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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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 ⇒ (3) + 12 = 15

Serena pauses momentarily to lay hands on herself (swift action), healing 1d6 ⇒ 6 damage, and raises her holy symbol, calling on the power of Sarenrae. Channel positive energy for 1d6 + 2 ⇒ (2) + 2 = 4 damage to 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

Are you able to take Free Actions while choking on smoke? If not the song is disrupted

More coughing?: 1d20 + 7 ⇒ (2) + 7 = 9 +1 & -2 if singing!

"Coughcoughcough..." Gasping for air, the skald started to think this was a really bad idea. Really really bad. Her eyes watered and lungs burned as she tried to make out how to get her horse free. And get out - that looked to be just about all she'd be able to do. Hopefully.

Nonlethal: 1d6 ⇒ 5


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

The Stable

Illthir Winlowe wrote:

Are you able to take Free Actions while choking on smoke? If not the song is disrupted

"Coughcoughcough..." Gasping for air, the skald started to think this was a really bad idea. Really really bad. Her eyes watered and lungs burned as she tried to make out how to get her horse free. And get out - that looked to be just about all she'd be able to do. Hopefully.

Yeah you probably can't sing if you're coughing, unless maybe you are singing the way that dogs do in those niche-funny, holiday albums. Although if I remember correctly Michael Jackson could while suffering a bout of hiccups. WOOH!

That, and somewhere along the way I forgot to burn Illthir a bit last round for 2 damage for being so close to the weird purple flames. That happens again just now for 1 more point of damage.

dice:
2d4 ⇒ (4, 2) = 61d4 ⇒ 1
1d20 + 16 ⇒ (7) + 16 = 23 damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
1d20 + 11 ⇒ (1) + 11 = 12 damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13
burn: 1d6 ⇒ 1

Walker and the other remaining horse both collapse, Walker still on fire.

Matheus cries out in pain, and sounds of battle quickly end.

Mother Vorst coughs herself to tears, unable to help.

The fiery horse delivers a couple of glancing blows to Durgan and things begin to look desperate.

bite v Durgan: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d4 + 3 ⇒ (4) + 3 = 7 plus fire damage: 1d6 ⇒ 1 hit
hoof v Durgan: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d6 + 1 ⇒ (1) + 1 = 2 plus fire damage: 1d4 ⇒ 2 miss
hoof v Durgan: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d6 + 1 ⇒ (5) + 1 = 6 plus fire damage: 1d4 ⇒ 4
THREAT!
hoof v Durgan: 1d20 + 3 ⇒ (18) + 3 = 21 damage: 1d6 + 1 ⇒ (2) + 1 = 3 plus fire damage: 1d4 ⇒ 1 hit no crit


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 -52 hp, dying
__ Mother Vorst sickened, coughing
__ Walker -24 hp, on fire, dying
__ The other horse -17 hp, dying
__ Devil Horse -16 hp
__ Durgan -23 hp
__ The fire


Very Definitely in the Pit Now (Serena)

Serena Mistcastle wrote:
Serena pauses momentarily to lay hands on herself (swift action), healing 1d6 damage, and raises her holy symbol, calling on the power of Sarenrae.

All three skeletons collapse into heaps and several skulls clatter to the floor. The remaining skulls snap their jaws angrily at Serena.

Kozen produces a scroll of vellum, Longtooth a large vial of something.

"GET OUT OF THE WAY!" shouts Longtooth.

dice:
will: 1d20 + 3 ⇒ (18) + 3 = 21
will: 1d20 + 2 ⇒ (12) + 2 = 14
will: 1d20 + 2 ⇒ (6) + 2 = 8
will: 1d20 + 2 ⇒ (8) + 2 = 10
swarm damage: 1d6 ⇒ 4

Party Conditions haste

Round 5! (Theme ♬)
The Bold May Act!
_________________
__ Longtooth readied
__ Kozen[/b] -17 hp, readied
__ Serena -32 hp (pending Fort save, see below)
__ swarm of flying clattering skulls -6 hp

Serena save to avoid distraction (Fort DC 11).


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

The Stable

Illthir Winlowe wrote:

Are you able to take Free Actions while choking on smoke? If not the song is disrupted

"Coughcoughcough..." Gasping for air, the skald started to think this was a really bad idea. Really really bad. Her eyes watered and lungs burned as she tried to make out how to get her horse free. And get out - that looked to be just about all she'd be able to do. Hopefully.

Oops, totally forgot everyone's nonlethal. I'll post it next time around!


