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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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

"Half the places have been things that *shouldn't* be here. A pot of gold can't be much harder to conjure then evil spirits or whatnot." Illthir confidently states, having little knowledge about such things. Other then yeah; undoubtedly magic at work. And, she decided, having a horde of undead minions do the work of dragging the loot here and bricking up the windows would count as magic!

"Question is - a stash for ill-gotten gains or another trap? Everything else has been a trap so far ..." Deduction led the skald to that disappointing conclusion. She wouldn't mind rolling in coins (or trying that shiny harp! Assuming it wasn't just ornamental) but it felt like it'd try to shiv her.

With one hand keeping her weapon pointed into the room she concentrated. With a small frown, squint and wiggle of her ears she tried to channel some of that elven perception. And after that some arcane detection!

Perception: 1d20 + 15 ⇒ (2) + 15 = 17

Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

Look at the room with eyeballs. Then Detect Magic!

Also sneaky GM trying to trick the players to use the map :p


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

"Half the places have been things that *shouldn't* be here. A pot of gold can't be much harder to conjure then evil spirits or whatnot." Illthir confidently states, having little knowledge about such things. Other then yeah; undoubtedly magic at work. And, she decided, having a horde of undead minions do the work of dragging the loot here and bricking up the windows would count as magic!

"Question is - a stash for ill-gotten gains or another trap? Everything else has been a trap so far ..." Deduction led the skald to that disappointing conclusion. She wouldn't mind rolling in coins (or trying that shiny harp! Assuming it wasn't just ornamental) but it felt like it'd try to shiv her.

With one hand keeping her weapon pointed into the room she concentrated. With a small frown, squint and wiggle of her ears she tried to channel some of that elven perception. And after that some arcane detection!

Look at the room with eyeballs. Then Detect Magic!

Also sneaky GM trying to trick the players to use the map :p

Illthir notes the room is quite cold and that there seems to be a breeze coming from the mirror.

After a moment, Illthir's eyes note the presence of one strong magical aura before her.


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

"Ilthir, what do your half-elf eyes see?", Alia asked her companion.


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

"Uhm. One magic aura. Big one, but don't know what." Hopefully someone with a more formal magical education would know what to do with that one. "And it's chilly, breezy. That mirror feels more like a window?"

What would Illthir know about the mirror witches up north? That seems like something that could be related to this :p

Knowledge(History, Geography, Local, Nobility or Arcana): 1d20 + 7 ⇒ (4) + 7 = 11

Whichever is likely to fit the topic :D


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

"Uhm. One magic aura. Big one, but don't know what." Hopefully someone with a more formal magical education would know what to do with that one. "And it's chilly, breezy. That mirror feels more like a window?"

What would Illthir know about the mirror witches up north? That seems like something that could be related to this :p

Whichever is likely to fit the topic :D

Not really much. Anyone who's lived in places ruled by Baba Yaga's brood knows a lot of scary stories about them, but putting that together with mirrors and a cold breeze is probably a stretch too far (especially with that roll). Note too that if you find a magical item it is usually a spellcraft check to identify what it might do, even if you can't quickly identify its specific magical aura. This of course might take some interaction.

Anyone else?


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 |

Spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13 Yay. THAT is likely to uncover the mystery.
"If the mirror is troublesome, lets just cover it with some drapes."

Careful not to approach the mirror from the front, or to even look in it's direction more than needed, Alia fetches a suitable large piece of fabric and throws it over the mirror.
Ranged Touch vs AC 5: 1d20 + 6 ⇒ (12) + 6 = 18


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

Less "what does the mirror do" more "does this set off alarm bells of baba yaga comming to eat us all" :p Let's see how the draping goes. And if not horrible, decide if we want to loot now or later :D

"Well, not troublesome yet. But everything else odd have turned out to be eventually." the skald grumbles. Hopefully though this *was* the room of loot with no strings attached. But wouldn't hold her breath for that.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:

Yay. THAT is likely to uncover the mystery.

