Thron's Altered Kingmaker

Game Master Litejedi

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Donovan of Restov wrote:


Donovan says, Donovan says, "I'm trying to find out if you have other family or anywhere else to go. I wouldn't necessarily recommend Pitax, either. Let me talk to my liege and see what we can arrange. You're quite right that Galt is highly unstable and the border is likely to be dangerous. I'll see what I can find out for you, and see if there's a place where you can stay in the meantime while we figure out the best way to approach this."

He inclines his head slightly. "If I may take my leave, I'll let you know as soon as possible as to what we can do to rescue you from despair."

She nods, "oh, okay. I'll go wherever someone can help."

Donovan thinks her story sounds historically plausible, even if he's not sure if the specifics are true or not. Her title of 'Lady' seems like nothing more than an affectation and she certainly sounds completely honest.


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.
Chrysa Surtova wrote:

Chrysa had discounted the baron's future wife as an item way down the list of things needed to be done, but Donovan had not. Concerns and opportunities whirl in her mind, picking a few that her persona of Mum might actual be concerned about as well (even though the cleric already has seen who she really is).

"By all accounts, all are welcome in Lady Medvyed's lands, though she would be required to provide for herself for anything past the basics of survival. Besides the morality of helping, there is benefit of having a person who knows a neighboring land well, for contacts if nothing else"

Chyrsa herself prefers contacts who know the underbelly of a land, having experienced that they simply no more about the true going ons than the wealthy and powerful. But one works with what one has.

And most important, she has seen the power this cleric holds, so keeping him happy and on board with their side activities, such as this one, is a wise move.

"I could talk to her, to try and suss her motives out a little?"

"That would be wise," says Donovan with a nod. "One lady of station to another. I'm sure she would be relieved just to hear that her concerns are being taken seriously. In the meantime, I'll see about making arrangements for a safe place for her back in the capital, if needed."


Maray nods, and they move to Vincent Mariados’ room. After gathering up all the valuables, Maray, Vincent, Donovan, and Mum teleport back to the capitol.

Since Chrysa and Vincent last visited, a non insignificant amount of change has occurred. For one thing, the town is now a small city with the noise accompanying it. Vincent attempts to teleport into the castle - built on the old ruins of the Stag Lord’s fort, but something bounced him away - he lands at an intersection nearby - slightly startled. If the citizenry is startled, they don’t say anything, and messengers and citizens travel to and fro - busy. Some people are taking a more leisurely approach, and along the roadway there are buildings with the first floor seemingly set aside for shops and restaurants, with tables set aside where citizens are sitting - having animated conversations in some places, and in others, reading a sheaf of printed paper while they take in dinner.

The sun is setting, and as it dips below the horizon, lamps along the way alight seemingly of their own accord - though after careful observation, it seems a number of diminutive, spritely creatures are at least tending to them in some way. Flitting from place to place on the street, they themselves are luminescent, their words imperceptibly small - though they all wear the recognizable triangular badge that is the symbol of a government worker. Carts laden with supplies and commerce still travel on the now well-paved roads, Though there is some amount of tension - there is an easy fluid nature of the city that promises a measure of safety and comfort - except when the party passes a few massive trenches cut into the center of the street. Here, about six dwarves are seemingly arguing with a pair of hobgoblins while a beautiful woman with a shimmering cloak - seemingly made of water, looks on. She raises an eyebrow as the group passes, but says nothing.

It is but a three minute walk to the castle - and it seems much more well fortified than before. At the edge of the university district - it has the same architectural style as Trinity now, as plants have grown around the stones - and in many cases are directly supporting the higher floors of the palace, but a few low walls in a row ring the once pervious fort. Whatever the design, there is something afoot. Guards at the entrance wave everyone in when they see Vincent with they see Vincent and Donovan. Maray looks, through all of this, very confused. And she holds closely her bag to her chest.

When they approach, they see Marcanth, Sophiel’s advisor, speaking quietly to one of the sheriffs in a courtyard. His wooden wings flap lazily to keep him unsteadily aloft, and he peers over his spectacles when he sees everyone. ”Ah. Yes. Interesting.” He lays a hand on the young man’s shoulder and says something in a low voice. With a nod, the man glances at everyone, and runs off. Marcanth clasps his hands together. ”News, then? Drelev is dispatched? Come along. Sophiel will want to know what happened.” He tilts his head at Maray. ”Who is this?”

Before the party can respond, Maray blurts ”Quintessa Maray. I am an exile from Galt. I come to plead for the aid of the Queen.” Marcanth frowns slightly, ”mhmm. You may have better luck with your request not calling her that.” He looks at Mum, and sighs, ”no matter what the others have told you - she is not a Queen. Not a noble. Even if she was once - she lost everything as well- when Brevoy turned on us. She is just … the Prime Minister.” He looks her over for a moment. ”I’ll retrieve her.” He flies up towards a window in a higher tower - what was, vaguely, the Stag Lord’s room in ages past, and knocks on the window.


F Half-Elf Skald 1 (Urban Skald)/Druid 9 (Men. Sav./Prog.) | HP 56/72 | AC 24-14-22 | F+12, R+7, W+15 | Per +16, Sense M +22, Init +7 | Cont. Ins. Rage Dex is OFF
Active Effects:
None

Sophie looks down into the courtyard, and yelps - happily, then waves for Marcanth to get out of the way.

Marcanth nods and flits to the side, and out of the window Sophiel flies out, a feathered cloak flapping behind her and keeping her aloft. She has no visible armor - just a neat suit, though her features are slightly more - otherworldly. She descents from the tall tower with Marcanth following behind and alights onto the stone floor. She rushes over to Mum, and moves to embrace her, and once done, clasps Vincent on the shoulder, squeezing it - and nodding in thanks. She also nods at Donovan, and then looks over the newcomer, and extends a hand, ”good evening! I am Sophiel, formerly of the house Medvyed, of Brevoy.” Maray fumbles a bit, and curtsies, and Sophiel sighs and rubs her hands together for a moment - then looks back at Mum. ”What’s going on?”


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

The dark haired tall warrior returned the rules friendly hug, smiling against her cheek, and whispering with affection "Do you greet all your subjects this way, Prime Minister Medvyed."

But knowing that Soph just might, in truth.

"Drelev was dispatched, his lands freed from his tyrannical rule, and his people are properly considering your kind offer to join this land. Lady Maray..." Chrysa had noted she left the honorific off this time so helpfully included it "... was being held captive by the man, after approaching him for help. We bring her here to she can be safe as well as going through proper channels to request aid from your country." she turns her attention to Maray "From all accounts, that process will involve LOTS of paperwork." before turning her attention back to Soph and looking aghast she might have offended "I apologize, your Bureaucracy-ness" Mum dips into a wonderful curtsey.

Waiting a proper time to determined that she wasn't going to be beheaded (just to tease her friend really), she rises and adds, "Also there is a band of giants travelling to Shadowfall to join with the Baroness. They dealt with us fairly and hopefully can be left alone by your patrols. They have a child with them." Soph knows of the Baroness's fierce protection of children of any kind, even giants. "Lastly, besides the ancient spirit piano player, there is a barbarian warlord we still need to defeat, so we cannot stay long." there is a tinge of regret in that last statement.


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Male Medium Vampire (Dhampir) Arcanist 12 | HP: 62/62 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+17, Bl +23, Scrft +23, UMD +30, Knw A/D/L/N/P/R +23, G/H/No +17| Speed 30ft | 1: 4/6, 2: 2/6, 3: 4/6, 4: 4/6, 5: 5/5, 6: 3/3| Reservoir 8/15 |Active Conditions: See Invis, MA, Hero Chrysa

Vincent, cloaked in shadows by his indispensable amulet, lingers off to the side, although Sophiel gets one of his rare wide smiles. There's no hiding the fangs in that gesture, but with people he actually trusts there's no issue there.

"Here in two hours to go back?" He says, just about making it a question rather than an order. "I have things to do."