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 isn't in terrible shape, although the creature's lucky blows are starting to add up. If things continue, he may need to heal himself in a bit.

He strikes again with his axe.

Attack, Prayer: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16
01-20 Miss: 1d100 ⇒ 51

Finally, he lands a telling blow!

Unfortunately, with Illthir's singing halted, the spirits do not get to attack.

No Rage this round, so AC 25. Durgan is out of Channels, so this is his best course of action.


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

The Stable

dice:
1d20 ⇒ 61d20 ⇒ 161d20 ⇒ 121d20 ⇒ 41d20 ⇒ 161d20 ⇒ 141d20 ⇒ 61d20 ⇒ 71d20 ⇒ 111d20 ⇒ 7

The fire blazes away.

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Efreeti
__ Matheus -52 hp, dying
__ Mother Vorst sickened, coughing
__ Walker -24 hp, on fire, dying
__ The other horse -17 hp, dying
__ Devil Horse -32 hp
__ Durgan -23 hp
__ 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

Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18

That makes it I *think*

"*Cough* We have to get out of here!" The skald managed to force out between the smoke-induced coughing. Not taking her own advice, she opened the pen to Walker and winced. She'd never be able to get him out of here of her own ... Hopefully she'd be able to get herself out of here even with a wasted moment. But she had to try - a minor healing spell was all she could contribute with.

Cure Light Wounds!: 1d8 + 5 ⇒ (4) + 5 = 9

Move to open pen?? Standard to Cure Light Wounds and 5-foot step to the right


The Stable

dice:
1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
Illthir Winlowe wrote:
That makes it I *think*

Yes. Going outside and catching your breath resets the effect.

Walker blinks his big brown eyes open and looks up at Illthir. He quickly rolls on the ground extinguishing his burning hair.

dice:
reflex: 1d20 + 7 ⇒ (16) + 7 = 23
healing channel: 5d6 ⇒ (1, 4, 3, 3, 6) = 17
1d6 ⇒ 3
reflex: 1d20 + 7 ⇒ (10) + 7 = 17
1d6 ⇒ 4
reflex: 1d20 + 7 ⇒ (6) + 7 = 13

A second burst of divine healing brings him to his feet and reinvigorates the party +17 hp. The horse rushes from the stall, and out into the burning barn looking for an escape.

The demon horse snorts and kicks at Durgan, but the power of the Master of the First Vault protects him.
bite v Durgan: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d4 + 3 ⇒ (4) + 3 = 7 plus fire damage: 1d6 ⇒ 6 miss
hoof v Durgan: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d6 + 1 ⇒ (5) + 1 = 6 plus fire damage: 1d4 ⇒ 2 miss
hoof v Durgan: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d6 + 1 ⇒ (2) + 1 = 3 plus fire damage: 1d4 ⇒ 3 miss


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

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 7! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst sickened
__ Walker -5 hp, on fire again
__ Devil Horse -32 hp
__ Durgan -6 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

Seeing that Walker is okay, Durgan continues to attack.
Attack, Prayer: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
01-20 Miss: 1d100 ⇒ 11
Think that's doubly a miss, in fact.

He takes a 5' step back and down, so if the Devil Horse wants to continue the fight, it will have to be in range of Illthir as well.


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

The Stable

dice:
1d20 ⇒ 14

Durgan's weapons finds nothing but smoke.
The fire does not spread much this round.

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 8! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst sickened
__ Walker -5 hp, on fire again
__ Devil Horse -32 hp
__ Durgan -6 hp
__ 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

Fort Save!: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 Remembering Prayer!

Blinking away her tears Illthir finds some peace of mind in that her horse is safe. If only the same could be said for their companions - and themselves! Glancing at the fiery horse and the wall of flames next to them she gnashes her teeth.

"Alisa, Mat and the Efreettii are on the other side..." And she wasn't nearly fireproof enough to help them. Not to mention the smoke; so ... Help Durgan finish this asap? To that end she flings a dagger at the horse as she reposition towards the door.

Throw!: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

Sadness 1-20?: 1d100 ⇒ 84

Damage?: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6


The Stable

"COME ON! WE CAN'T STAY HERE!" cries Mother Vorst as she retreats from the flames.

Illthir's blade sails up into the rafters missing the horse, who snorts a gout of obscuring black smoke down upon Durgan. The flaming horse itself disappears into the smoke cloud. The smoke fills a 15-foot cone. This smoke acts as obscuring mist for the purposes of concealment (that only really matters now closer to the ground).

Illthir crashes though a curtain of flames. fire damage: 1d6 ⇒ 5

dice:
1d20 + 7 ⇒ (16) + 7 = 23

Walker runs so fast it puts the flames in his tail out.

