal hoard Kozen remains composed enough to curse out a smattering of magical phrases and hand gestures.

Kozen concentration: 1d20 + 13 ⇒ (15) + 13 = 28 He casts haste on himself, Longtooth and Serena. Serena's first hit still misses but if she wants to take a haste action she can. We'll just say that he cast before Serena's took her action.

Kicking off the pit's wall Longtooth swings down into the space behind Serena rather than on her, just outside the bonestorm.

dice:
1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 12 ⇒ (6) + 12 = 18

Still Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth climbing
__ Kozen -14 hp
__ Serena -25 hp (haste action?)
__ swarm of flying clattering skulls
__ human skeletons


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 swings again, taking advantage of the spell.

Serena vs. skeleton: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d8 + 2 ⇒ (2) + 2 = 4


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

"Found the devil-horse!"

Durgan will go 5' SW and 5' up; this should not require a Fly check, since it is a 45-degree turn and a 45-degree ascent.

Then he will strike at the evil horse.

+1 Cold Iron Battleaxe: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
01-20 miss?: 1d100 ⇒ 64


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

Very Definitely in the Pit Now (Serena)

Serena still can't manage to connect cleanly in the scrum. The clatter of clawing bone talons and snapping flying skulls continues unabated.

dice:
swarm damage: 1d6 ⇒ 3
claw v Serena: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d4 + 2 ⇒ (3) + 2 = 5 claw v Serena: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d4 + 2 ⇒ (4) + 2 = 6
claw v Serena: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d4 + 2 ⇒ (1) + 2 = 3 claw v Serena: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw v Kozen: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw v Kozen: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw v Kozen: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d4 + 2 ⇒ (2) + 2 = 4
Kozen fort save: 1d20 + 4 ⇒ (8) + 4 = 12

Party Conditions haste

Still Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth
__ Kozen
-17 hp
__ Serena -28 hp
__ swarm of flying clattering skulls
__ human skeletons

Serena save to avoid distraction (Fort DC 11).


The Stable

Durgan lands a grazing hit upon the fiendish horse but before he can the creature rears back and and lunges at him nipping the dwarf's gauntleted hand.

bite v Durgan: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d4 + 4 ⇒ (4) + 4 = 8 plus fire damage: 1d6 ⇒ 4
hoof v Durgan: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d6 + 2 ⇒ (5) + 2 = 7 plus fire damage: 1d4 ⇒ 4
hoof v Durgan: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d6 + 2 ⇒ (3) + 2 = 5 plus fire damage: 1d4 ⇒ 4


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

The Stable

dice:
1d20 ⇒ 91d20 ⇒ 71d20 ⇒ 131d20 ⇒ 11d20 ⇒ 171d20 ⇒ 111d20 ⇒ 81d20 ⇒ 6
The fire spreads from the stable's work room along both sides of the inner wall engulfing area beside the open door Illthir is looking in from and creeping into Walker's stall!

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 5! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti (nowhere to be seen)
__ Devil Horse
__ Matheus
__ Crossbow Woman (purple)
__ Mother Vorst sickened
__ Horses (Including Walker)
__ Durgan
__ The fire


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 idea where the efreeti is!" Illthir shares the tiny nugget of not-so-helpful information. The pyromaniac woman claimed to be more then a mere arsonist, so probably up to no good. Bleh. Blehhh!

Seeing little way to be helpful other then entering the raging inferno, the skald steels herself. A song of bravery and courage to empower herself and her allies. Unfortunately such things were incompatible with holding your breath, so she really hoped the foul air wouldn't cause any lasting harm.

Standard Action to start singing. Extra con might be handy on the checks and it doesn't look like she's able to get to the wicked horse anyhow. Move action to move and find out exactly how painful fire actually is :p


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Standard Action to start singing. Extra con might be handy on the checks and it doesn't look like she's able to get to the wicked horse anyhow. Move action to move and find out exactly how painful fire actually is :p

fire damage: 1d6 ⇒ 4

I also need a two saves. A reflex save vs catching on fire (DC 15) and a fortitude save vs smoke inhalation (DC 15). She gets a -2 circumstance penalty on the second save for singing.


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

Fortitude save: 1d20 + 12 ⇒ (16) + 12 = 28

Serena tries again to connect with the nearest skeleton.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d8 + 2 ⇒ (5) + 2 = 7 bludgeoning
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d8 + 2 ⇒ (1) + 2 = 3 bludgeoning


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

Reflex!: 1d20 + 4 ⇒ (17) + 4 = 21

Fortitude!: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22

"Ow ow ow!"