"If the mirror is troublesome, lets just cover it with some drapes."

Careful not to approach the mirror from the front, or to even look in it's direction more than needed, Alia fetches a suitable large piece of fabric and throws it over the mirror.

The only thing that Alia notes about the mirror without looking too closely at it is the brass plate near its frame's apex which bears runes that only vaguely correspond to the Common Taldane characters 'CR' and the number '17' whatever that may mean.

The rugs are probably a too stiff to cover the mirror with barring the use of pitons, and definitely too heavy to throw easily. There are no drapes here either given the lack of windows. So is the plan to go to one of the guest rooms and grab some sheets?

What's everyone else doing?


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Durgan is not well-versed in magical lore. He remains ready, but waits for the mages to complete their investigation.

Is Fergus still with us?


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || 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

Wait... CR 17? Uhm, does that make anyone else nervous?


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 retrieves whatever seems suitable for the task - drapery from the corridor or a guest room, sheets, whatever will do the trick.

At this point? CR17 is slightly over 100k XP - Fergus has not posted since February, so that would kick us from level 5 to Level 7, halfway to 8. Even in slow XP progression which i suspect we use it would get us to Level 7 on the basis we did not just become level 5. Assuming we don't just die horribly and anti-climactically.

More seriously, I had even considered if it could be a mirror of life trapping or the sort...but with those rolls and at our level we have no idea. The mirror gave Ilthir pause, I have no idea what it is, but just saying "nope" and leaving the treasure room alone on the chance there might be trouble seems like Meta, when we pushed on everywhere else so far. So if someone wants to be a voice of reason IC, be my guest, but I can't really think of an in-game reason to just turn around at this point.

Dool could possibly take a look, but as with traps and such before, it feels weird to just call on the NPC's to do all the checks we can't.


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 room is chilly and a bit breezy, so one could guess it is some portal someplace. If one knew more about the north then Illthir does, one might guess the cool mirror related witches north-west might have something to do with it .p Also most magical things have been trying to murder us so far! That bit Illthir does know :D

While Alia tries some shenanigans Illthir works on the other important task; figuring out how much wealth there was in the room. To know if it was a trap worth springing of course! Ahem. Yeah.

Appraise: 1d20 + 5 ⇒ (7) + 5 = 12

Hmm. All very shiny, but not usually the sort a traveling teller of tales would be familiar with. Oh well. "There doesn't seem to be anything in here intent on giving us trouble right now... I'm curious about the breeze though, there's no windows in this room. And it's cold."

Next step. *If* anything were to come to life and try to murder her, that stone statue seemed like a good bet. With her companions close by and providing her with some much needed courage Illthir gently poked it with her weapon. Poke poke. Alive and angry? Or still stone.

If nothing terrible has happened so far she'll turn her attention to the swords. What sort of swords? Probably the pointy sharp kind, she was no swordologist, but she hoped to recognize if they were the local sort of duelling blades? Say belonging to any of the missing folk?

Assuming she hadn't been bit by a stone chicken or stabbed by a floating blade the half-elf turns to the coin next. The silver and the wine was both local. If the coins were as well it seemed reasonable that this was simply loot or even the house stash. If not, it could be a meaty bribe by someplace to screw this all over ...

Now - presuming she was still alive and well - she had checked or poked most of the important things. So there was only one reasonable course of action left. See if that gold harp was merely decoration or actually playable! Gods, imagine carrying around a harp of solid gold. Hmm... Maybe I could get a chariot ..?

Doing the responsible thing of poking a bunch of stuff. Once Alia has a chance to blanket things up. If nothing horrible happens, it is probably safe :p


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

The room is chilly and a bit breezy, so one could guess it is some portal someplace. If one knew more about the north then Illthir does, one might guess the cool mirror related witches north-west might have something to do with it .p Also most magical things have been trying to murder us so far! That bit Illthir does know :D

While Alia tries some shenanigans Illthir works on the other important task; figuring out how much wealth there was in the room. To know if it was a trap worth springing of course! Ahem. Yeah.