With that he slips away. Even in Gliocas there are undesirables, the poor, the desperate and those who prey upon them. He knows exactly where those people can be found now - at the edges of the city, where things are temporary, rushed, out of the direct control of the centre - and once he's there he sets to work finding a worthy meal. It has been a while...

Two hours later he's back in the courtyard, waiting for his passengers.

"Do you want to go home?" He asks Chrysa softly. "One night will do no harm." And she won't object if he drinks a little more while he's there. One of the many reasons Chrysa is his favourite.


F Half-Elf Skald 1 (Urban Skald)/Druid 9 (Men. Sav./Prog.) | HP 56/72 | AC 24-14-22 | F+12, R+7, W+15 | Per +16, Sense M +22, Init +7 | Cont. Ins. Rage Dex is OFF
Active Effects:
None

Sophiel smiles slightly at Mum, ”less paperwork these days-“ and she tilts her head, and turns to Quintessa Maray, ”Galt? Interesting. Marcanth?” 1d20 + 15 ⇒ (4) + 15 = 191d20 + 23 ⇒ (19) + 23 = 42

The seneschal looks down at the woman, and holds out a hand ”if you would - madam, I would like to discern if you are hiding anything - we have had a problem with… spies in the past.”

Lady Maray looks nervously around, and nods. Marcanth asks her, ”is what you say true? Are you looking for aid?” Maray smiles, thankfully, and says ”yes - help, please. I don’t know where else to turn.” Marcanth inclines his head towards Sophiel, who seems to breathe a sigh of relief - ”come - stay in one of the guest rooms.” She pats Maray on the shoulder, and the grateful woman bows, as one of the guards leads her way. Sophiel watches for a moment until they disappear into a low building.

She turns to the others, ”well- she isn’t from Galt. I’d place her from Daggermark - she tried to hide her accent - well, mind you, but I recognize it.” She sighs, ”we’ll find out what she wants and send her on her way.” Shaking her head, she shrugs ”usually they’re from Brevoy these days - but Daggermark? I thought we had an understanding. And you say Drelev had her prisoner? What was THAT about…” she muses quietly.

Cheerily she looks up and says, ”anyway - you have important work - you can tell me about it later.” She starts unpacking the loot and goods, and a few guards move over to collect it, and she starts cataloguing the value. She’ll give the appropriate amount of crafting materials or currency to the party. If you want anything built, let her know and she can work on it in her spare time - otherwise Vincent can craft. If you want to shop, Tri Firinnean doesn’t have many magic item shops, the purchase limit is only about 6000, but you can always visit another city with her help if you really want something immediately.


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

Mum spends the hours with the Prime Minister, pleasantly going over the details of the adventure, expanding on their friend's speech to the people. "I think they will vote to be swallowed." she teases lightly. If Chrysa had any doubt she would have rigged it, but she didn't.

When the shadows whisper their request, she smiles. "A night at home would be nice."


Male Medium Vampire (Dhampir) Arcanist 12 | HP: 62/62 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+17, Bl +23, Scrft +23, UMD +30, Knw A/D/L/N/P/R +23, G/H/No +17| Speed 30ft | 1: 4/6, 2: 2/6, 3: 4/6, 4: 4/6, 5: 5/5, 6: 3/3| Reservoir 8/15 |Active Conditions: See Invis, MA, Hero Chrysa

Vincent winks at Chrysa and Gliocas vanishes in a flash to be replaced by the dark, foreboding and infinitely welcome (for some members of the group at least) sight of home, aka Shadowfall - domain of Baroness Chrysa the Shadow.

"My lady, welcome back." Vincent says, stepping back and sweeping a courtly bow at his 'aunt'.


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

Donovan nods to Sophiel in thanks. "I appreciate the quick check. Since her story's already suspect, I expect the rest of her house of cards to come down under questions."

"Thank you for the assistance as well, Vincent, in bringing us here," he says before the dhampir makes his exit.

"This will also give me an opportunity to see the city in more detail. I'll stop back in after finding some lunch."


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

The tall dark curvaceous warrior smiled at the curtsey, then her form deflates into a small petite red head with two curving soot black horns. Chrysa reaches up to feel their growth, which went wild with their neglect. A tight frown mares her face at knowing she will need to file them down tonight.

"Thank you Vincent" the Baroness says with genuine affection "I have affairs to catch up on. Do enjoy your hunt and I will see you in the morning" she knows the hunt is just as important as the feed, and there are many in the Fall that will give her 'nephew' a proper one.

If any of the others join them in the Fall for the evening, the diminutive ruler takes them without fear through the lanes of the dark stone city. The thick walls topped with frequent patrols of armored crossbow men, the returning rough looking horse archers in black cloaks, the gallows with a fresh body swinging in the air but also the splashes of vivid color erupting from every residence, the confident weavers displaying marvels of craftsmanship, the sounds of children playing from the well tended orphanage.

Humans are predominate, with smattering of other races but no Fae flutters about, not a single one.

"Trade continues despite closed borders" her dour aide tells his liege as they walk. They a Pharasma priest had appeared from the darkness almost as soon as they arrived. Chrysa introduces any of the party to him, but does not tell you his name "Smuggling is a risk but worth the increased prices." it is obvious that despite the security and tight control of traffic at the gates, the city is well off.

"Who was hanged?" she asked with interest.

"A spy form the one you are concerned with. And the only one found in recent days. Either we have discovered them all or the ones left are... good."

She simply nods, resting a hand on her belly for a moment and as contemplates great violence on her aunt. A daily routine.


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Eagle noises

Tikroch returns to find only Sootscale still at Fort Drelev. Give it a few days. They didn't seem the type to run away from a fight.

He makes use of his time by studying the wilds around town, determining plants and trees native to the area and collecting samples. Not being a stranger to druidic ways, he knows that sort of knowledge can be useful to the advanced magics of the order.


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Donovan of Restov wrote:

Donovan nods to Sophiel in thanks. "I appreciate the quick check. Since her story's already suspect, I expect the rest of her house of cards to come down under questions."

"Thank you for the assistance as well, Vincent, in bringing us here," he says before the dhampir makes his exit.

"This will also give me an opportunity to see the city in more detail. I'll stop back in after finding some lunch."

Vincent is, for RP purposes, a Vampire. He’s only a dhampir for mechanical reasons.

Donovan hadn’t much of a chance to be here before, but the Capitol of Gliocas is a study in contrasts compared with Drelev. Built on a high hill overlooking lake Tidewater, Tri Firinnean is alive. Wood and glass and stone and metal, all seemingly sculpted as if they have emerged directly from the ground, the buildings seem to have repeating characteristics - with a semi-unified architectural style that is consistent, and patterned. Notably, in every case the wood is obviously alive - seemingly a variant of greenwood was used in the construction of the buildings. The orderly influence of the city can be seen extended for miles around, in fields and small villages that seem to dot the landscape off of the roads which extend, like spokes on a wheel, from the semi-walled city.

Each block is a hex-shaped, with each block having a large courtyard in the center. The layout is extraordinarily precise, as if there was a plan for scaling each stage of development. The only thing out of place are the presence of parks and apparently vacant lots that seem to be wild and overgrown which periodically seem to be visible. Some are much darker the surroundings, some are full of light and laughter, one has a wizened, crumbling tower in the center. While they seem to be open to the public, it’s clear that some of the human population gives them wide berths, and a moment of careful observation makes it clear that these spaces are set aside for beings who remain … connected to the natural world, but still wish to live in the city.

Most of the actual residences, and there are many, are three or six story apartment buildings, and most seem to have small shops or restaurants or cafes in the lower level. The streets seem to have intricate cobblestone pavers - seemingly smoothed via magic, and carefully laid sewer and drainage systems - though the sewer is clearly incomplete. At some point in his walk, despite how late in the day it is, he sees Sophiel herself - sweating, her uniform folded nearby and wearing work clothes - standing near one of the open streets with a smattering of different workers, including a hill giant that is sitting quietly nearby, next to a black-scaled kobold that is looking over some paperwork. Sophie concentrates and strains as she seems to lift vast quantities of earth and stone from ground and into wagons. She smiles at Donovan, but does not interrupt her own work. The street lamps are lit as if by magic, and he sees a few young people walking along, sweeping the streets and sidewalks of the small amount of debris, and occasionally making notes in small books whenever they see something obviously out of place.

