Thron's Altered Kingmaker

Game Master Litejedi

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will save: 1d20 + 13 ⇒ (14) + 13 = 27

Tikroch flies east, and after a few feet, passes a pair of corridors that extend north and south, each of which seem to end about 25 feet away. The passage slopes down to the east, ending at a door also about 25 away. Tickroch notices webbing on the staircase.

In addition, he’s fairly certain there was some magical effect when he passed the intersection.


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

"I think it best we check out these branching pathways before continuing further into this tomb. Who knows what these witches have left behind to ambush us. Watch out at the intersection, there was some magic pulling at me but I was able to shake it off."

As flying around does not lend itself to finding ground based traps, Tikroch lands then steps into the air to lead the group but still giving Chrysa time to detect any traps before they blunder into them.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

"Webs... more of that guardian spell. I can cut through them easily, but I don't know how quickly they might rebuild."


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

CHyrsa steps forward, not agreeing with Tikroch's logic as she searches for traps.

perception: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Vincent scrambles up onto Tikroch's large back and clings on like a spider-monkey, carefully keeping himself clear of the wings that the dire-bat-druid needs to fly.


Mum finds no traps.

I think the only person who will have trouble with the webs at the moment is Donovan, yes? Can you just make a post about how he gets past it, Jesse? I know you can use freedom of movement on yourself, but I dont' remember if you cast it. Hacking through won't work very well given the time constraints.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

I hadn't cast freedom of movement at this time, though it's a possibility if necessary.

Donovan gives some of the webs a heavy-handed hack with his adamantium sword, expecting the webs to part like air, and is rather surprised that his sword-that-cuts-anything is unable to make any progress through the webs.

"These are sorcerous webs, right? Will they still burn?" he asks.


They are magic, they will burn, they also will regrow in 10 minutes even if destroyed. Every stair in the complex will have webs, but you can also try to just get through via brute force. It would take 2 rounds to burn a path each time there’s a web, and you need to have a fire source.


The party spends a few rounds burning away the webs. The fumes are foul, but there are no long-term effects. Don't want to wait anymore. The party spends 3 rounds clearing the webs and then moving across the stairs.

Mum tries to open up the arcane locked door while the others burn the web away.

disable device: 1d20 + 20 ⇒ (7) + 20 = 27
disable device: 1d20 + 20 ⇒ (18) + 20 = 38

Initiative:

Sootscale: 1d20 + 12 ⇒ (17) + 12 = 29
Mum: 1d20 + 6 ⇒ (6) + 6 = 12
Donovan: 1d20 + 1 ⇒ (20) + 1 = 21
Tikroch: 1d20 + 8 ⇒ (6) + 8 = 14
Vincent: 1d20 + 7 ⇒ (1) + 7 = 8
Thing: 1d20 + 1 ⇒ (12) + 1 = 13

Four massive pillars hold up this large dome-shaped chamber’s ceiling, which rises to a height of fifty feet. At the room’s center stands a towering suit of spiked armor. The armor seems to immediately animate and turn towards the group as soon as the door opens.

People can do a knowledge religion, as well as an arcana check, if they would like to know more about this.

The Test of Prowess - Sootscale/Donovan/Tikroch/Thing/Mum/Vincent

Sootscale/Donovan/Tikroch are up!


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

knowledge religion: 1d20 + 7 ⇒ (18) + 7 = 25
knowledge arcana: 1d20 + 7 ⇒ (12) + 7 = 19

"There is probably something more to this room than a single attacking enemy, no matter how large and spiked it is, be careful." the warrior woman slips into a stance, ready to dash in and attack despite her words. Her sharp mind attempts to find an answer as her body reacts.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

"Big animated things like this are why I got an adamantine sword," quips Donovan.

Knowledge (religion): 1d20 + 16 ⇒ (16) + 16 = 32


The animated spiked armor is in the form of Gorum, god of battle.


