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 |

Samuel doesn't have anything else to add at present.

Some stuff for the group to consider
Illthir and Serena can get back to the outpost later that evening (faster with marching music).
It will take a day or so to organize the food carts on Renault's side of things (depending in part upon how much food you want to take with you down to the men down at the Stag Lord's old fort.
There's also the building crews and supply wagons from Brevoy that are currently parked around the outpost to consider.
Wagons won't be traveling quickly to and from the fort or farms under Renault's care (at least not until a road is built).
Also, you might want to consult the regional maps to see where all the important places are in relation to one another (Outpost, Renault's farmlands, the ruined temple, the ruined fort, etc....)


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

I believe it is 1) gather at outpost 2) visit ruined temple.

Possibly while keeping our eyes open for the tiny lich.

---

The pioneers/labourers though can probably be directed to the river crossing - if it is possible to ford there with carts safely? That's probably something someone familiar with carts would know, which would hopefully be Ikiros or his underlings. Or someone traveling with the carts, though they wouldn't have seen the crossing.

At the outpost, the party reconvenes and makes plans to leave again. After inspecting the party's maps compiled during their Spring explorations and conferring with Akiros and his companion, the packmaster decides it'll be best to take the path south to the ford and cross there. Akiros offers to lead them.

Meanwhile, the party goes to confer with the reluctant Shepherd Jhod.


Male Human (Mwangi) Cleric of Erastil 4

"Yes?" says Jhod looking up from sweeping out the outpost storage shed.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

was on vacation this week.

We know of ruined temple in the area, we were wondering if you wanted to come with us to inspect it. Fergus says, rubbing his beard.


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 was looking forward to seeing the temple. It seemed to have the right mix of non-threatening and ancient one could be excited rather then anxious about. Though mostly because she knew the party had previously dealt with the monsters that dwelt there already! Right? Hmm. Hopefully monstrous bear wasn't one of those renewable curses ... Better not dwell on that thought!

---

The skald gives Jhod a chance to reply before she unleashes a barrage of pleas and appeals to try and sway his course. But surely he too would be excited by this!


Male Human (Mwangi) Cleric of Erastil 4

The broom falls from the shepherd's nerveless grip. Jhod falls backward onto a bunk, seemingly shocked to his core.

Tremulously he says "T-take me there."


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

Jhod sets about gathering his things for the journey, which amounts to him throwing some food into his already packed haversack, and grabbing his stave, longbow and a quiver of arrows.

Given the travel times (scroll down a little) (five hours to cross a hex of plains, and eight hours for each hex of forest for parties with a move rate of 30') you can expect to be gone a couple of days given the distance, even with magical marching music.


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

"Careful now, it won't run away. Here, let me show you our maps." And as a precaution, Illthir will also show the rest of the council members at the outpost. Just in case it was cursed again. But surely it wasn't. But if...

That sounds reasonable :)


Total Human Badass
Illthir Winlowe wrote:
"Careful now, it won't run away. Here, let me show you our maps." And as a precaution, Illthir will also show the rest of the council members at the outpost....

Akiros shrugs, indifferent to the idea.


"You want to go there!? What about little folk? I thought you said that part of the forest was thick with them and that's why you didn't explore more of it."


"Well, You didn't ask me," says the halfling merchant snootily, with his nose up in the air, "but if it were me going, I might map some of the northern Marches while I was at it, you know, for efficiency sake. Can't have kingdom without land now can you?"


"Say, he's right you know. There's supposed to be all sorts of gold and silver in those hills, maybe fairy treasure as well." says Chick, butting in as well.

Kesten casts dark glance at the former brigand.


"'Fairy treasure!?'" says the short, fat man, butting in even further, intrigued by the idea of magical treasure.


"Why sure, Wilbur, there's all kinds of treasure in those dark woods.... That, and packs of huge, monstrously-intelligent, man-eating wolves of course."

Wilbur, who looked excited at first, quickly goes pale at the thought. He looks as though he might faint.