A thorough canvas of the city finds the following buildings in Tri Firinnean, split up into three general districts: Education and Religion - featuring Trinity University, with the Treble Clef Bardic College, the Museum of Lore and Curiosities, the Third Option Military Academy, Sia Draoidhean - a magical academy, and the Temple to Many Gods; the Government district with a castle, a separate town hall, an orphanage, stockyard, foundry, granary, barracks, and printing press; and the commerce and entertainment district which has a smithy, mill, dance hall, tavern, brewery, inn, theater, a substantial market, and a pier.

There seem to be layers of walled protection, though no walls protect the outermost layer - they seem to be under construction - and Donovan knows from his experience in the Crusade that the city was designed to break the momentum of any attack - as well as to funnel any attacker into very precise attack patterns.

The food options are broad, and diverse, as would befit a diverse population, and this population is likely the most diverse he’s ever seen. The sheer number of fae creatures belies belief compared to the numbers he’s seen elsewhere, and there are a plethora of kobolds, animals, animate plants, balls of light, angelic and demonic-looking creatures, that Donovan occasionally has to double-take. For that matter, while humans are somewhat prevalent, there are a larger number of half-orcs and half-elves than he’s used to seeing, and a higher number of gnomes than are typical for any city he’s been to. There are even a few giants, including an obvious troll in a police uniform that’s whistling a jaunty tune and tips his cap to Donovan as he walks past, grinning at the cleric jovially.

Near the center, there’s a lower building labeled - “To the Underground” which seemingly provides transport to the subterranean parts of Gliocas - seemingly there is more to this land than is apparent on the surface.


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

How very solarpunk!

Donovan takes a casual stroll, though he keeps track of time, knowing that they'll be leaving soon. Occasionally he pauses to take in a particular piece of scenery or a spot of nature.

As a heavily-armored warrior, he does stand out a bit, but he has no qualms with the various inhabitants... even when he's trolled. Occasionally he even waves to a neighborly sort.

He makes a deliberate detour to look for something to eat that is a little off the usual menu for human trail food: Anything he can find from a street vendor that looks like it won't put up a fight against being eaten, but might be something other than dry biscuits with jerky. Eventually he settles on some kind of kabob sold by a street vendor of mixed orcish-human heritage, complete with a sour sauce.

"Different," is his only comment as he finishes the small lunch.

He makes a note of the sign to the Underground but checks the sun's position and decides that's a trip for another day as he rounds back the way he came to make sure he doesn't miss the ride back into the field.


Tikroch wrote:

Eagle noises

Tikroch returns to find only Sootscale still at Fort Drelev. Give it a few days. They didn't seem the type to run away from a fight.

He makes use of his time by studying the wilds around town, determining plants and trees native to the area and collecting samples. Not being a stranger to druidic ways, he knows that sort of knowledge can be useful to the advanced magics of the order.

Sootscale seems to be fielding questions from a few people when Tikroch comes back, and is sitting on their small makeshift stage, swinging his legs. The black-scaled kobold is saying, ”no - the taxes are pretty low. We tax land, not property, some land more valuable than others. Anyone with existing claim - we can figure out if you own, history etc.” He rubs his hands together, ”all lawyers are divination experts. Try to be fair too, but it means protecting everyone - even boggards and whatnot. They have right to live in swamp with marsh strider.” The woman who asks the question watches thoughtfully, then walks away. Someone else comes up, ”how much voting is there? I don’t want to do this all the time.” Sootscale’s shakes his head - ”every few years - big schedule set up, tries to balance different governmental branches - Sophiel is only boss for now.”

Someone else, looks like a former guard, asks, ”could I be mayor? Or um… a representative or governor?” Sootscale laughs before controlling himself, ”yes - but you must take government classes while serving, and pass them, if you don’t have enough academics. If you don’t pass you can’t serve more than half a term. But anyone can vote.” He looks the guard over skeptically, ”I am Governor of Silvermine - elected by underground people. Classes easy for me, may be hard for you.”

Nobody else seems to have any questions, and Sootscale goes back to his paperwork.

Tikroch heads out and finds that in addition to the earlier surveys that he did with everyone while traveling, there are many interesting flora and fauna both in the swamp and in the small forest to the west, though the swamp is particularly diverse. Cattails, wide lillypads, and weeping trees with long, gnarled roots spread to the east beyond sight. There is a hum - from the amphibians, insects and birds - the wetland is teeming with life. He spies lights sparkling here and there and recalls that will o wisps are common within the river kingdoms, and swamp gas is quite likely as well. A few fisher people from Fort Drelev are on the water, carefully trying to catch something, and they don’t give him very much attention beyond a nod of thanks.

Tikroch recalls that this is the first time he’s seen will o wisps since coming to the River Kingdoms. He had remembered that they were supposed to be common on Tuskwater and Silverstep, but in his brief time to the east, he saw no sign of them.


23rd of Erastil, 4712 AR

I will update the country map once I run through some turns - 5 months passed since we last ran any turns - if Chrysa wants to, she can do the turns - she may be limited in terms out outward expansion (I can't recall) but she can certainly run BP in the capitol for fun if she wants.

It's been three more than two days since Hannis Drelev is killed, and with their brief conversation with Sophiel, it becomes clear that even if they didn't have hostages, the Tiger Clan are not to be trifled with - and that there is a narrowingly small window in which the party will be able to deal with this so-called "Armag". Sophiel confirms that she knows much of what Tikroch found as an eagle, as well as the fact that hidden in some canyons and ancient cairns - he has a sizable army of barbarians. How she knows this - it isn't clear.

She reviews the documents that were found in Drelev's home, and notes that the minute that 'Armag' emerges from what must be 'Armag's Tomb', they will muster and head south to Pitax - and strike immediately at Drelev. She doesn't know how long it will take for 'Armag' to leave, so asks that the party makes haste. Giving the others the time to relax as they see fit, at some point, a small crow signals Chrysa that they should go, and she transports those in Shadowfall back to Drelev, and then disappears back into the woods. Specifically, the crow does this - no others - as it seems Sophiel has some power to use this tree-transporation ability even while in a different form.

Chrysa:

Unsettingly, this crow was able to get directly to Chrysa's window without any alarms - magical or otherwise - being raised.

The crow flaps off away after 'cawing' politely, leaving the party in Fort Drelev. Sootscale announces that the election was won to join Gliocas - 72% to 23%, with 5% of the people not voting. A few people were upset, and claimed that they were going to leave, but Sootscale let them go.

In short order, the entire party assembles and moves to the outskirts of the area where Tikroch scouted. The camp in front of 'Armag's Tomb' is just across a small river. The camp itself is located at the edge of a
small forest, against the side of a 50-foot cliff in the hills.

The party can see the large cage at the center of the campsite contains the five hostages that Armag took from Baron Drelev— Anjana, Galine, Marinda, Sophelia, and Tamary Numesti, Kisandra’s sister. The few barbarians watching the woods are chatting with each other, weapons in hand. They seem relatively relaxed from a far distance, but are on the other side of the small river.

I am assuming all 10 min/level and 1 hour per level buffs are active at this point. 0 1 min/level buffs have been cast. Please adjust your aliases appropriately to reflect your buffed condition. Map SHOULD be updated and visible - if anything is not visible, please tell me on Discord.