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 8! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -5 hp (Reflex save DC 15 to avoid catching fire)
__ Mother Vorst sickened
__ Walker -5 hp
__ Devil Horse -32 hp
__ Durgan -6 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

"An Efreeti? Is that bad? What can it do?"

Durgan is in way over his head and has no way of knowing that. He lacks Knowledge (Planes), and things like CR are metagame knowledge.

But, with Illthir retreating and Mother Vorst advising retreat, he joins them.

He will move to stay next to Illthir.


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

The Stable

dice:
1d20 ⇒ 18

The fire doesn't seem to grow much this round.

Durgan Far-Walker wrote:
"An Efreeti? Is that bad? What can it do?"

One of Vorst's cleric domains is Knowledge, alas from outside she can't hear Durgan.

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 9! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -5 hp (pending a Reflex save DC 15 to avoid catching fire--from moving through it the round before)
__ Mother Vorst sickened
__ Walker -5 hp
__ Devil Horse -32 hp
__ Durgan -6 hp
__ 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

Reflex: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18

Fortitude: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

As a reply to the question; Illthir gestures all around to the place on fire. In various ways. "And some trickery too! *Cough* If we get out of the smoke, we might be able to pull Mathias out by the north door ..."


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

The Stable

Mother Vorst rushes around the building to find the way blocked by fire.

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 9! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -5 hp (pending a Reflex save DC 15 to avoid catching fire--from moving through it the round before)
__ Mother Vorst sickened
__ Durgan -6 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 flies around, following Illthir and Mother Vorst.

I remembered to account for the fact that a turn of up to 45 degrees costs 5' of your movement - think I had neglected that before.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
I remembered to account for the fact that a turn of up to 45 degrees costs 5' of your movement - think I had neglected that before.

No worries. I hadn't remembered that myself and I have a wizard flying all over the place in another game.

Dice:
1d20 ⇒ 1

The fire burns.

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 10! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
-5 hp (pending a Reflex save DC 15 to avoid catching fire--from moving through it the round before)
__ Mother Vorst sickened
__ Durgan -6 hp
__ 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

The reflex save prompt appears on the last two post despite (I think) not walking into any new fires. Did I miss one or is it just copy pasted there :)?

Illthir rushes along the building and comes just far enough to see the scene inside, though without all the details. "Can you channel to heal?" If they were alive. She couldn't help but feel like a lamb by a slaughterhouse, but maybe they'll be able to get them out ...


The Stable

Illthir Winlowe wrote:
The reflex save prompt appears on the last two post despite (I think) not walking into any new fires. Did I miss one or is it just copy pasted there :)?

Just a copy/paste error on my part.

Illthir Winlowe wrote:
Illthir rushes along the building and comes just far enough to see the scene inside, though without all the details. "Can you channel to heal?" If they were alive. She couldn't help but feel like a lamb by a slaughterhouse, but maybe they'll be able to get them out ...

"If the Lady permits and hasn't snuffed their candles yet."

healing channel: 5d6 ⇒ (5, 5, 1, 3, 2) = 16

Matheus begins coughing.

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 10! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst sickened
__ Durgan
__ Matheus -36 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 flies through the flames, warded by the power of Abadar.

That is a single move, so he has an action left. What does he see?


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

Durgan flies through the flames, warded by the power of Abadar.

That is a single move, so he has an action left. What does he see?

Not much. The fire is racing up the inner walls and producing a lot of smoke (i.e. treat it like obscuring mist). Air bubble doesn't project outward enough to help appreciably with that (it's a bit like wearing a astronaut or old timey diving helmet). The party can vaguely make out the shapes of their allies if they hunch down a bit to where the smoke isn't so thick. Likewise the fire is quite noisy too, so hearing anything is difficult as well. Treat the space as terrible conditions for making perception checks.

dice:
1d20 + 13 ⇒ (11) + 13 = 24


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

From where I moved Durgan on the map, after a single move, he would be immediately adjacent to Alisa. Can he see them?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Durgan Far-Walker wrote:
From where I moved Durgan on the map, after a single move, he would be immediately adjacent to Alisa. Can he see them?

Yes.


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 sacrifice Liberating Command to heal Alisa.

CLW: 1d8 + 5 ⇒ (8) + 5 = 13

If she has also taken nonlethal damage from the heat or smoke, this will heal both lethal and nonlethal simultaneously.

If she is dead, I think it takes an action to do a Heal check to recognize that, so Durgan wouldn't be doing anything else this round anyway.