Male Human (Mwangi) Cleric of Erastil 4

"Are you folks ready yet?" asks Jhod from the doorway, all packed and ready to leave.


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

"Ready, yes. Willing and able."


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

"We'll be sure to map the beasts then. But fairy treasure is bad luck: don't need any of that." She makes sure to interact with their underlings, at least briefly. And a nod to Anando; they might as well look into the surrounding area. If they wanted to restore the temple, they ought to know about any nearby dens of flesh-eating wolves.

"Ready."


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

Right, so are you walking, riding, will there be music involved? Is it just Serena, Illthir and Jhod going? What's Fergus up to?


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

If we have the horses for it, I think it would be good to travel on them. If not, then so be it. I am curious about this place as well.

Fergus is going.


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

All horsed up, the party of four heads out.

They cross the plains between the outpost and the Narlmarches quickly enough* and great forest looming ever larger before them grows more ominous as the clouds roll in threatening a summer storm.

How far would you like to travel today? And were on the regional map would you like to make camp? Jhod is insistent about going to the temple directly if asked.

* Horses normally travel at a speed of 50' with a light load. It takes them 3 hours to cross a hex of plains, and 5 hours to cross a hex of rougher terrain like hills or forests without any detours. Traveling rules can be found HERE (scroll down a little)


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 sure how much hustle affects overland speed; usually that's listed as forced march. By my count we have 1 plains hex and 3 forest hexes to pass through. 8h of travel gets us the two first hexes and then there's 10h on the next day; song of marching should make that doable in a day's travel. Seems reasonable?

That places our first camp at the edge between Radish Patch hex and Ancient Ford hex with the second camp at the temple. Illthir will be down ~8 rounds of song day 1 and ~10 rounds day 2.

"Hopefully the flesh-eating wolves stay away from the horses ..." Illthir paths her horse on the side. Or even better; let the wolves be made out of blonde hair and see how they like to be chewed on!

---

"Hmm." Illthir squints at the sky. Looks like they were about to get a shower. She grabs her poncho just in case and makes sure her bags are properly closed and strapped together. That ought to keep her mostly dry.

"I think I'd rather be underneath the trees then in the open when that hits." she points to the sky. "So we push on?"


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

"Hmmm?" Serena is roused from her reverie by Illthir's question. "Oh, yes. Press on. We should be able to make the trees before the rains come, with a little luck."


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

dice:
5d100 ⇒ (41, 81, 75, 13, 38) = 248
2d4 ⇒ (3, 4) = 7

The days pass with little more more eventful than the rain on the first day. Following the map and path given to them by the fairies known only by the preposterous names of Tyg-Titter-Tut, and the Wee Mad Bee King they press past a the thick tangle of dry brambles that gives way into a large clearing the border of which is partially defined by a ruined set of stone pillars. The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at its peak.

This side of this towering cliff has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide cave entrance. A flight man-made of stone steps leads up to this cave entrance. The whole place cliff relief, steps and the broken pillars are covered to various degrees in thick mats of moss and the leaves of many winters. A 50-foot-long oval pool sits in the middle of the clearing, its waters are as clear as well's. There is no sign of the thick foul-smelling algae that once covered the top. As you approach a family deer take flight from pool. They had been drinking from it.

This place was once a temple dedicated to Erastil. It looks like ages since anyone worshiped here though.

It is early evening on the second day. Your only "encounters" thus far have been with common woodland creatures (who try to avoid you), and the weather. Currently it is warm and humid, but not terribly so. There is no wind though so it makes a bit difficult to cool off.


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

"I suppose it would be sacrilegious to take a dip?" Serena says, only half-jokingly.


Male Human (Mwangi) Cleric of Erastil 4

"This is all so amazing. I feel as if I have been here before. In a dream there was a bear...." Jhod says to no one in particular. He looks over the pool and up the steps and into the shadows of the hill's entryway.


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

Woop woop!