[dice=Appraise]1d20+5 = 12

Um, a lot, maybe? Most of it seems to things taken from Ser Iannuchi's estate. If anyone has a banked piece of treasure this is a place it could appear. Just discovering this chamber adds 5,500 gp to each player's bank. It's Pathfinder crypto.

Illthir Winlowe wrote:
Next step. *If* anything were to come to life and try to murder her, that stone statue seemed like a good bet. With her companions close by and providing her with some much needed courage Illthir gently poked it with her weapon. Poke poke. Alive and angry? Or still stone.

If it is a monster it is one made of stone.

Illthir Winlowe wrote:
If nothing terrible has happened so far she'll turn her attention to the swords. What sort of swords? Probably the pointy sharp kind, she was no swordologist, but she hoped to recognize if they were the local sort of duelling blades? Say belonging to any of the missing folk?

A few of the blades do look like the traditional single-bladed, slightly curved swordlord dueling weapons. More importantly though Illthir notes Matheus's gold-shod spear leaning in the northwestern corner.

Illthir Winlowe wrote:

Assuming she hadn't been bit by a stone chicken or stabbed by a floating blade the half-elf turns to the coin next. The silver and the wine was both local. If the coins were as well it seemed reasonable that this was simply loot or even the house stash. If not, it could be a meaty bribe by someplace to screw this all over ...

Now - presuming she was still alive and well - she had checked or poked most of the important things. So there was only one reasonable course of action left. See if that gold harp was merely decoration or actually playable! Gods, imagine carrying around a harp of solid gold. Hmm... Maybe I...

The harp sounds fine. If Illthir wants a magic harp she could just "make it so" out of her bank if she likes.


Alia of the Blade wrote:

Alia retrieves whatever seems suitable for the task - drapery from the corridor or a guest room, sheets, whatever will do the trick.

Alia squeezes her way through the corridor and back to the guest room (Room 2).

"Well? Is there anything to see in there?" asks Longtooth....

Continuing on (feel free to talk to Longtooth if you like) she finds a door blocking her way. Not the actual room's door but a thick tower shield of a door held by Alak Dool's huge mysterious bodyguard.

Small, deep-set red eyes look down on Alia from around the barrier, challenging her. Beyond, inside the room somewhere, she can hear Dool inside muttering a spell.

Map Updated

dice:
1d20 + 12 ⇒ (9) + 12 = 21

Alia:
Behind her down the hall Alia notices that the illusion of the lich has disappeared.


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 |

"Oh, we have such sights to show you.", Alia responds to Longtooth - "...alas, I am certain there is trouble in there - there's been trouble everywhere in this cursed place. It'll probably tear our souls apart and enjoy our sweet, sweet suffering.", she waves Longtooth past, to take a look at things at his leisure.

Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
"Hej, Alak, what gives? I need some drapery, but your Doormaster is blocking the path - I assume to give you some privacy, which I'll be glad to provide once I have some sheets. That said, what ARE you casting - anything we should know about the place or some "none of-your-business" broody caster type stuff? I'm fine with either, would just like to know."


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Durgan moves to back up Alia. He listens for Dool's response.


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

Illthir will take a fancy amulet of charisma and make her armor a bit more magical through the magic of fungible tokens :p

+500 gp to the bank for a total of 750.

Illthir discovers a fine gold chain amid the coins she is running her fingers through. Drawing upon it she finds a strange amulet....


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Alia of the Blade wrote:
"Hej, Alak, what gives? I need some drapery, but your Doormaster is blocking the path - I assume to give you some privacy, which I'll be glad to provide once I have some sheets. That said, what ARE you casting - anything we should know about the place or some "none of-your-business" broody caster type stuff? I'm fine with either, would just like to know."