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

@GM, I think you jumped the gun and gave the devil-horse his turn already, before Illthir. Which means that Durgan can go now. Is that correct? It looks like it should have gone after Illthir.

Durgan accepts the power of Illthir's song and strikes at the fiendish horse.

Attack, Raging Song: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16
01-20 Miss: 1d100 ⇒ 16
Well, shoot. That was a lot of damage, too.

Spirit Strike!: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
I'm guessing the spirits are not affected by miss chances, but if they are:
01-20 miss: 1d100 ⇒ 4
Then they miss as well.

Durgan is AC 24 this round.


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

The Stable

Durgan Far-Walker wrote:
@GM, I think you jumped the gun and gave the devil-horse his turn already, before Illthir. Which means that Durgan can go now. Is that correct? It looks like it should have gone after Illthir.

Not precisely. It was readied--waiting for an enemy to draw close, but you're still right in that it doesn't get a full attack off--just the bite. So it runs/will run like this: Durgan's actions on his turn trigger the devil horse, Illthir runs through flames, Efreeti ¯\_(ツ)_/¯, Matheus 5-foot moves, sheathes and lifts Alisa, "Crossbow Woman" ¯\_(ツ)_/¯, Mother Vorst moves and "bursts", regular Horses panic and Walker is burned, and Devil Horse at new initiative (corrected below) full attacks, then Durgan claps back (above)

As Illthir jumps through the flames something strange happens and the wall of flames changes color suddenly and grows even hotter. There is a line of violet fire (see the pink line on the map) that appears along the work room's inner wall, unprotected people take fire damage within 10' of the stall side of the wall.

purple fire damage (within 5'): 2d4 ⇒ (1, 2) = 3
purple fire damage (within 10'): 1d4 ⇒ 2

Mother Vorst rushes back into the barn as far as she dares and channels the power of Pharasma the Lady of Graves to heal those within. This hits all the allies (PCs included) in the stall area except the horse in the SW stall because 'bursts'. channel: 5d6 ⇒ (4, 2, 6, 1, 3) = 16

actual fire fire damage to Walker: 1d6 ⇒ 3
Walker reflex: 1d20 + 6 ⇒ (14) + 6 = 20

The horse tries to rundown the flying Durgan. I'm just using the previous hoof attacks for these

Devil Horse bite v Durgan: 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d4 + 4 ⇒ (3) + 4 = 7 plus fire damage: 1d6 ⇒ 6
THREAT!
confirm?: 1d20 + 9 ⇒ (17) + 9 = 26 additional damage: 1d4 + 4 ⇒ (2) + 4 = 6

Unseen by all but one other set of eyes, Matheus slings his spear over his shoulder and lifts Alisa off the floor.

Durgan Far-Walker wrote:

Durgan accepts the power of Illthir's song and strikes at the fiendish horse.

I'm guessing the spirits are not affected by miss chances, but if they are:

Good question, they make attack rolls but don't have spacing.... I'm gonna say 'no' at least until I can research is some more.


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

The Stable

Spoiler:
1d20 ⇒ 18

The fire doesn't spread this round.

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 6! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti (nowhere to be seen)
__ Matheus encumbered
__ Mother Vorst sickened
__ Horses (including Walker -3 hp)
__ Devil Horse -16 hp
__ Durgan -13 hp
__ The fire


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

Very Definitely in the Pit Now (Serena)

Serena Mistcastle wrote:
Serena tries again to connect with the nearest skeleton.

random skeleton determiner: 1d2 ⇒ 2

And at last, Serena fells one of the two skeletons she can see before her. Meanwhile the lanky wizard is guarding her back against three more.

More later!
Party Conditions haste

Still Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth
__ Kozen
-17 hp
__ Serena -28 hp
__ swarm of flying clattering skulls
__ human skeletons

Serena save to avoid distraction (Fort DC 11).


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 can't help but notice that this suspicious outburst of even more fire seems to separate them from Matheus...

Fortitude:Smoke: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7

... Not that the insight does her anything good as she doubles over grasping for air. "*Cough*"


Very Definitely in the Pit Now (Serena)

"HEY! I was gonna knacker that one! Think tactically, woman! This isn't some game after all!" complains the old scoundrel. "By the way where's the dwarf?"

As he speaks he rolls under the guard of the other skeleton beside Serena and shatters it with a low blow from a small truncheon that suddenly appears in his hand.

acrobatics: 1d20 + 14 ⇒ (15) + 14 = 29
belaying pin v dk blue (flank): 1d20 + 12 ⇒ (13) + 12 = 25 damage (sneak attack): 1d6 + 3 + 5d6 ⇒ (6) + 3 + (4, 2, 4, 5, 2) = 26


Very Definitely in the Pit Now (Serena)

With some space to move Kozen withdraws for safety around a curve in the catacomb.