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

Back as Mum, the dark-haired warrior whispers the request to remain unseen to her vampiric companion. After arcane words are spoken, she rises into the air and flies with a wind's speed toward the center barbarian, hoping if she can dispatch him, she will be close enough to help take pressure off the hostages.

first turn move, second turn attack, adding heroism and hunter's blessing, remove the latter if they are not human
fey bane, 17+ crit: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42
damage P, sneak: 1d6 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
fey bane, 17+ crit: 1d20 + 13 + 2 + 2 ⇒ (12) + 13 + 2 + 2 = 29
damage P, sneak: 1d6 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18

siccatite, 17+ crit: 1d20 + 19 + 2 + 2 ⇒ (12) + 19 + 2 + 2 = 35
damage P, sneak, fire: 1d6 + 7 + 1 + 2 + 2 ⇒ (3) + 7 + 1 + 2 + 2 = 15
siccatite, 17+ crit: 1d20 + 14 + 2 + 2 ⇒ (13) + 14 + 2 + 2 = 31
damage P, sneak, fire: 1d6 + 7 + 1 + 2 + 2 ⇒ (1) + 7 + 1 + 2 + 2 = 13

hair: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17
damage B, sneak: 1d3 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7

confirmation on first attack
fey bane, 17+ crit: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
damage P: 1d6 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19

The first indication anything is wrong is a spray of crimson as a guard's face is split by unseen force. Then she is there, floating in the air before the man, her sword striking and cutting, a whirlwind of precise violence.


Going to run that Mum used her surprise round to move while invisible. The rolls above will be for the first round of attacks (hopefully positioning will be okay to full attack for the first round).

Figuring out how to run a first round of combat with surprise.


Male Medium Vampire (Dhampir) Arcanist 12 | HP: 62/62 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+17, Bl +23, Scrft +23, UMD +30, Knw A/D/L/N/P/R +23, G/H/No +17| Speed 30ft | 1: 4/6, 2: 2/6, 3: 4/6, 4: 4/6, 5: 5/5, 6: 3/3| Reservoir 8/15 |Active Conditions: See Invis, MA, Hero Chrysa

Vincent supplies magic with quiet words and then lingers on the edge of the trees. Anything direct he can do involves large amounts of light and sound so he remains at the rear, ready to react as necessary once the others (inevitably) sacrifice the element of stealth.


Kingdom | Male Kobold Alchemist 11 / U. Monk 1 | HP 101/101 | AC:27 T:19 FF:21 CMD:25 | F+21, R+20, W+10 | Init +12 | Perc +16 | Freedom of Movement, Heroism, Mage Armor, Magic Circle Against Evil, Mutagen, Protection from Arrows Communal, Tears to Wine

Surprise round!

Sootscale tries to fly forward sneakily, if such a thing is at all possible!
Fly 60'
Stealth, speed penalty: 1d20 + 23 - 5 ⇒ (9) + 23 - 5 = 27


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

Having previously cast bless on the team, Donovan moves to anchor Tikroch's flank along the river.

Move 60', thanks to haste.


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Tikroch emerges from the forest having taken his familiar battle form. Charging across the river, he opens the assault leading with his horn.

attack: 1d20 + 17 + 1 + 1 + 1 + 2 ⇒ (10) + 17 + 1 + 1 + 1 + 2 = 32
damage: 4d8 + 13 + 1 + 2 ⇒ (7, 7, 6, 4) + 13 + 1 + 2 = 40


I don’t think anyone used haste yet, but please correct me if I’m wrong.

Surprised, neither of the barbarian guards drops, but they and the others that can see the attack immediately go into a rage, their muscles bulging and anger pouring off of them.

Initiative:

Sootscale Initiative: 1d20 + 12 ⇒ (1) + 12 = 13
Chrysa initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Donovan: 1d20 + 1 ⇒ (19) + 1 = 20
Tikroch: 1d20 + 8 ⇒ (7) + 8 = 15
Vincent: 1d20 + 7 ⇒ (10) + 7 = 17
Tiger Clan: 1d20 + 2 ⇒ (15) + 2 = 17

Tiger Clan Camp - Round 1 - Donovan/Vincent/Barbarians/Tikroch/Sootscale/Mum

Donovan and Vincent are up!


Male Medium Vampire (Dhampir) Arcanist 12 | HP: 62/62 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+17, Bl +23, Scrft +23, UMD +30, Knw A/D/L/N/P/R +23, G/H/No +17| Speed 30ft | 1: 4/6, 2: 2/6, 3: 4/6, 4: 4/6, 5: 5/5, 6: 3/3| Reservoir 8/15 |Active Conditions: See Invis, MA, Hero Chrysa

Since the fight isn't over yet Vincent snaps words of power and infuses his companions with a taste of vampiric speed.

Hey look, it's HASTE!


Turn 22 Gozran 4712AR
------------------------------------
Balance=79 BP

Turn:

Upkeep Phase:
Starting Unrest: 0
Stability Check (DC 75): 1d20 + 77 ⇒ (15) + 77 = 92
Stability Check was 1+77 for 78
-Stability: +1 BP (79 BP + 1 BP = 80 BP)
-Consumption: (80 BP - 18(from Granary) = 80 BP) 18 s taken from the granary (total of 10 s in the granary now) - Consumption will be -12 next turn.

Edicts Phase:
—Terrain: Claim 4 Hexes - labeled on map, 3 near varnhold (2 landmarks, 2 rivers, 2 mountains, 1 hill) = 4 Bp, one near Shadowfall (1 plains), Build Road in: Area East of Varnhold (Quarry) 3 BP, then southeast (to farm) 1 BP, then southeast (to landmark) 3 BP, Farm in New Plains Area 2 BP, Farm in Dunsward (x2) = 2 BP x 2, Build Quarry SE of Varnhold 6 BP = 4+3+1+3+2+2+2+6 = 23 BP
—Settlement: Build Pier in Tri Firinnean = 16 BP, Build Shrine in Tri Firinnean = 8 BP, Build Temple (half-Price) in Bogha Foirneart = 32/2=16, Build Library half prince in Bogha 6/2 = 3 BP, Build Brewery in Bogha = 6 BP, Total 16+8+16+3+6 = 49 BP
—Holiday: 6 Holidays (we are too big for all the holidays and need more food for a while!)
—Promotion: Token
—Taxation: None
-No army or settlments

Edict Changed Holiday to 6.

Income Phase:
Collect Taxes: 1d20 + 100 ⇒ (15) + 100 = 115
Taxes Check was 100+15=115
Balance: Start with 79 BP, 0 BP (Consumption from granary), +1 BP Stability, -23 BP (Terrain), -49 BP Settlement, +41 (Quarryx9 (2 on resource)/Minex10 (2 on resource, 1 near foundry, 1 on resource near foundry)/Sawmillx13(2 on resource)), +38 (115/3 Taxes), -4 Army Upkeep = 79+1-23-49+41+38-4=83 BP

Ending Balance = 80 Size is now 64- 4 More claimed and fixed settlement modifiers

Event: 1d100 ⇒ 100 Vandals and Reroll Event
Stability Check, DC 88: 1d20 + 94 ⇒ (5) + 94 = 99
Loyalty Check, DC 88: 1d20 + 85 ⇒ (16) + 85 = 101
Event: 1d100 ⇒ 3 Good weather and roll again (loyalty, economy, stability increase by two until next event phase)
Event: 1d100 ⇒ 53 Beneficial Settlement Event
Event: 1d100 ⇒ 50 Outstanding Success, fame increases by 1 permanently, economy increases by 4 until next event phase. BP gained: 1d6 ⇒ 4


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

Donovan immediately starts in on the barbarian who rushed into battle, hoping that if he can cut this one down quickly, it will prevent the warriors from surrounding him and Tikroch.

