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 |

Serena sees the concealed door's trigger (you get a bit of a bonus because you know it is there) but ignores for the sake of expediency.

Illith too notes the door and it the lever to activated it but something else as well--voices on the other side. There is some discussion going on on the other side of the secret door. Illthir however cannot make sense of the language that is being spoken.

dice:
Just kidding. ;)

The voices pause.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 looks at the others, quite alarmed.


Status: | Hp 24/41 | 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 would lurk here?" Illthir whispers to her companions, conveniently ignoring their own lurking. Then, in a louder voice, she simply asks. "Who goes there?" Whomever were there had probably noticed them already and while they probably weren't the responding kind - hey miracles do happen. This ought to be the right place for it even!


Male Human (Mwangi) Cleric of Erastil 4

There's a slight pause followed by lots agitated whispering.

Jhod's looks concerned.
"Ai cairtainly 'ope you all know what eet eez you aré doeng."

....

initiative:
Fergus's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Illthir's Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Serena's Initiative: 1d20 ⇒ 7
1d20 ⇒ 7
1d20 + 6 ⇒ (2) + 6 = 8

ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir

__ ???
__ Serena
__ Shepherd Jhod Kavken
__ Fergus

Map updated


Status: | Hp 24/41 | 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

"Always." Illthir lied with a s~!@-eating grin. As her first action she moves a few steps east, which if she remembered the map right should let her watch both exit paths of the secret room. Then she readied a Hideous Laughter in case anything hostile came into view.


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

The people in the room do people-in-the-room stuff.

dice:
4d100 ⇒ (20, 22, 22, 9) = 73

There are loud, repeated **Pop!** noises, followed by more hurried chattering.

ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???
__ Serena
__ Shepherd Jhod Kavken
__ Fergus

Map updated


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 unsheathes her scimitar with a sigh. More violence. When will they learn that this isn't the answer?


Male Human (Mwangi) Cleric of Erastil 4

Looking worried, Jhod nonetheless moves into position on the other side of the secret doorway from Serena, with his shortsword gripped tightly in hand.


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

From inside the hidden chamber, a chant begins and grows louder as a half-dozen or more scratch voices quicken with each repetition of the phrase.

"HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON!

ROUND 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ ???!
__ Serena
__ Shepherd Jhod Kavken
__ Fergus

Map updated


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

I'm just gonna rule that Fergus has fallen behind looking at all the eyeball iconography on walls back in the hallway before the "throne room."

The chant builds and quickens. "HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMA NARSA CHON! HAMMANARSACHON! HAMMANARSACHON! HAMMANARSACHON!

ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir

__ ???!
__ Serena
__ Shepherd Jhod Kavken
__ Fergus

Map updated


Status: | Hp 24/41 | 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

"..." That couldn't be good could it? The skald briefly considered trying to figure out what they were chanting, but she suspected that it would soon become apparent in the most horrible way. So instead, let's kick open the door and hope they can deal with whatever *it* is.

Move to door, open door?


Illthir pushes the door into a lightless chamber (that the Shepherd's light spell casts half of in dim illumination).

An apparent difference in air pressure expels a torrent of dust into hall the characters are in. Everyone, Reflex save DC 13, or be sickened.

Then there is a flapping noise, like a swarm of lethargic bats taking wing, and out fly the forms of four, small, blurry, vaguely imp-shaped humanoids clothed in dirty, black robes and long charcoal-colored scarves. As they fly over the party's heads they shout "HAMMA NARSA CHON!"

When your PC sees them you can make a single Knowledge (planes) check and open any of the following DCs you beat.

Knowledge (planes) DC 13:
These creatures are a low form of elemental outsider known as a dust mephit.

Knowledge (planes) DC 18:
There are many types of mephit. Dust mephits find death morbidly fascinating. They fancy themselves as tragic yet fashionable victims of gloomy fate. Being elementals, they are hard to damage without the use of magical weapons or spells.

Knowledge (planes) DC 23:
In the complex social code of some lower-planar spellcasters, the gift of a dust mephit symbolizes a subtle threat, with the connotation that the giver has recognized some plot of the recipient against them. As air elementals they fly perfectly, and quickly recuperate in desert or otherwise dry dusty environs.