"Well, it *is* holy water. I think." Illthir wasn't sure about bathing etiquette in abandoned temples. But usually nothing good came out of tempting the gods, so maybe it was better to not. She decides to merely get something to fan herself with.

"There used to be a bear here; or a beast in the shape of one. But has been slain. And dare I say; the place looks less mm cursed then described." Illthir notes out loud. Perhaps it had been a load bearing bear; it wasn't uncommon for dungeons to spontaneously collapse after a certain big critter had been slain. The skeptics usually attributed such events to "diminished structural integrity" and "violent tactics" - but a Skald knew that was just how things went sometimes.

"Still, it pays to be careful. There might not be a supernatural shadow over the place anymore; there could still be loose rocks or napping regular bears." She grabs her weapon and ponders how to both be respectful of the shrine and ready to defend herself.

"Let's take a quick survey before the natural light slips away. We can be more throughout tomorrow."


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

"Agreed," Serena also readies her weapon and goes into investigation mode.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

Well, if whatever was cursing this place was destroyed, or in some way, diminished, it would make sense that any powers left would seek to push back and reclaim its rightful place.

Fergus will walk around the area, hands clasped behind his back as he inspects it.

Ditzy, scout the cave itself to be sure. But be careful. Fergusd almost whispers into one of his pockets before a floof of white fur pokes out of it and scurried down his leg before darting from outcropping to outcropping as it makes its way up to the entrance.


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

Perception checks, please (Ditzy too, but Fergus let me know if you are partaking in the arm's length Familiar Alertness bonus of splitting up. DC 20).

I'll have a map up after work tonight/early morning EST.


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

Perception!: 1d20 + 12 ⇒ (7) + 12 = 19


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

They've separated, so no alertness. Though we don't have great perceptions lol.

fergception: 1d20 + 3 ⇒ (5) + 3 = 8

ditzystealth: 1d20 + 14 ⇒ (9) + 14 = 23

ditzyperception: 1d20 + 5 ⇒ (12) + 5 = 17


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

Perception (w/low-light vision): 1d20 + 6 ⇒ (18) + 6 = 24


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

dice:
1d5 ⇒ 51d5 ⇒ 11d5 ⇒ 3

The lowering sun through the trees paints the edge of clearing in a dappled light and shadow. Illthir's hand reaches out and touches what might have been a narrow beam of light except that when she pulls her hand away the strand sticks stubbornly to her hand. Fergus feels he headgear pull off as he steps beneath a sheet of such filaments and Ditzy gives a sudden yip from the stone stairs as the familiar finds itself in a similar sticky situation.

For her part Serena sees a huge spider web erected between the tress just out side the ring of stone pillars.

Fergus, Ditzy and Illthir find themselves entangled in sticky webs.

Terrain stairs and rough-looking patches of the ground (that aren't standing pillars or full of a meter of water) are difficult terrain.


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

"Gods be damned! We've blundered into a spider's nest!" Serena draws her scimitar and readies for battle.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

I bloody hate spiders... Fergus mutters to himself as he thinks of the best course of action.

Two questions, 1. Would say, a flaming sphere burn away the web? And would that deal damage to Fergus? 2. Are we anchored in a way that makes us immobile?

Fergus will focus a moment to give himself a boost of strength, while ditzy will attempt to wriggle out.

Fergus uses the Augment transmutation school power to give him a +2 to his Dex for 3 rounds.

ditzyescape: 1d20 + 3 ⇒ (6) + 3 = 9


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

I bloody hate spiders... Fergus mutters to himself as he thinks of the best course of action.

Two questions, 1. Would say, a flaming sphere burn away the web? And would that deal damage to Fergus? 2. Are we anchored in a way that makes us immobile?

1.'Yes', and 'that depends.' The webs are big sheets spanning large areas. You could burn the webs away in the areas not in your current space and not get burned yourself. This relates to question 2. The webs are indeed anchored to trees, large stones, the pillars and the ground. Fergus, standing more or less perpendicular in relation to the plane of the web could burn all of the webs in the areas around his space and not suffer damage, and not be immobilized, but still be entangled by the webs still upon him.