1. +1 adamantine longsword attack, bless,
haste
:
1d20 + 16 + 1 + 1 ⇒ (7) + 16 + 1 + 1 = 25
2. +1 adamantine longsword haste attack, bless, haste: 1d20 + 16 + 1 + 1 ⇒ (5) + 16 + 1 + 1 = 23
3. +1 adamantine longsword iterative attack, bless, haste: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27

1. +1 adamantine longsword damage: 1d8 + 4 ⇒ (1) + 4 = 5
2. +1 adamantine longsword damage: 1d8 + 4 ⇒ (3) + 4 = 7
3. +1 adamantine longsword damage: 1d8 + 4 ⇒ (1) + 4 = 5


acrobatics to jump over the river, +12 from haste: 1d20 + 1 + 12 ⇒ (11) + 1 + 12 = 24

Donovan successfully jumps over the river in his surprise round. His round of attacks are successful but the barbarian, who has only been attacked so far, is still standing. The enemies were all surprised, but they did not start the attack - the attack started when Tikroch initiated. The enemies did reflexively rage, but they didn’t run into battle.

The two barbarians are still standing at the end of the assault, and call out,

Hallit:
”attack! Attack! Defend the tomb! Warn Armag and the sisters!”

In an act of desperate loyalty to their leader, the badly wounded and engaged barbarians strike towards the enemies that hit them.

greatsword, Mum, surprise accuracy, vital strike: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

greatsword, Donovan, surprise, accuracy, vital strike: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
vital strike damage, donovan: 4d6 + 7 ⇒ (6, 6, 3, 3) + 7 = 25

The remainder of the barbarians in the tents seem to pour out. The closest tents seem to have the most active enemies who rush out, but only one is able to push the flap out of the way to engage. They all have greatswords, and have some skill with them.

Map updated.

greatsword, Donovan, surprise, accuracy, vital strike, charge: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26
vital strike damage, donovan: 4d6 + 7 ⇒ (6, 1, 1, 3) + 7 = 18

Just 25 damage to Donovan, as far as I can tell.

The other tiger lords stream over from the west as well, but can't get close enough to engage in time. It looks like one is rushing into the tomb.

Tiger Lord Camp - Round 1/2 - Donovan/Vincent/Barbarians/Tikroch/Sootscale/Mum

Everyone is up!


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Seeing Chrysa getting mobbed by barbarians, Tikroch signals Luca to come take his place and trots over to provide her support. He takes aim with his magically enhanced horn and attempts to gore the barbarian next to him.

attack, PA: 1d20 + 17 + 1 + 1 + 1 + 2 - 3 ⇒ (18) + 17 + 1 + 1 + 1 + 2 - 3 = 37
SJ&VS damage: 4d8 + 4d8 + 8d8 + 13 + 1 + 2 + 9 ⇒ (3, 5, 2, 7) + (6, 8, 1, 2) + (1, 4, 1, 5, 7, 8, 6, 4) + 13 + 1 + 2 + 9 = 95

Use Vital Strike, Power Attack; target Pink


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Luca

Luca, following his master's command, comes charging over the river to engage with the barbarians attacking Donovan.

Charge Pounce. Acrobatics can't fail with +20 to long jump 20 ft. Target Purple; AC: 29

Talon 1: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
T1 damage: 1d8 + 8 ⇒ (1) + 8 = 9

Talon 2: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
T2 damage: 1d8 + 8 ⇒ (3) + 8 = 11

Bite: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24
B damage: 1d6 + 8 ⇒ (4) + 8 = 12

Claw 1: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
C1 damage: 1d4 + 8 ⇒ (1) + 8 = 9

Claw 2: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
C2 damage: 1d4 + 8 ⇒ (2) + 8 = 10


Kingdom | Male Kobold Alchemist 11 / U. Monk 1 | HP 101/101 | AC:27 T:19 FF:21 CMD:25 | F+21, R+20, W+10 | Init +12 | Perc +16 | Freedom of Movement, Heroism, Mage Armor, Magic Circle Against Evil, Mutagen, Protection from Arrows Communal, Tears to Wine

Seeing Donovan in a bit of trouble, Sootscale flies out from the woods (keeping himself near the fearsome Tikroch for protection and launches a bomb at the foes confronting him! Move, targeting White with a Sand Bomb. Let's have Sootscale flying 20' up.

Bomb, Mutagen, Heroism, Haste: 1d20 + 14 + 2 + 2 + 1 ⇒ (20) + 14 + 2 + 2 + 1 = 39; Damage, Heroism: 6d6 + 7 + 2 ⇒ (5, 5, 2, 4, 1, 4) + 7 + 2 = 30
Crit?: 1d20 + 19 ⇒ (3) + 19 = 22; Damage: 6d6 + 9 ⇒ (2, 3, 2, 1, 1, 4) + 9 = 22
13 splash damage on enemies near White, and enemies blinded 1 round (Reflex DC 22 to avoid blindness and take half splash damage). If the crit lands, Fort DC 22 or staggered for 1d4 + 1 ⇒ (1) + 1 = 2 rounds, on save, staggered 1 round.


reflex: 1d20 + 5 ⇒ (17) + 5 = 22
reflex: 1d20 + 5 ⇒ (18) + 5 = 23

fort: 1d20 + 11 ⇒ (17) + 11 = 28

Weird luck, main is blind (no save) but not staggered.


Kingdom | Male Kobold Alchemist 11 / U. Monk 1 | HP 101/101 | AC:27 T:19 FF:21 CMD:25 | F+21, R+20, W+10 | Init +12 | Perc +16 | Freedom of Movement, Heroism, Mage Armor, Magic Circle Against Evil, Mutagen, Protection from Arrows Communal, Tears to Wine

Oh, I never noticed that there's no save for blindness on the main guy! I've been playing that wrong for the entire campaign. On the other hand, the stagger effect on the Grenadier's crit is minimum 1 round, even on a save.


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

The invisible flying warrior stab, cuts, and hammers the barabians, concentrating in the enemy that her large friend provides flanking with until they fall, before moving the the next.

fey bane, flank, 17+ crit: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21
damage P, sneak: 1d6 + 11 + 5d6 ⇒ (5) + 11 + (5, 2, 3, 1, 6) = 33
fey bane, flank, 17+ crit: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
damage P, sneak: 1d6 + 11 + 5d6 ⇒ (1) + 11 + (1, 5, 3, 1, 4) = 26

siccatite, flank, 17+ crit: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 ⇒ (1) + 7 + 1 + (3, 1, 3, 5, 3) = 24
siccatite, flank, 17+ crit: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
damage P, sneak, fire: 1d6 + 7 + 1 + 5d6 ⇒ (6) + 7 + 1 + (6, 2, 2, 6, 1) = 31

hair, flank: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
damage B, sneak: 1d3 + 1 + 5d6 ⇒ (1) + 1 + (3, 2, 2, 5, 1) = 15


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

Now half-surrounded, Donovan does his best to finish off the enemy that he first struck.

1. +1 adamantine longsword attack, bless, haste: 1d20 + 16 + 1 + 1 ⇒ (2) + 16 + 1 + 1 = 20
2. +1 adamantine longsword haste attack, bless, haste: 1d20 + 16 + 1 + 1 ⇒ (1) + 16 + 1 + 1 = 19
3. +1 adamantine longsword iterative attack, bless, haste: 1d20 + 11 + 1 + 1 ⇒ (8) + 11 + 1 + 1 = 21

1. +1 adamantine longsword damage: 1d8 + 5 ⇒ (2) + 5 = 7
3. +1 adamantine longsword damage: 1d8 + 5 ⇒ (3) + 5 = 8

I'm guessing those all miss, but I suppose we'll see. The nat 1 automatically misses, of course.