As usual, PC's can get attacks of opportunity off against any of the four that flew overhead into the hallway that they can reach if they wish. Note: make your Reflex save first to see if you are sickened or not.

Then three of the four long-nosed, grey imps blow billows of more irritating grit down upon the party. While most of the rest crowd around the open door and do likewise from the safety of the room. Possibly five (six for Illthir due to her position) more Reflex DC 13 saves pending the results of any AoOs from the party.


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

"HAMMA NARSA CHON!!

ROUND 2! (NEW Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending Reflex DC 13)
__ ?!?! blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending Reflex DC 13)
__ Shepherd Jhod Kavken (pending Reflex DC 13)

Map updated


Male Human (Mwangi) Cleric of Erastil 4

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

"Wha-? *KOFF!* *KOFF!*"

Jhod looks up as the hallway becomes subsumed in a billowing cloud of dust as thick as a sandstorm.


Status: | Hp 24/41 | 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 + 5 ⇒ (6) + 5 = 11

Know(Planes): 1d20 + 4 ⇒ (14) + 4 = 18

"*Cough cough cough!*" Illthir retches and tries to expel the dust from her lungs, but mostly fails.

While the denizens of other planes wasn't something she was an expert on, as a skald she had certain insights still. And she knew scene kids when she saw em. "Mephits. Goth mephits." she shares between the coughs and wheezes.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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

Reflex save: 1d20 + 6 ⇒ (6) + 6 = 12

*COUGH* *COUGH*

What can we *COUGH* do against them? *HACK*


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

"HAMMA NARSA CHON!! yell the dusty scamps seeing the party cough and sneeze.

After the initial gout of dust...
Green breath slashing damage: 1d4 ⇒ 1 Rounds sickened: 1d3 ⇒ 3

The rest exhale more dust upon the party.
Each of the following is a Reflex save DC 13 for half damage and not being sickened possibly longer than you already are. EDIT: or not, folks are sickened for 3 rounds. They don't stack.
Yellow breath slashing damage: 1d4 ⇒ 3 Rounds sickened: 1d3 ⇒ 1
Pink breath slashing damage: 1d4 ⇒ 1 Rounds sickened: 1d3 ⇒ 3
Red breath slashing damage: 1d4 ⇒ 3 Rounds sickened: 1d3 ⇒ 1 Jhod doesn't need to save vs this one.
Blue breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 3 Jhod doesn't need to save vs this one.
Orange breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 1
Purple breath slashing damage: 1d4 ⇒ 4 Rounds sickened: 1d3 ⇒ 1 Serena doesn't need to save vs this one.

ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending 6 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending 5 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Shepherd Jhod Kavken (pending 4 more Reflex DC 13) -1 hp

Map updated


Male Human (Mwangi) Cleric of Erastil 4

"My allergies!"

Reflex save: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex save: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex save: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex save: 1d20 + 4 ⇒ (6) + 4 = 10 So close....

"*AH-CHOO!!*"


"HAMMA NARSA CHON!!" cry the morbid mephits.

ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir (pending 6 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena (pending 5 more Reflex DC 13) -1 hp, sickened 3 rds.
__ Shepherd Jhod Kavken -10 hp, sickened 1 rd.

Map updated


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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

Ref save (yellow): 1d20 + 6 ⇒ (15) + 6 = 21
Ref save (pink): 1d20 + 6 ⇒ (17) + 6 = 23
Ref save (red): 1d20 + 6 ⇒ (18) + 6 = 24
Ref save (blue): 1d20 + 6 ⇒ (20) + 6 = 26
Ref save (orange): 1d20 + 6 ⇒ (6) + 6 = 12


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 coughs again, seemingly hocking up a lung. "Can't we *COUGH* talk to them?" *WHEEZE*


Status: | Hp 24/41 | 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 + 5 ⇒ (17) + 5 = 22
Reflex!: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex!: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex!: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex!: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex!: 1d20 + 5 ⇒ (2) + 5 = 7

"Magic *cough* weapons. Or maybe words" Not sure how much Illthir knows about speaking with them, but they are speaking A language at least.


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

dice:
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (9) + 1 = 10

Illthir recalls Alia saying she and the others routed a band of dirty imps that could hang in the air like pollen from the dungeon in the past. She mentioned at the time that she spoke with one among them (when they weren't shouting some unintelligible nonsense) in the common tongue. She did mention that the little blighters were light enough to walk over the various pit traps without setting them off.