The guard makes no move until Alak finishes casting his spell, at which point I need to get back home and roll a lot of initiative rolls for later tonight after work. ;)


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

Suspicious >.>


A voice like metal on stone calls out a word of magic from behind the party and a terrific fireball ignites in the hallway.

fireball v party: 9d6 ⇒ (3, 3, 3, 1, 4, 5, 6, 5, 1) = 31

Alia, Durgan, Serena Reflex save DC 20 for half damage. They all get a +1 morale bonus from the blessing Sandralane placed upon the party, and a +1 luck bonus from the prayer Mother Vorst said before Illthir began investigating room 1.

Longtooth comes out of the explosion seemingly untouched while the party's female clerics are blasted into the corridor's walls, and Dool's guardian is thrown backward into the room by the pressure wave.

"HAHAHAHAHA!" laughs an unseen Szam Tass. "And here I was about to leave the last of you alive enough to tell your fellows not to cross me again. Some lessons it seems can only be learnt through pain."

Conditions Bless and Prayer (party-wide)

ROUND 1! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Longtooth
__ Lord Varn

__ The mocking voice of Szam Tass
__ Alia (Reflex save DC 20)
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard -31 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -31 hp
__ Durgan (Reflex save DC 20)
__ Serena (Reflex save DC 20)
__ Sandralane -15 hp

Map Updated

dice:
Alia's Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Durgan's Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Illthir's Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Serena's Initiative: 1d20 ⇒ 11
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 15 ⇒ (8) + 15 = 23
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 10 ⇒ (7) + 10 = 17


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 |

Reflex: 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21 And Thanks for blessing and prayer, there...


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Reflex, Hardy, Blessing, Prayer: 1d20 + 4 + 2 + 1 + 1 ⇒ (16) + 4 + 2 + 1 + 1 = 24

Durgan takes 5 damage after Resist Fire.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || 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

Reflex save: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23

Serena growls, extinguishing her shirt by patting the fire out. "I HATE undead, and I hate undead spellcasters doubly!"


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

Actions: Move, Start Raging Song.

Uh oh. Something horrible happened, only this time outside the room. The skald quickly finishes "borrowing" stuff and rushes out to be met with the now familiar scent of burnt flesh. Darn it!

Scanning the scene quickly, she can't seem to spot its source. Had that invisible fiend returned? Or was it indeed the spiteful king himself... She couldn't do much with either just yet, so she opted for a war song of valour instead. May it muster their spirits and keep anyone injured this side of life!

I think we have some other castings of See Invisible or the like? If we do, Illthir can follow up with Glitterdust next turn. If not she can go for Spell Kenning.

Or maybe with some "luck" our foe will reveal itself :p


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

Longtooth dives inside the treasure chamber passing Lord Varn who rushes out into the hall.

The lich's voice can be heard again speaking the same words of magic, and again there is an explosion of light, noise and pain.

fireball v party: 9d6 ⇒ (2, 5, 1, 4, 4, 5, 5, 4, 5) = 35
More saves needed for Illthir, Durgan, and Serena this time.

Longtooth uses the door as a shield. Varn and clerics find themselves at the center of the explosion the two women still righting themselves after suffering the previous blast.

Alia finds herself peppered in debris blown free from the walls. Dool's man seems worse for wear having a bit of iron from a lantern sconce sticking out from his chest.
Varn looks scorched but undaunted. Meanwhile, Sandralane and Mother Vorst look shaken.