Donovan already dropped brown last round, the one that Tikroch charged. Luca did 51 to another (purple), then Sootscale did 11 splash to them, and Donovan finished them off. Yellow takes 22 and the other adjacent one, blue red, takes 11. Yellow is blinded and staggered. They are level 6 barbarians so they can’t be flanked except by a rogue of 10th level or higher, so Chrysa does: 12+9+8+2=31 points. They ignore Chrysa now. Will post in a bit.


greatsword tikroch red, charge, surprise accuracy, pa: 1d20 + 12 + 2 + 2 - 2 ⇒ (20) + 12 + 2 + 2 - 2 = 34
greatsword tikroch red, charge confirm, surprise accuracy, pa: 1d20 + 12 + 2 + 2 - 2 ⇒ (8) + 12 + 2 + 2 - 2 = 22
greatsword tikroch blue/yellow charge, surprise accuracy, pa: 1d20 + 12 + 2 + 2 - 2 ⇒ (17) + 12 + 2 + 2 - 2 = 31

regular attack green tikroch, surprise accuracy, pa: 1d20 + 12 + 2 - 2 ⇒ (2) + 12 + 2 - 2 = 14
regular attack tikroch blue, surprise accuracy, pa: 1d20 + 12 + 2 - 2 ⇒ (11) + 12 + 2 - 2 = 23 This move provokes from Chrysa.

regular attack Donovan red/blue, pa: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
regular attack Donovan red/blue, pa: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
regular attack Donovan yellow, staggered, pa: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 50% miss chance, high good for player. miss chance: 1d100 ⇒ 64

charge damage plus vital strike, pa, witch hunter: 4d6 + 7 + 6 + 2 ⇒ (2, 6, 1, 4) + 7 + 6 + 2 = 28
charge damage plus vital strike, pa, witch hunter: 4d6 + 7 + 6 + 2 ⇒ (1, 1, 3, 3) + 7 + 6 + 2 = 23

****************************

Chrysa AOO on blue: 1d20 + 18 ⇒ (15) + 18 = 33
Chrysa AOO damage, hunter's blessing: 1d6 + 11 + 2 ⇒ (4) + 11 + 2 = 17

Chrysa strikes at the one moving away from her to attack Tikroch.

The furious barbarians, all enraged, focus as much of their ire as possible on the enormous monster that quickly kills each of them. Ignoring Mum, two charge Tikroch, and two move to just attack him. They prove pretty resilient, shrugging off the sneak attacks that would normally kill them, and preventing any flanking - as their supernatural defenses keep them alive - barely. One falls to the combined onslaught of Luca, Donovan, and Sootscale and Chrysa manages to carve one up. All of the injured ones have little hearts next to them, yellow is blind/staggered. Their attacks, while wide, are punishing and dangerous - each screams, "GORUUUUUUUUUUM!" as they attack, and this somehow makes their strikes more dangerous. Somehow, they used vital strike when charging (and palpatine returned!)

Resinous skin save red: 1d20 + 5 + 3 ⇒ (16) + 5 + 3 = 24
Resinous skin save yellow/blue: 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15

The two that managed to hit Tikroch seem to burn with some sort of anger, a hatred of spellcasters somehow. This helps them to some degree,

Hallit:
"witch! it's a witch!"
somehow referring to the spell which sticks one of their swords to Tikroch's large form. They'll have to make a str check next turn.

Tikroch takes 28-5+23-5 = 41 damage IIRC.

The other barbarians move up, and the one near the entrance disappears inside. They scream,

Hallit:
"FOR ARMAG! FOR GORUM! SLAY THEM ALL, OR DIE AND GO TO ELYSIUM!

Remember, they can't be flanked but hunter's blessing gives everyone favored enemy (human).

Tiger Lord Camp - Round 2/3 - Donovan/Vincent/Barbarians/Tikroch/Sootscale/Mum

Everyone is up!


Turn 23 Desnus 4712AR - More Retroactive Bookkeeping
------------------------------------
Balance=80 BP

Starting Size is 68

Turn:

Upkeep Phase:
Starting Unrest: 0
Stability Check (DC 92): 1d20 + 97 ⇒ (7) + 97 = 104
Stability Check was 7+97 for 104
-Stability: +1 BP (80 BP + 1 BP = 81 BP)
-Consumption: (80 BP - 10(from Granary) -2 BP = 80 BP) 10 taken from the granary (total of 0 in the granary now) - Consumption will be -13 next turn.

Edicts Phase:
—Terrain: Claim 4 Hexes - labeled on map, 1 near varnhold (1 iron mine in the mountains), 1 SE of TriFi, 2 near shadowvall = 4 Bp, Build Road in: area two SE of Varnhold hill, then southwest (to to landmark) mountain = 7 BP, 2 Farm in New Plains Area near shadowfall 2x2 = 4 BP, Farm SE of TriFi = 4 BP, Build Iron Mine S of Varnhold (resource) = 6 BP, Build Quarry SE of Tri-Fi 6 BP, 4+3+4+2+2+4+6+6 = 31 BP
—Settlement: Build Nothing = 0 BP
—Holiday: 6 Holidays (we are too big for all the holidays and need more food for a while!)
—Promotion: Token
—Taxation: None
-No army or settlments

This is when Tatzleford Joined.

Income Phase:
Collect Taxes: 1d20 + 118 ⇒ (1) + 118 = 119
Taxes Check was 118+1=119
Balance: Start with 80 BP, -2 BP (Consumption from running out of food), +1 BP Stability, -31 BP (Terrain), -0 BP Settlement, +44 (Quarryx10 (2 on resource)/Minex11 (3 on resource, 1 near foundry, 1 on resource near foundry)/Sawmillx13(2 on resource)), +39 (119/3 Taxes), -4 Army Upkeep = 80-2+1-31-0+44+39-4=128 BP

Ending Balance = 128 Size is now 72 - 4 More claimed and fixed settlement modifiers. Size was wrong last turn. Tatzlford joins around now.

Event: 1d100 ⇒ 33 Dangerous Kingdom Event
Event: 1d100 ⇒ 80 Plague - Capitol
Stability Check, DC 96, with bonuses and penalties: 1d20 + 118 - 5 + 1 ⇒ (20) + 118 - 5 + 1 = 134
Stability Check, DC 96, with bonuses and penalties: 1d20 + 118 - 5 + 1 ⇒ (4) + 118 - 5 + 1 = 118
Plague Ends, loses BP Lost: 1d3 ⇒ 1 and 2 permanent stability. Beneficial event from last turn ends.


Turn 24 Sarenith 4712AR - More Bookkeeping - 2 more to go!
------------------------------------
Balance=127 (128-1 Plague) BP

Starting Size is 72

Turn:

Upkeep Phase:
Starting Unrest: 0
Stability Check (DC 96): 1d20 + 100 ⇒ (2) + 100 = 102
Stability Check was 2+100 for 102
-Stability: +1 BP (127 BP + 1 BP = 128 BP)
-Consumption: (127 BP - 0 (from Granary) -13 BP = 80 BP) 0 taken from the granary (total of 0 in the granary now) - 13 taken from BP = 115 BP

Edicts Phase:
—Terrain: Claim 4 Hexes - labeled on map, 2 near varnhold (2 east), 1 Near Tuskwater, 1 NW of Taztlford = 4 Bp, Build Road in: Mountain to Iron Mine, Build 3 Plains Farms (2 East of Varnhold, 1 NW of Tatzlford) 3*2 = 6 BP, 3 Hills Farms (NW of Varnhold, Varnhold, NE of TriFi) = 3 x 4 = 12 BP = 4+4+2+2+2+3+3+3 = 23 BP
—Settlement: Upgrade Pier to Waterfront in TriFi = 90-16 = 74 BP, Noble Villa 24/2 = 12 BP in TriFi, Build Library in Varnhold = 6 BP, 74+12+6 = 92 BP
—Holiday: 6 Holidays (we are too big for all the holidays and need more food for a while!)
—Promotion: Token
—Taxation: None
-No army or settlments

Income Phase:
Collect Taxes: 1d20 + 119 ⇒ (7) + 119 = 126
Taxes Check was 119+7=126
Balance: Start with 127 BP, -13 BP (Consumption from running out of food), +1 BP Stability, -23 BP (Terrain), -92 BP Settlement, +44 (Quarryx10 (2 on resource)/Minex11 (3 on resource, 1 near foundry, 1 on resource near foundry)/Sawmillx13(2 on resource)), +42 (126/3 Taxes), -4 Army Upkeep = 127-13+1-23-92+44+42-4=82 BP

Ending Balance = 82 Size is now 76 - 4 More claimed.