Ditzy wiggles and spins about, but can't escape the sticky webbing.


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

"Uh oh." This sticky icky feeling could only either be a tavern's floor or a spider's web; given their location Serena was probably right. "Uh oh!" The skald backs up as much as she can to not blunder into any other silken strands. Was it too much to hope for that the spider would be asleep? Still, she didn't want to be in this sticky situation for longer then needed; a rousing Song of Strength might help!

Actions: Song of Strength (8 rounds spent on the road, so 9th round of song for today!). Move action to move back as far as possible.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
Actions: Song of Strength (8 rounds spent on the road, so 9th round of song for today!). Move action to move back as far as possible.

Because Illthir, Fergus and Ditzy walked unknowing into anchored webbing they can't move from their current spaces without first escaping the webs with a successful Escape Artist check (DC 12) or burst the web with a Strength check (DC 12, although you get a +1 bonus to doing so because you are all standing on the ground and therefore can use your legs for leverage). Both are standard actions.


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

If she is properly stuck, then the move is 0 :)


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

So what are other folks doing? Serena is free to move if she'd like.

And for those of you wondering...

Song of Strength (Su) wrote:
At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.

At present this effects Illthir and a horse or two.


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 is looking around for the spider(s).

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

and indeed, the wrong dwarf is present haha.

Fergus will twist and pull on the webbing, trying to snap it and free himself.

Burst check: 1d20 + 5 ⇒ (13) + 5 = 18

Ditzy continues to try and wiggle out.

ditzscape: 1d20 + 3 ⇒ (6) + 3 = 9


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Serena Mistcastle wrote:
Serena is looking around for the spider(s).

There are no spiders large enough to qualify as a threat as far as Serena can see.

Fergus Bouldershoulder Ironmug wrote:
Fergus will twist and pull on the webbing, trying to snap it and free himself.

Fergus drags himself free from the webbing while at the same time Ditzy tangles herself deeper into its grip.

Illthir?


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? We get a second turn where nothing visibly horrible happened? I'll take it :p

Delighted that nothing had tried to eat her yet Illthir tries to pull herself free from the web.

Strength!: 1d20 + 3 + 1 + 3 ⇒ (4) + 3 + 1 + 3 = 11

She flails wildly but remains firmly stuck.


Nigh-Deific Green Dragon * Note: The Great Green God doesn't go for any of that "stat" stuff. Consider him "unstatted" in the White Wolf/World of Darkness sense of the word.

Jhod rushes around the pool to reach Illthir, as giant, man-eating spiders continue to remain absent from view.

What would folks like to do now?


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 will attempt to cut Fergus free.


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

Strength?: 1d20 + 3 + 1 + 3 ⇒ (16) + 3 + 1 + 3 = 23

Finally Illthir's flailing pays off and she stumbles away from the web with a loud curse. Finding herself next to Jhod she restrains herself from further blasphemy. Instead she looks around, still failing to spot any giant spiders trying to eat her. But where there anything else? Were the horses okay?

"..Thanks Jhod.."

Strength check as Standard. Move to Move. Cease maintaining the song. (3 rounds spent; so 11 total for the day if I kept track properly :) )


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Serena Mistcastle wrote:
Serena will attempt to cut Fergus free.

Moved.


Male
statuses:
mage armor
Dwarf Wizard 6 | AC:12(16)[20] T:12[16] FF:10(14)[18] | CMD:19 | hp: 50/50 | Fort:+8(+5) Ref:+6(+5) Will:+8(+5) | Spd 20' | Init +3 | Perc: +3, SensM:+4 |darkvision

ditzy: 1d20 + 3 ⇒ (5) + 3 = 8 Ditzy continues to struggle, so Fergus will moves to help her and cut her out.


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

In short order (another round or two of time) the party frees themselves of the sticky webs. [ooc]But now what?{/ooc}

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