Conditions Bless and Prayer (party-wide)

ROUND 1! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir (Reflex save DC 20)
__ Longtooth
__ Lord Varn -35 hp
__ The mocking voice of Szam Tass
__ Alia -15 hp
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard -31 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -48 hp
__ Durgan -5 hp (another Reflex save DC 20)
__ Serena -15 (another Reflex save DC 20)
__ Sandralane -50 hp

Map Updated

dice:
1d20 + 15 ⇒ (10) + 15 = 25
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 10 ⇒ (16) + 10 = 26


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Reflex DC 20, vs Spell, Prayer: 1d20 + 4 + 2 + 1 ⇒ (17) + 4 + 2 + 1 = 24
Durgan again resists the worst of the spell, taking 7 damage after Resist Fire.

"Mother Vorst, Sandralane, try to Channel to heal. You are both better than I am at it."

Did the Fireball bead came from the east? I would assume so, unless the caster has some obscure ability to make spells go around corners. Or if there is an open window that the bead came in.

Assuming he saw the bead come from the east, then Durgan will wait for one of the clerics to channel, then cast Invisibility Purge and move east. He has a 30' movement rate, and Invisibility Purge has a 25' radius at this level (yellow circle on map).


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || 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

Reflex save: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11

This time Serena takes the brunt of the blast. She tries to stand but the world spins and goes black and her knees buckle.


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

Did the Fireball bead came from the east? I would assume so, unless the caster has some obscure ability to make spells go around corners. Or if there is an open window that the bead came in.

Assuming he saw the bead come from the east, then Durgan will wait for one of the clerics to channel, then cast Invisibility Purge and move east. He has a 30' movement rate, and Invisibility Purge has a 25' radius at this level (yellow circle on map).

It did. If Durgan has any movement left he might be able to close with his assailant who is hovering on the other side of the third-floor railing.

Conditions Bless and Prayer (party-wide)

ROUND 1! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir (Reflex save DC 20)
__ Longtooth
__ Lord Varn -35 hp
__ Szam Tass Revealed!
__ Alia -15 hp
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard -31 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -48 hp
__ Durgan -12 hp (If you have further actions or movement now that Szam is revealed let us know)
__ Serena -50 dying
__ Sandralane -50 hp

Map Updated


"Clever dwarf."


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

That was a 30' move from Durgan so as far as he can get in a single move. I did say I was waiting until after one of the clerics channeled since we are all in block initiative. As I knew my movement might put me out of range of a Channel.


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 Save!: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23

Maybe it was cowardice, maybe it was elven reflexes. Either way it helped Illthir toss herself behind something semi-solid as the bead of rapidly expanding fire roared into existence. Slightly singed, a lot worse for the wear, she skillfully weaved in a whole string of curses in her song. And once she spotted the wicked wizard, a spell of glittery doom too!

Actions: Maintain song, Cast Glitterdust, Move.

DC 17 Will on Glitterbomb or be Blind for 5 rounds! Will add something to the map :)


Sandralane and Mother Vorst summon the powers of their goddesses to reinvigorate the party.

dice:
combined channel positive energy: 11d6 ⇒ (2, 1, 3, 4, 3, 3, 4, 5, 1, 2, 1) = 29
1d20 + 11 ⇒ (6) + 11 = 17

Illthir bedazzles the undead creature, making the floating corpse wizard look ABSOLUTELY FABULOUS!!

The lich frowns and looks strait a Illthir seemingly unaffected by blindness.
"This had better not be real glitter. Elsewise, I will make you suffer for every year that I am forced to pluck it from my dark wardrobe."

Conditions Bless and Prayer (party-wide)

ROUND 1! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Longtooth
__ Lord Varn -16 hp
__ Szam Tass Revealed! glitterbombed.
__ Alia
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard -15 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -19 hp
__ Durgan
__ Serena -21
__ Sandralane -21 hp

Map Updated


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || 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 struggles to her feet. "Enough games, wizard!" she growls dangerously. "Face me in single combat and be destroyed!"


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

"Serena, heal yourself more if you can!"

It is only a move action to stand, so you have a standard, and you are still down by almost half.


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 concur. Plus the swift for a lay on hands...