He pops out a moment later to point toward a dark tunnel hung with the tatters of cobwebs in the northwest corner. "They took him down there!" shouts the merchant.


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

The Stable

dice:
1d20 ⇒ 21d20 ⇒ 141d20 ⇒ 16
1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 damage: 2d4 + 7 ⇒ (2, 2) + 7 = 11
1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12
1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 damage: 2d4 + 7 ⇒ (4, 4) + 7 = 15
1d20 + 10 ⇒ (2) + 10 = 12 1d8 + 5 ⇒ (4) + 5 = 9

Matheus cries out in pain. There's a thud, and the sound of battle rings out from behind the curtain of flames.


The Stable

Mother Vorst prays for all of her allies inside the burning building.

Walker is burned and his mane catches on fire! The horse rears and screams.

dice:
1d6 ⇒ 6 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Again the devil horse tries to trample Durgan with it's flaming hooves, and breath, but to no avail. The dwarf narrowly skirts the creatures flurry of attacks.

bite v Durgan: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d4 + 3 ⇒ (3) + 3 = 6 plus fire damage: 1d6 ⇒ 1 miss
hoof v Durgan: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d6 + 1 ⇒ (3) + 1 = 4 plus fire damage: 1d4 ⇒ 1 miss
hoof v Durgan: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d6 + 1 ⇒ (3) + 1 = 4 plus fire damage: 1d4 ⇒ 2 miss


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

The Stable

Conditions inside
Prayer for the party.
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 6! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti
__ Matheus -38 hp
__ Mother Vorst sickened
__ Walker -17 hp, on fire!
__ The other horse -11 hp
__ Devil Horse -16 hp
__ Durgan -13 hp
__ The fire


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 will continue to attack the evil horse.

Attack, Prayer, Rage: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12

Despite the blessings of his allies, luck is not with him and he misses badly.

The spirits attack!
Spirit Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Probably also a miss.


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

Very Definitely in the Pit Now (Serena)

Her allies spread out now the swarm of skulls and skeletons circle Serena like a tornado, ready for the kill

dice:
swarm: 1d6 ⇒ 6
claw v Serena: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d4 + 2 ⇒ (4) + 2 = 6 claw v Serena: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw v Serena: 1d20 + 2 ⇒ (14) + 2 = 16 damage: 1d4 + 2 ⇒ (3) + 2 = 5 claw v Serena: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw v Serena: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d4 + 2 ⇒ (3) + 2 = 5 claw v Serena: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d4 + 2 ⇒ (3) + 2 = 5

Party Conditions haste

Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth
__ Kozen
-17 hp
__ Serena -34 hp (pending Fort save, see below)
__ swarm of flying clattering skulls
__ human skeletons

Serena save to avoid distraction (Fort DC 11).


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

A Hedge Maze (Alia Edition!)

Alia of the Blade wrote:

"Show yourselves. I can hear you.", Alia speaks up as she glances in the direction where she heared the sounds.

She then takes a moment to conjure a set of mirror images mimicking her movements, before moving onwards towards the fading voice.

There's no reply.

Rounding the bend, Alia finds herself confronted with a dead end.

The dead end remains in place no despite Alia's best attempt to will it away.


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

The Stable

The second-story, bucking, burning brono is a hard target even for angry ancestral spirits and the two combatants find themselves evenly matched.

dice:
1d20 ⇒ 14
1d20 ⇒ 12 1d20 ⇒ 8 1d20 ⇒ 15 1d20 ⇒ 2

Conditions inside
Prayer for the party.
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 6! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti
__ Matheus -38 hp
__ Mother Vorst sickened, coughing
__ Walker -17 hp, coughing, on fire!
__ The other horse -11 hp
__ Devil Horse -16 hp
__ Durgan -13 hp
__ The fire


A Hedge Maze (Zokon Edition!)

Alak Dool wrote:
"It's dangerous but maybe you could lure all the spiders over to one wall or corner and then move away--way out of the way?" suggests the wizard from above. "Otherwise, fireball--no problem." Dool smiles.

"Well, I think it's a good plan." says Dool in a feigned injure tone. "But you do as you like. You know best, being a ranger and all."

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Zokon -26 hp (prone)
__ 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'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Ser Richard's Manor (Fergus)

"WIZARD! Snap out of it!" someone shakes Fergus. "Where's the Baron!?"

"And Lord Varn?" another man adds hastily.

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