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

The Stable

As Durgan reaches out to the fallen warrior a blade flashes out from above. Before it falls though Durgan is able to see the attack coming from look in Matheus's face. The blade narrowly misses. The unorthodox strike coming from the efreeta standing in mid-air over the doorway.

red falchion v Durgan (invisible): 1d20 + 19 ⇒ (4) + 19 = 23 damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12 plus fire damage: 1d6 ⇒ 5 miss (just barely)

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 10! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst sickened
__ Efreeti
__ Durgan (Sorry, I keep making you take your turn over)
__ Matheus -36 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 move out of the stable (I believe he only had 1 action left, so could not both move out of the stable and cast).


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

The Stable

Matheus reaches out and retrieves his spear. He rolls to his feet and comes to stand above the fallen Alisa.

The fire ripples and waves dramatically as the combatants eye one another.

dice:
1d20 ⇒ 8

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 11! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst
sickened
__ Efreeti
__ Durgan
__ Matheus -36 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 advise Illthir and Mother Vorst, "That Efreeti is inside there!"


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 steps up to the door and swings for the kneecaps. "Go away you thrice cursed spirit!" The darn thing seemed to prefer hit and run above stand and swing, so she hoped it'd just do that. And maybe they'll be able to get everyone out of the blaze ...

To Hit: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Damage (blunt, silver): 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Hoping it is visible from the doorway now to avoid the smoke. If not I'll guess Illthir have to stumble around in the smoker again :p


Hanging upside-down in the fire in a way that makes Illthir wonder if she is actually one upside-down the red woman moves her head to avoid the skald's blow, and smiles.

Off to work. More later.


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

Sorry, just realized that I hadn't done anything.

Fort: 1d20 + 12 ⇒ (9) + 12 = 21

Serena obeys Longtooth, moving to get clear of the swarm.


Mother Vorst offers up another prayer to Pharasma.

healing channel: 5d6 ⇒ (5, 6, 4, 4, 1) = 20


The Stable

"I guess I get to kill you again." says the smiling efreeti to Matheus. She begins to pirouette in midair with her burning falchion. Matheus holds his ground--for a moment before falling to the onslaught.

red falchion v Matheus: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11 plus fire damage: 1d6 ⇒ 4 hit
THREAT!
confirm: 1d20 + 16 ⇒ (10) + 16 = 26 damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10 crit

red falchion v Matheus: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12 plus fire damage: 1d6 ⇒ 5 hit

"Who's next?"

Conditions inside
Note on cover: that the efreeti has cover because of the top of the door frame from people standing outside the door. They get cover from her as well. She's technically up a little higher than 5', but everything related to fighting spaces in Pathfinder boils down to 5' squares and cubes.
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 11! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst sickened
__ Efreeti
__ Durgan
__ Matheus -49 hp, dying
__ The fire


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

Very Definitely in the Pit Now (Serena)

dice:
I'm not even gonna roll this. The swarm has 3 hp left. ;)

Between the blast of fire the merchant summons from his scroll, and the old hero's vial of acid the blackened and broken skulls clatter to the floor where a few roll about pathetically.

Longtooth looks around the space in Kozen's wizard's light and toward the three rough hewn tunnels leading further down into darkness.

**END COMBAT!**

RESULTS
_________________
__ Longtooth
__ Kozen -17 hp
__ Serena -32 hp
__ Balthur Mistbreather still missing


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

"Which way did Balthur go or was taken?" Serena asks Kozen, as she takes up a position beside him and channels the grace of Sarenrae to heal them.

Healing channel: 4d6 ⇒ (2, 2, 1, 3) = 8


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 moves in under the Efreeti and drags Matheus out of the barn.

And if it provokes an AOO from the Efreeti, he will accept the AOO (AC 25). I think the cover from the door prevents an AOO from getting to the space under the Efreeti, but getting back out again would provoke.

He should be able to do that (move + Drag maneuver as a standard action), but if for any reason that doesn't work, he would instead move in to the square under the Efreeti and use Total Defense, planning to pick up Matheus and move out next round.


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

Durgan moves in under the Efreeti and drags Matheus out of the barn.

And if it provokes an AOO from the Efreeti, he will accept the AOO (AC 25). I think the cover from the door prevents an AOO from getting to the space under the Efreeti, but getting back out again would provoke.

He should be able to do that (move + Drag maneuver as a standard action), but if for any reason that doesn't work, he would instead move in to the square under the Efreeti and use Total Defense, planning to pick up Matheus and move out next round.