Alia moves towards the revealed enemy, slipping past Durgan, but realizing she will not be able to close the distance before Szam Tass could flee - holding her Estoc in one hand, she raises her other hand towards the open space behind the apparent Lich.

Thick strands of magical webbing appear, attempting to trap - or at least hinder - the undead Spellcaster.
Using my Arcane Bond 1/day to cast Web. Unfortunately only DC 15 Reflex, not being a primary caster. But here's hoping he's lacking in that department.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Serena Mistcastle wrote:
Serena struggles to her feet. "Enough games, wizard!" she growls dangerously. "Face me in single combat and be destroyed!"

What everyone else said, but also don't forget to pick up anything important you may have had in hand.

Alia of the Blade wrote:

Alia moves towards the revealed enemy, slipping past Durgan, but realizing she will not be able to close the distance before Szam Tass could flee - holding her Estoc in one hand, she raises her other hand towards the open space behind the apparent Lich.

Thick strands of magical webbing appear, attempting to trap - or at least hinder - the undead Spellcaster.
Using my Arcane Bond 1/day to cast Web. Unfortunately only DC 15 Reflex, not being a primary caster. But here's hoping he's lacking in that department.

dice:
1d20 + 6 ⇒ (2) + 6 = 8

The corpse mage is entangled within the webbing!

The fighting men all advance upon their revealed enemy. Double moves all around.


Dool's hulking guardian advances out of the room, followed by Dool himself, who tosses a dart of acid at the entrapped wizard.

acid arrow v black (ranged touch): 1d20 + 6 ⇒ (18) + 6 = 24 acid damage: 2d4 ⇒ (2, 2) = 4

Then...


The mirror in the room ripples like a pond disturbed by a stone and out of it steps a second Szam Tass!

Serena Mistcastle wrote:
Serena struggles to her feet. "Enough games, wizard!" she growls dangerously. "Face me in single combat and be destroyed!"

"If you insist." says the lich before calling out the door to its twin, "I brought the chess board."

It sets the game board down and cracks its knuckles.

Conditions Bless and Prayer (party-wide)

ROUND 2! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Longtooth
__ Lord Varn
-16 hp
__ Szam Tass Revealed! -4 hp, acid arrowed, glitterbombed, webbed
__ Alia
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard] -15 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -19 hp
__ Durgan
__ Serena -21
__ Sandralane -21 hp
__ The OTHER Szam Tass!

Map Updated


"Oh, crap."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 65/65 (65/65 nonlethal) || 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

Damn it! I swear I posted to heal myself!

Serena grabs her blade and channels energy to heal herself of 3d6 ⇒ (2, 5, 1) = 8 damage (swift action). If she still has a standard action coming, she blasts the lich with a burst of positive energy for 3d6 ⇒ (4, 4, 1) = 9 damage!


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

Grabbing one item off the floor (Serena's sword in this case), and standing are two move actions, self-healing for a paladin as pointed out is a swift action, which would be all your actions unless you had some free ones. So Serena would either have to wait until it's her turn again (which is before the New Szam's), or remain prone, or not pick up her weapon or shield to do it this round. EDIT Healing applied!

Since Serena and the New Szam are in the next room other folks can carry on doing stuff.

Conditions Bless and Prayer (party-wide)

ROUND 2! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Longtooth
__ Lord Varn
-16 hp
__ Szam Tass Revealed! -4 hp, acid arrowed, glitterbombed, webbed
__ Alia
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard] -15 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst -19 hp
__ Durgan
__ Serena -21
__ Sandralane -13 hp
__ The OTHER Szam Tass!

Map Updated


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

"Who did *you* glitterbomb to end like this then?!" Illthir feels safe to mock the lich once positive energy washes over her and smoothies her singed skin. Slightly less confident though when his buddy shows up. Darn it! More tricks, more copies. Or worse; two liches.

Moving somewhat in the middle of things, so her song would help versus either critter, Illthir tries to think of the best course of action. Which was real? Which should they fight? And ... Seeing as there were two already - why not three? Four? Welp.