Event: 1d100 ⇒ 8 Beneficial Event
Event: 1d100 ⇒ 14 Discovery (TriFi)


Turn 25 Erastus 4712AR - More Bookkeeping - 1 more to go!
------------------------------------
Balance=82 BP

Starting Size is 76

Turn:

Upkeep Phase:
Starting Unrest: 0
Stability Check (DC 100): 1d20 + 101 ⇒ (1) + 101 = 102
Stability Check was 1+101 for 102
-Stability: +1 BP (82 BP + 1 BP = 83 BP)
-Consumption: (83 BP - 0 (from Granary) -4 BP = 79 BP) 0 taken from the granary (total of 0 in the granary now) - 4 taken from BP = 79 BP

Edicts Phase:
—Terrain: Claim 4 Hexes - labeled on map, 3 near tatzlford, 1 Near Varnhold = 4 Bp
Build Road in:
Build 2 Plains Farms in New Spots 2*2 = 4 BP, 2 hill farms in landmark areas near Brevoy 2*4 = 8 BP
Build 2 Saw Mills in New Tatzlford Forests, 1 in Area west of tuskwater 3*3 = 9 BP
Total= 4+2+2+4+4+3+3+3 = 25 BP
—Settlement: Build Guildhall (half-price) = 34/2 = 17, Build Market (half Price) = 48/2 = 24, 17+24 = 41 BP, 54-41 = 13 left
—Holiday: 6 Holidays (we are too big for all the holidays and need more food for a while!)
—Promotion: Token
—Taxation: None
-No army or settlments

Income Phase:
Collect Taxes: 1d20 + 124 ⇒ (20) + 124 = 144
Taxes Check was 120+22=144
Balance: Start with 82 BP, -4 BP (Consumption from running out of food), +1 BP Stability, -25 BP (Terrain), -41 BP Settlement, +47 (Quarryx10 (2 on resource)/Minex11 (3 on resource, 1 near foundry, 1 on resource near foundry)/Sawmillx16(2 on resource)), +48 (144/3 Taxes), -4 Army Upkeep = 82-4+1-25-41+47+48-4=104 BP

Ending Balance = 104 Size is now 80 - 4 More claimed.

Event: 1d100 ⇒ 67 Beneficial Settlement Event
Event: 1d100 ⇒ 59 Pilgrimage (Reroll - Festival is not available in core rules)
Event: 1d100 ⇒ 16 Discovery (Reroll - Duplicate)
Event: 1d100 ⇒ 86 Visiting Celebrity 1d6 ⇒ 5 Ending BP = 104+5 = 109 BP


Turn 26 Arodus 4712AR - More Bookkeeping - 0 more to go!
------------------------------------
Balance=109 BP

Starting Size is 80

Turn:

Upkeep Phase:
Starting Unrest: 0
Stability Check (DC 104): 1d20 + 106 ⇒ (6) + 106 = 112
Stability Check was 6+106 for 112
-Stability: +1 BP (109 BP + 1 BP = 110 BP)
-Consumption: (110 BP - 0 (from Granary) 0 BP = 110 BP), 0 added to Granary

Edicts Phase:
—Terrain: Claim 4 Hexes - labeled on map, 3 near tatzlford (1 plain, two forest), 1 Near Varnhold/Restov = 4 Bp,
[ooc]Build Road West of Varnhold, to VH Pass (landmark) = 4 BP

Build 2 Plains Farms in New Spots 2*2 = 4 BP
Build 2 Saw Mills in New Tatzlford Forests 2*3 = 6 BP
Build 1 Watchtower near shadowfall (blue and pink on Map) = 12 BP
[ooc]Build 1 Mine SW of Varnhold = 6 BP

Total= 4+4+2+2+3+3+12+6 = 36 BP
—Settlement: Build Foundry in Varnhold = 16 BP, Build Stockyard in Varnhold = 20 BP, Build Dance Hall In Varnhold = 4 BP, Build House in Varnhold 3 BP, build Mint in Tri-fi = 30 BP = 73 BP
—Holiday: 6 Holidays (we are too big for all the holidays and need more food for a while!)
—Promotion: Token
—Taxation: None
-No army or settlments

Income Phase:
Collect Taxes: 1d20 + 132 ⇒ (2) + 132 = 134
Taxes Check was 129+2=134
Balance: Start with 127 BP, -13 BP (Consumption from running out of food), +1 BP Stability, -23 BP (Terrain), -92 BP Settlement, +51 (Quarryx10 (2 on resource)/Minex12 (3 on resource, 2 near foundry, 1 on resource near foundry)/Sawmillx18(2 on resource)), +44 (134/3 Taxes), -4 Army Upkeep = 109-0+1-36-73+51+44-4=92 BP

Ending Balance = 91 Size is now 84 - 4 More claimed.

Event: 1d100 ⇒ 53 Beneficial Settlement Event
Event: 1d100 ⇒ 41 Noblesse Oblige (free Monument)

So: Tri-Fi has a pop of 12250 or so, and so is a large city with a magic item limit of 8000. Thankfully, like I had noted earlier.


Kingdom | Male Kobold Alchemist 11 / U. Monk 1 | HP 101/101 | AC:27 T:19 FF:21 CMD:25 | F+21, R+20, W+10 | Init +12 | Perc +16 | Freedom of Movement, Heroism, Mage Armor, Magic Circle Against Evil, Mutagen, Protection from Arrows Communal, Tears to Wine

By his reckoning, a new cluster of enemies deserved some bombing. He launches with furious speed!

Flurry of Bombs!
Sand Bomb vs Green, Mutagen, Heroism, Haste, Favored Enemy: 1d20 + 14 + 2 + 2 + 1 + 2 ⇒ (6) + 14 + 2 + 2 + 1 + 2 = 27; Damage, Heroism, Favored Enemy: 6d6 + 7 + 2 + 2 ⇒ (6, 4, 5, 5, 4, 3) + 7 + 2 + 2 = 38
Sand Bomb vs Blue: 1d20 + 21 ⇒ (8) + 21 = 29; Damage: 6d6 + 11 ⇒ (5, 2, 1, 4, 2, 2) + 11 = 27
Sand Bomb vs Orange-Yellow: 1d20 + 21 ⇒ (2) + 21 = 23; Damage: 6d6 + 11 ⇒ (4, 6, 2, 5, 4, 6) + 11 = 38
Iterative Stink Bomb vs Orange-Yellow: 1d20 + 21 - 5 ⇒ (6) + 21 - 5 = 22; Damage: 6d6 + 11 ⇒ (6, 1, 6, 4, 2, 1) + 11 = 31

Splash Damage = 17. DC22 Reflex save for half and not blinded. Stink Bomb creates a Stinking Cloud type effect with a 10' radius from Orange-Yellow, DC22 Fort save or nauseated for 1d4 + 1 ⇒ (3) + 1 = 4 rounds. The cloud lasts 1 round.


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

fey bane, 17+ crit: 1d20 + 18 + 2 + 2 ⇒ (14) + 18 + 2 + 2 = 36
damage P: 1d6 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
fey bane, 17+ crit: 1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36
damage P: 1d6 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20

siccatite, 17+ crit: 1d20 + 19 + 2 + 2 ⇒ (11) + 19 + 2 + 2 = 34
damage P, fire: 1d6 + 7 + 1 + 2 + 2 ⇒ (2) + 7 + 1 + 2 + 2 = 14
siccatite, 17+ crit: 1d20 + 14 + 2 + 2 ⇒ (15) + 14 + 2 + 2 = 33
damage P, fire: 1d6 + 7 + 1 + 2 + 2 ⇒ (6) + 7 + 1 + 2 + 2 = 18

hair: 1d20 + 10 + 2 + 2 ⇒ (13) + 10 + 2 + 2 = 27
damage B: 1d3 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7

crit
fey bane, 17+ crit: 1d20 + 13 + 2 + 2 ⇒ (17) + 13 + 2 + 2 = 34
damage P: 1d6 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16

The invisible warrior cuts into the nearest barbarian.