Yeah, moving out of a threatened square (which is none of the people outside because of cover), manipulating an object, picking up, or moving a heavy object all trigger AoOs (as well as require a move action).

I of course can't find the rule that settles it, but Matheus doesn't count as a 'foe' or even active opponent, or combatant as he is unconscious and helpless. He's treated more like an inanimate object right now, and this is coming from someone who has played fighters who've bull rushed allies out of dangerous situations.

This would leave Durgan beneath the efreeti (total defense), pending a picking up Matheus (a move action that provokes) and second move action out the door (which would/could prooke a second attack of opportunity from the efreeti if she has the Combat Reflexes feat).

dice:
1d20 + 3 - 7 ⇒ (7) + 3 - 7 = 3

1d20 ⇒ 101d20 ⇒ 161d20 ⇒ 121d20 ⇒ 141d20 ⇒ 51d20 ⇒ 81d20 ⇒ 151d20 ⇒ 41d20 ⇒ 91d20 ⇒ 61d20 ⇒ 6


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

The Stable

A ceiling joist collapses inside the room as the fire spreads.

Conditions inside
Note on cover: that the efreeti has cover because of the top of the door frame from people standing outside the door. They get cover from her as well. She's technically up a little higher than 5', but everything related to fighting spaces in Pathfinder boils down to 5' squares and cubes.
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 12! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst
sickened
__ Efreeti
__ Durgan
__ Matheus -50 hp, dying
__ The fire


Very Definitely in the Pit Now (Serena)

Serena Mistcastle wrote:
"Which way did Balthur go or was taken?" Serena asks Kozen, as she takes up a position beside him and channels the grace of Sarenrae to heal them.
Kozen wrote:

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.

Kozen sighs as if put upon and indicates toward the northwestern corner again. "I suppose you'll want to go after him then?"

"What do you think?" says Longtooth smiling at them both.

NEW RESULTS
_________________
__ Longtooth
__ Kozen -9 hp
__ Serena -24 hp
__ Balthur Mistbreather still missing


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 call out to Illthir and Mother Vorst, "I'd appreciate anything you can do to keep me alive."

Could be a defensive buff, a readied healing spell, or something else.


"Perhaps I have grown naive, but I did not foresee the need to for open battle at this council. From where has this evil arrived from?"

There's not much she has left spell wise to help Durgan aside from a lot of channeling and healing.


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

"Yes, [u]we[/u], all of us, are going after him," Serena says commandingly. She grabs Kozen by the arm and the pair proceeds down the northwest corridor, trusting Longtooth to follow.


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 yeah, today has been terrible." Illthir notes and makes a sour face. *Hopefully* her friends were still alive and well. But the deities of luck didn't seem to be on their side today.

"I'll try ..." Truthfully, she didn't have many helpful tricks left. But maybe ...

Ready Action: Durgans Turn comes around!:
"...Pocket Sand!!" the skald yells, maybe it'll mildly annoy the spirit, and flings a handful of lint and junk into the creatures eyes!

Dirty Trick: Blind. It should provoke, so if it only has 1 AoO ... And on the off chance it succeeds the condition should prevent further AoOs :D

CMB roll: 1d20 + 6 ⇒ (14) + 6 = 20


The Stable

Because she can read the tea leaves, Mother Vorst delays to conjure a selective channel.

The efreeti slashes down at Durgan, but the dwarf fends off her attack.

red falchion v Durgan (higher ground): 1d20 + 16 ⇒ (8) + 16 = 24 damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10 plus fire damage: 1d6 ⇒ 3
red falchion v Durgan (higher ground): 1d20 + 11 ⇒ (11) + 11 = 22 damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12 plus fire damage: 1d6 ⇒ 4

Conditions inside
Note on cover: that the efreeti has cover because of the top of the door frame from people standing outside the door. They get cover from her as well. She's technically up a little higher than 5', but everything related to fighting spaces in Pathfinder boils down to 5' squares and cubes.
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 12! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Mother Vorst delay, sickened
__ Efreeti
__ Durgan
__ Matheus -50 hp, dying
__ The fire


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

Very Definitely in the Pit Now (Serena)

With Kozen's mage light to illuminate the way the three companions move down the short, bone-lined stairs and into a gallery that splits with one branch leading off to the right and meeting up with at least one of the other tunnels from above. The other passage disappears around a bend in the tunnel ahead.


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

This is going to hurt.

Durgan will pick up Matheus and walk out of the building.
He braces himself for the inevitable.

The cascade of AOOs and readied actions may change things after Durgan's first move action. Let's see what happens.

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