"HAMMA NARSA CHON!!"

ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -12 hp, sickened 3 rds.
__ Shepherd Jhod Kavken -10 hp, sickened 1 rd.

Map updated


Male Human (Mwangi) Cleric of Erastil 4

Seeing that nobody has any idea of what to do in the situation Shepherd Kavken sounds a retreat.

"RUN!"

He takes a withdraw action back into the throne room, although it is not enough to get him clear of all of the attacks of opportunity.

green claw (AoO, higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
yellow claw (AoO, higher ground): 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d3 + 1 ⇒ (2) + 1 = 3 hit

Serenabot follows.

green claw (AoO, higher ground): 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d3 + 1 ⇒ (3) + 1 = 4 hit
yellow claw (AoO, higher ground): 1d20 + 5 ⇒ (10) + 5 = 15 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss


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

The pair clear the hallway beneath the attacks of the flying mephits.

"HAMMA NARSA CHON!!"

ROUND 2! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -16 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp

Map updated


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

The pair clear the hallway beneath the attacks of the flying mephits.

"HAMMA NARSA CHON!!"

ROUND 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 3 rds.
__ Dust mephits blurred 20% miss chance, (Black: Readied an action)
__ Serena -16 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp

Map updated


Status: | Hp 24/41 | 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 more then eager to display her better part of valour, at least if her comrades withdraw first! Flee! Tactical reposition!

Withdraw! Don't want to be left alone with all that :p

Though I'm not sure how much the withdraw bit helps but double move is the same distance so eh


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (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 withdraws with all possible haste and as best she is able without suffering an AoO.


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

Illthir was more then eager to display her better part of valour, at least if her comrades withdraw first! Flee! Tactical reposition!

Withdraw! Don't want to be left alone with all that :p

Though I'm not sure how much the withdraw bit helps but double move is the same distance so eh

It doesn't help Illthir avoid the two mephits she has to run beneath as they each threaten three spaces beneath them. Although if she is killed it might happen one square closer to the others if that is any help.

green claw (AoO, higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
yellow claw (AoO, higher ground): 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss

Serena Mistcastle wrote:
Serena withdraws with all possible haste and as best she is able without suffering an AoO.

Not possible given the space (and the fact I have already done it, and you haven't actually moved your token anywhere). I suppose Serena could have try to run the other way into the room with the long pit trap marked on their map or into the room the mephits emerged from. But again, at least two AoOs and the added trouble of being separated from the majority of the party.


Black's readied action goes to waste.

The ghastly little imps flow like dust on a breeze through the dungeon in quick pursuit. They overtake Serena and surround her at about head height, swiping at her with their little clawed hands all the while scream out their chants, in angry weasel voices.

"HAMMA NARSA CHON!!"

"HAMMA NARSA CHON!!"

"HAMMA NARSA CHON!!"

At this point green and orange both trigger AoOs from Serena (in that order green first then orange) as they fly in to attack her. Remember they are blurred.

green claw v Serena (higher ground): 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
yellow claw v Serena (higher ground): 1d20 + 6 ⇒ (7) + 6 = 13 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
orange claw v Serena (higher ground): 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss
purple claw v Serena (higher ground): 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d3 + 1 ⇒ (3) + 1 = 4 hit
THREAT
Confirm?: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d3 + 1 ⇒ (3) + 1 = 4 miss
red claw v Serena (higher ground): 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d3 + 1 ⇒ (1) + 1 = 2 miss
pink claw v Serena (higher ground): 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d3 + 1 ⇒ (2) + 1 = 3 miss


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

Most this results in a lot of flapping about, but one of the little buggers rakes her cheek beneath her right eye.

Now Serena can withdraw if she likes, but she (everyone else) can tell now that her winged pursuers are much faster than she is.

ROUND 3! (Theme ♬)
The Bold May Act!
_________________
__ Illthir -17 hp, sickened 2 rds.
__ Dust mephits blurred 20% miss chance (Black, and Blue ready actions)
__ Serena -20 hp, sickened 2 rds.
__ Shepherd Jhod Kavken -13 hp

Map updated

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