Hallit:
"Gorum likes strength, not weak little kittens." she insults to hopefully draw attention.


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

His horn and snout already bloodied, Tikroch lashes out at another barbarian near him, attempting to clear the way to engage whatever reinforcements come out of the cave.

gore: 1d20 + 17 + 5 - 3 ⇒ (9) + 17 + 5 - 3 = 28
damage,PA,VS,SJ: 16d8 + 13 + 1 + 2 + 9 ⇒ (4, 2, 3, 5, 6, 4, 8, 3, 2, 6, 5, 8, 5, 6, 4, 6) + 13 + 1 + 2 + 9 = 102


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Luca

Luca, having received no other commands, continues to attack the barbarians around Donovan.

Talon 1: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22
T1 damage: 1d8 + 8 ⇒ (6) + 8 = 14

Talon 2: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
T2 damage: 1d8 + 8 ⇒ (7) + 8 = 15

Bite: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
B damage: 1d6 + 8 ⇒ (5) + 8 = 13

Claw 1: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
C1 damage: 1d4 + 8 ⇒ (3) + 8 = 11

Claw 2: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
C2 damage: 1d4 + 8 ⇒ (3) + 8 = 11

bite confirm: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
crit damage: 1d6 + 8 ⇒ (4) + 8 = 12


Green takes 38 but is still up and blind.
Red Reflex: 1d20 + 5 ⇒ (10) + 5 = 15 Red Takes 17 and is blind.
yellow/blue reflex: 1d20 + 5 ⇒ (19) + 5 = 24 yellow blue takes 8
Blue takes 27 but is still up and blind.
fort save orange/yellow: 1d20 + 9 ⇒ (1) + 9 = 10 Orange yellow takes 69 and is nauseated.
fort save green/pink: 1d20 + 9 ⇒ (9) + 9 = 18 Also Nauseated.
fort save red: 1d20 + 9 ⇒ (1) + 9 = 10 Also Nauseated.
fort save yellow/blue: 1d20 + 9 ⇒ (12) + 9 = 21 Also Nauseated.
Reflex save green/pink: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex save green/pink: 1d20 + 5 ⇒ (17) + 5 = 22

Chrysa eviscerates one of them, and then steps up to attack another. 5' step and then attack red.
miss chance, stinking cloud: 1d100 ⇒ 39
miss chance, stinking cloud: 1d100 ⇒ 58
miss chance, stinking cloud: 1d100 ⇒ 8 Who stays standing, as the stinking cloud obscures her target, who is throwing up.

miss chance Tikroch: 1d100 ⇒ 69 Tikroch kills, in one hit, one of the barbarians throwing up from the stink cloud.

Luca manages to drop one more barbarian, but can't reach the last one to finish his attacks.

Donovan is up!


Male Human Cleric (Crusader) of Iomedae 12 | 90/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 3/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | Bless 12 mins. Divine Power 9 rds.

Thankful for Luca's aid, Donovan lashes out at the same barbarian that's receiving the dinosaur's savage attentions.

1. +1 adamantine longsword attack, bless,
haste
:
1d20 + 16 + 1 + 1 ⇒ (12) + 16 + 1 + 1 = 30
2. +1 adamantine longsword haste attack, bless, haste: 1d20 + 16 + 1 + 1 ⇒ (9) + 16 + 1 + 1 = 27
3. +1 adamantine longsword attack, bless, haste: 1d20 + 11 + 1 + 1 ⇒ (3) + 11 + 1 + 1 = 16

1. +1 adamantine longsword damage: 1d8 + 4 ⇒ (8) + 4 = 12
2. +1 adamantine longsword damage: 1d8 + 4 ⇒ (1) + 4 = 5
3. +1 adamantine longsword damage: 1d8 + 4 ⇒ (8) + 4 = 12


The ones that aren't nauseated or blind try to attack Tikroch. The ones that are nauseated and blind, and can, move out of the stink, retching.

Map updated.

greatsword tikroch blue: 1d20 + 12 ⇒ (7) + 12 = 19
greatsword tikroch purple/pink, surprise accuracy, pa: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
greatsword tikroch purple/pink confirm, surprise accuracy, : 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

Crit Confirmed, vital strike damage on Tikroch, witch hunter: 4d6 + 2d6 + 14 + 4 ⇒ (3, 1, 3, 6) + (6, 2) + 14 + 4 = 39

Resinous Skin Save blue, Superstitious: 1d20 + 5 + 3 ⇒ (12) + 5 + 3 = 20
Resinous Skin Save purple/pink, Superstitious: 1d20 + 5 + 3 ⇒ (4) + 5 + 3 = 12

39-5 More to Tikroch, but the greatsword is stuck to him.

The one next to Donovan that he attacked swings back at him in return.

greatsword Donovan red/blue, pa: 1d20 + 12 ⇒ (20) + 12 = 32
greatsword Donovan confirm red/blue, pa: 1d20 + 12 ⇒ (7) + 12 = 19

greatsword vital strike, pa, witch hunter: 4d6 + 7 + 6 + 2 ⇒ (2, 5, 2, 5) + 7 + 6 + 2 = 29

29 more damage to Donovan.

Tiger Lord Camp - Round 3/4 - Donovan/Vincent/Barbarians/Tikroch/Sootscale/Mum

Everyone is up!


Rogue 8/Arcanist 1/Fighter 3 | HP59/83 | AC 32(37 with barkskin,41 w/ shield)/DR 2 cold iron/ Fire Res 5 | T 17 | FF 25| CMD 25 (30 disarm/sunder) | F+9, R+15(evasion), W+10 :-2 poison/illusion/disease:+2 fey:+4 plant | Per +21, Sense M +21, Init +6 spells: 3/3 | arcane pool 4/4| prehensile hair 8/8 minutes | flight 6/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin

fey bane, 17+ crit: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39
damage P: 1d6 + 11 ⇒ (6) + 11 = 17
fey bane, 17+ crit: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
damage P: 1d6 + 11 ⇒ (4) + 11 = 15

siccatite, 17+ crit: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
damage P, fire: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
siccatite, 17+ crit: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
damage P, fire: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13

hair: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
damage B: 1d3 + 1 ⇒ (2) + 1 = 3

Death continues to pour down unseen on the furious barbarians. The baroness in disguise looks on to her companions, seeing wounds starting to pile but manageable ones. At least the enemies are focused on them and not the prisoners in the cage. Relations with the new town would degrade if their loved ones were butchered in the rescue.

crit confirmations
fey bane, 17+ crit: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
damage P: 1d6 + 11 ⇒ (5) + 11 = 16
siccatite, 17+ crit: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
damage P, fire: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

No more crits plz...

Tikroch winces as another blade gets stuck in his flank. He turns to gut yet another one of the barbarians before they get a chance to retrieve their weapon.

Gore: 1d20 + 17 + 5 - 3 ⇒ (11) + 17 + 5 - 3 = 30
Damage, PA, VS, SJ: 16d8 + 13 + 1 + 2 + 9 ⇒ (2, 7, 2, 8, 7, 7, 8, 5, 7, 4, 2, 7, 5, 7, 3, 8) + 13 + 1 + 2 + 9 = 114

Deciding some extra defense is in order, he commands Luca to assist with the enemies nearby instead of supporting their cruisader.


Druid (Defender of the True World) 12 | HP: 135/135, AC:31/15/27, Fort:+12/Ref:+10/Will:+13 CMD: 37, Init+4, Perc+18 (BlindSense 40ft) current form(Celestial Dire Bat)) | DR: 5 P; 10 Evil |Resist: Acid, Cold, Electricity 15 | SR: 17

Luca

Luca abandons his quarry and comes to his masters aid, sprinting at the last barbarian. With a leap, he attempts to split him open with a large talon.

talon: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
damge: 1d8 + 8 ⇒ (1) + 8 = 9

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