But let's deal with these two first, if they could. Well the one she could see ... The skald concentrates and readies a spell!

Actions: Move, Ready Action vs Spellcast

Ready Action!:
Seeing the signs of hostile magic - or just wild flailing - Illthir throws whichever magic she feels would be the most annoying at the undead creature!

If she sees it use a component pouch or focus or something, she'll Grease that object. (DC 17 Reflex - she actually got Spell Focus!)

If not she'll go for Hideous Laughter, something with a bone to pick, and hope liches have the Augmented Humanoid line still :p (DC 16 Will - +4 for those that don't get humour/strange types)

Getting magicked while casting is mildly annoying and calls for concentration


Longtooth slams the big doors shut and looks about for something to bar them with.


Lord Varn lunges in, his curved dueling blade slashing out before him at the entangled undead.

mithril aldori sword v (vital strike, power attack): 1d20 + 17 ⇒ (2) + 17 = 19damage: 2d8 + 20 ⇒ (1, 6) + 20 = 27

But the blow bounces off some unseen barrier protecting Szam.


Rather than cast a spell the entangled Szam struggles to free himself. And does so, before vanishing in a flash.

dice:
CMB v web: 1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 20 - 40 ⇒ (13) + 20 - 40 = -7
1d20 + 11 ⇒ (6) + 11 = 17
2d4 ⇒ (3, 1) = 4

A chill settles upon Illthir and the hairs on the nape of heck begin to rise. She has a really bad feeling this. Turning to her left she notes a vaguely lich-like shape in air beside her outlined in magical glitter. The shape smells of cold granite and caustic acid.

"Peek-a-boo." rasps the outline.


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

Conditions Bless and Prayer (party-wide)

ROUND 2! (BOSS Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Longtooth
__ Lord Varn -16 hp
__ Szam Tass Revealed! -8 hp, acid arrowed, glitterbombed
__ Alia
__ Matheus (Varn's man)
__ Terrion (Drelev's man)
__ Alak Dool's guard
-15 hp
__ Alak Dool
__ Lord Varn's other guard
__ Mother Vorst
-19 hp
__ Durgan
__ Serena
-21
__ Sandralane -13 hp
__ The OTHER Szam Tass!

Map Updated


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Durgan casts Shield and moves towards Illthir.
He could go north of Alak Dool's guard, but that would prevent the guard from 5' stepping to attack the lich.

Sovereign Court

Matheus springs to the fore spear in hand. "DIE FIEND!"

spear v Szam Tass Revealed!: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d8 + 14 ⇒ (8) + 14 = 22

The spear passes straight through the creatures ribs and out its back. It looks annoyed, and only very slightly worse for wear. From the wound and spreading outward a frosty rime grows along the spear's shaft and up to Matheus's hand.

cold damage: 1d6 + 9 ⇒ (1) + 9 = 10

"HELLS TH-THAT'S C-COLD!"


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

Terrion and the other guard close in but in the tight confines it is difficult to maneuver.

Varn's guard tries to get around the lich.

acrobatics to avoid AoO: 1d20 - 2 ⇒ (11) - 2 = 9

"Not so fast." hisses the lich reaching out a hand toward the man as he passes. The merest brush of those gray twig-like fingers makes the man recoil as if slapped, but he makes it, staggering, behind the monster.

deathly touch v Gold (AoO): 1d20 + 5 ⇒ (11) + 5 = 16 negative energy damage: 1d8 + 4 ⇒ (2) + 4 = 6 Gold Fort save: 1d20 + 7 ⇒ (16) + 7 = 23


Mother Vorst invokes the power of Pharasma once more to inspire those around her to shake off their pains and fight on. "It is not yet your time, Serena."

channel positive energy: 6d6 ⇒ (2, 1, 2, 2, 6, 5) = 18

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