Revenge of the Kobold King (Inactive)

Game Master Seldlon the Swift

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And if you want to move skills around, feel free. Yes, a familiar is intelligent regardless of how unintelligent he might normally be :-)

It was a great thought to send him. If you had fetch.... Could still come in useful at some point.


"I was just wondering the same thing, Miss Witherspoon. Don't make no sense. How did they even find this place?"


"It must give them the advantage some way, boss. Undead in a burial mound. Beyond me."


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

I just realized that we never had this conversation in recruitment.
At fourth level I increased Khonsu's intelligence to 3, which states that he understands language. If you read through the FAQ's and message boards it gets made clear as mud if an animal companion with 3 intelligence needs tricks or not, and if so, how many tricks can they know? You tell me how you want it and I'll do it.

"What did these undead kobolds find in there? What friends have they made? And where does that go Then?

Perception: 1d20 + 14 ⇒ (7) + 14 = 21


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Igar The Terrible wrote:

And if you want to move skills around, feel free. Yes, a familiar is intelligent regardless of how unintelligent he might normally be :-)

It was a great thought to send him. If you had fetch.... Could still come in useful at some point.

Stat block is posted now. I did actually already have Fetch on his sheet, I just neglected to post the stat block. Again, he is too valuable to even consider putting into danger. Only a 3 Str, as well, if the gem got wedged he might not be able to pull it out.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

"From what Depnaakra said, there seems to be something about this burial mound that raised the king. My guess would be that once magic started to fail, odd things started to happen.

We should definitely attempt to fix whatever the problem is, if we can. We don't want the town to be overrun by undead escaping from this place."


Ranok, I noticed the increase in intelligence early on. Just stick to the rules as posted in the following link and you should be good to go. Careful on what you read in discussions. I have seen some way off stuff and some dead on stuff. If you have a specific question or issue, we can address that.

https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/

From this, an intelligence of 3 is going to put him here which is a quote form the above link:
Nonsentient Companions: a nonsentient companion (one with animal-level intelligence) is loyal to you in the way a well-trained dog is—the creature is conditioned to obey your commands, but its behavior is limited by its intelligence and it can’t make altruistic moral decisions—such as nobly sacrificing itself to save another...


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

k. How many regular tricks shall we say an int 3 companion knows?
9?

d20pfsrd wrote:

Teach an Animal a Trick

You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks.


I took the companion piece to discussion. Thanks.


M kobold warrior 1 | HP: 10/10| AC:18 T: 12 FF: 17 | Fort: +2 | Ref: +2 | Will: -1 | Perc: +5 | Init: +1 |

"He say he afraid of it and not go inside, One Who Throw Fire."


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Eadoo the Truescale wrote:
"He say he afraid of it and not go inside, One Who Throw Fire."

Having forgotten that Eadoo was still with them, Niu startles but quickly calms.

"Who was afraid? Depnaakra? Interesting.

Are all of the kobolds afraid of the structure? If so, I wonder how the king's body got inside."


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Is there magic ta it?"{/b] RHen asks those who can see the magic. [b]"Probably a bunch o' undead and me without a mace."


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Detect magic, specifically on the gem.


The gem produces a moderate magical aura. It is the only aura you detect.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

"The gem is magical Rhen. I imagine it is used with those wheels to somehow open the tomb, though I don't know how the undead King entered without it."


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Rhen, you may mave missed it in the wall of posts, but we are waiting for you to attempt to use your picks to grab the gem


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

I did yes sorry

Take the gem?: 1d20 + 16 ⇒ (19) + 16 = 35


Rhen produces a pretty gem.


Female Human Paladin 6th HP:72 |AC:20[T:12,FF:18]|F:+10|R:+7|W:+11|CMB:+8|CMB:20|Init:+2|Perception:+7|Glaive+10/+5,Da gger+8/+3Cestus+8/+3Warhammer+8/+3,Longsword+9/+4[+10/+5].Comp.Longbow+8/+4 1-2/2-/3-/4-

Ziera holds out her hand letting Festia place the Glaive within it. She smiles as she spins it about and does a few tight slices before letting the blade rise over her head and rest the butt on the ground."Let us see what happens now!"


Female Human Fighter[Weapon Bearer Squire/Drill Sergeant]1st LG |HP:12 Init:+2|AC:15[10+3+2[dex]|F:+4 R:+2 W:+2|BaB:+1 Melee:+3 Ranged:+3|Perception:|

Once the Lady Wyvernspur gets her weapon Festia eyes Teedum, as she plants the Banner in the earth and then takes up shield and spear ready to aid her mistress.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

"May I see the gem, Rhen?"

Casting Detect Magic, Niu attempts to determine its magical properties.

Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16 Ugh...


The Azlanti stone evades Niu's mental grasp.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

"Hmph... I think it may be jusy a pretty stone with a glamour on it. Here, Ranok!"

Niu tosses the stone up in the air toward Ranok.


To your east another pair of menhirs frames the entryway to this barrow mound atop the hillside.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Does Ranok see a place in the wheels that looks like it would accept this gem?

Holding onto the gem Ranok casts his eyes over the wheels before turning his attention to the gem or the menhirs.

Perception: 1d20 + 14 ⇒ (20) + 14 = 34


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I had half hoped it would just start spinning around my head.

As Ranok examines the machinery, Niu retrieves his wand of Mage Armor and activates it.


As Ranok studies the two wheels, it is obvious to him they are a mechanism that once moved and kept time. There are many indentions in the disks, all of which must have held valuable gems at one time. The stone in your hand does not appear to fit any of them. It will go back where Rhen removed it.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

"Hmm."

This has to be important somehow.

Ranok, his brow furrowed in thought, advances to the menhirs to investigate them.

Detect magic and perception on the menhirs.

Perception: 1d20 + 14 ⇒ (1) + 14 = 15


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

"Ranok, do you have any experience interpreting magical flows? Maybe you could figure out what that gem is supposed to do by its magical properties."


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"SO what do ye magical people see?" Rhen asks tapping a foot


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Ranok does not have spell craft. Lol, he had not had anyone to teach him yet. Everything else he had learned in his own or work Khonsu.

"Hmph."

Ranok continues his examination of the menhirs.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Stone Cunning?: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Rhen looks around as well for anything out of the ordinary that is happening at this place.


The menhirs are not magical. There is nothing unusual about them either.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Is there a door up ahead?


Rhen is impressed with the craftsmanship of the stone cutting done by the Aslanti.

Beyond the next pair of menhirs is what appears to be an entrance to barrow mound.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Let me scout 'head." Rhen says looking the group over before heading in.

Stealth: 1d20 + 17 ⇒ (1) + 17 = 18
Trap spotting: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Disable device if necessary: 1d20 + 16 ⇒ (19) + 16 = 35

Rhen will move in about 60' if possible then report back


Rhen makes his way to the entrance. There is rubble all along the ground here at the entrance. There are inscriptions carved into the many of these remains. Similar inscriptions remain intact around portions of the entrance. It appears this is a broken seal. Lying crumpled at the entryway are two kobold corpses, twisted and blackened. Their teeth are gone, their eyes hollowed, and horrific grimaces adorn their withered faces. Darkness beckons beyond this cold welcome and a rasping hollow laughter echoes forth from the beyond broken seal. He finds no traps.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

"Seems like more o' them Azlanti tunnels down there, more markins' like the ones here." Rhen points to the door way. "Some laughter as well, not sure but some dead Kobolds, might have been undead prior to bein' dead again."


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Niu follows about 30 feet behind, but comes up to take a look at the dead kobolds.

"I'd say they were used as trap detectors."

Reaching in his pack, he grabs a scroll. "Wait a minute, let me take a look at these inscriptions."

Reading the scroll of Comprehend Languages, Niu quickly tries to decipher the inscriptions, reading them aloud.

"Well, one way or another, I guess we are going inside, so let's be about it. Lady Zeira, where would you like me to place the Light? On your weapon or banner?"


male Tiger animal companion/6 HP 54/54 | AC 24, T: 13, F: 21 | Init +7 | Perception +6 | F +6, R +8, W + 4 | Scent, Low-light

Khonsu gives a bored yowl from the rear of the group as he emerges from the woods. Who knows what he's been up to.


Niu reads “A dread curse falls upon those who enter here unless they carry the gleam of the stars upon them.” on the remains of the seal.

The afternoon shadows around the fallen kobolds begin to move unnaturally fast. Rising up before you are what appears to be animated shadows.

initiative:

Bill the Regulator: 1d20 + 2 ⇒ (12) + 2 = 14
Eddie the Regulator: 1d20 + 2 ⇒ (2) + 2 = 4
Niu: 1d20 + 11 ⇒ (20) + 11 = 31
Pay Day: 1d20 + 6 ⇒ (17) + 6 = 23
Ranok: 1d20 - 2 ⇒ (5) - 2 = 3
Rhen: 1d20 + 5 ⇒ (11) + 5 = 16
Steve the Regulator: 1d20 + 2 ⇒ (17) + 2 = 19
Ziera: 1d20 + 2 ⇒ (4) + 2 = 6
shadow: 1d20 + 2 ⇒ (16) + 2 = 18
gray shadow: 1d20 + 2 ⇒ (6) + 2 = 8

Round 1
Current Effects
Niu, mage armor

Pay Day, Steve, Niu <=====
Shadow
Rhen, Bill
Gray Shadow
Eddie, Ranok, Khonsu, Ziera, Festia


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Ranok gives the gem in his hand another look, with detect magic on, as he walks up to the door.

spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25

oops, looks like this might not have made it in before initiative


Ranok knows this to be a Gem of Brightness.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

What do I know about animated shadows?
Know(Religion): 1d20 + 10 ⇒ (6) + 10 = 16


Niu knows that a shadow's touch can drain the life out of their victims. A creature killed by a shadow’s touch becomes a shadow under the the killer's control.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

"Shadows! Their touch will steal your life essence."

Niu quickly throws a puff of dust in the face of the shadow in front of him, then scuttles back out of the way.

Misfortune Hex, DC 17 Will


1d20 + 4 ⇒ (16) + 4 = 20

The shadow reaches out for Rhen.
1d20 + 4 ⇒ (4) + 4 = 8
strength damage: 1d6 ⇒ 5

It misses him.

Pay Day, Steve, Niu
Shadow
Rhen, Bill <=====
Gray Shadow
Eddie, Ranok, Khonsu, Ziera, Festia


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Rhen quick steps to the south 5' Step, swinging his magical sword at the southern shadwon.

"Ye go something for em there Witch?" Rhen shouts to Niu

Stab: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 5 ⇒ (5) + 5 = 10


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

@Rhen, that shadow hasn't acted yet. You get sneak attack.


HP 65 l AC 21 [+2 vs Traps] (T 15 FF 16) l F +6 R +12 W +5 (+2 vs Poison/Magic) l Ini +45 Perc +10 (+3 to unusal stone/Traps)

Incorporeal

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