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

"A test of the god of war? Let's see if we are up to the task. Luca, defend."

Tikroch flies directly over the statue, intending to enable the group to attack from both sides.

attack, bite, PA: 1d20 + 15 ⇒ (12) + 15 = 27
damage, PA, VS: 4d8 + 22 ⇒ (3, 7, 5, 5) + 22 = 42


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Arcana: 1d20 + 23 ⇒ (2) + 23 = 25


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

"These kinds of moments are what this is for," says Donovan as he invokes a prayer for righteous might, which causes him to grow in size (so that he can use his sword with reach and, perhaps, avoid the armor spikes to some degree).


Donovan steps into the room and enlarges himself.

Sootscale flits in and identifies it, "ack! No fire. Very bad." and he throws a force bomb to try and maybe knock it down.

force bomb golem: 1d20 + 14 ⇒ (3) + 14 = 17
force damage: 6d4 + 7 ⇒ (4, 4, 1, 1, 1, 3) + 7 = 21
reflex save DC 20: 1d20 + 7 ⇒ (11) + 7 = 18

The armor collapses to the ground. With a screeching rumble it stands up from prone, and seems to heal somewhat. 5d6 ⇒ (3, 3, 5, 6, 2) = 19 It then tries to swipe at Tikroch, once.

attack, bite, PA, AOO+4: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
damage, PA, VS: 1d8 + 22 ⇒ (7) + 22 = 29

It's taken 21+29-15-19 = 26 damage

Slam: 1d20 + 30 ⇒ (8) + 30 = 38
damage: 2d10 + 19 ⇒ (5, 2) + 19 = 26

The Test of Prowess - Round 1/2 - Sootscale/Donovan/Tikroch/Thing/Mum/Vincent

Everyone's Up!


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

"It's an iron golem, and stronger than the normal kind!" Vincent calls. Without an easy way to damage it at this precise moment he weaves a spell of Haste so that those with damage can damage more, and quicker.

Recall Know, Weaknesses: 1d20 + 23 ⇒ (11) + 23 = 34


DR 15/adamantine; Immune construct traits, magic

An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power.

Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

Donovan steps in with his enlarged sword and swings hard.

Attacks
1. +1 adamantine longsword attack, bless, righteous might, large size: 1d20 + 16 + 1 + 2 - 1 ⇒ (20) + 16 + 1 + 2 - 1 = 38
2. +1 adamantine longsword iterative attack, bless, righteous might, large size: 1d20 + 11 + 1 + 2 - 1 ⇒ (13) + 11 + 1 + 2 - 1 = 26

1. +1 adamantine longsword confirm crit, bless, righteous might, large size: 1d20 + 16 + 1 + 2 - 1 ⇒ (1) + 16 + 1 + 2 - 1 = 19

Damage
1. Large +1 adamantine longsword damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
1. Large +1 adamantine longsword crit damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
2. Large +1 adamantine longsword damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

Tikroch takes advantage of Donovan's maneuvering to attempt to flank the animated armor statue. Attempting to find a vulnerable spot he bites at the metallic foe with supernatural strength.

fly dc15: 1d20 + 19 ⇒ (6) + 19 = 25 "Hover" 5ft step

Bite, GMF, Flank, haste, PA: 1d20 + 17 + 1 + 2 + 1 - 3 ⇒ (14) + 17 + 1 + 2 + 1 - 3 = 32
Damage, VS, GMF, PA: 2d8 + 13 + 2d8 + 1 + 9 ⇒ (2, 7) + 13 + (2, 4) + 1 + 9 = 38

Thought I'd show my work this time. Move a little bit down to flank more easily. Bite attack


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

Mum considers the giant for a moment, with a slight frown as she hovers in the air. Her dark eyes widen as Donovan's blade slices through it like butter, making her consider leaving the entire battle to him.

Time is important though, so the warrior flies with grace through the room to reach the other side of the giant, where she gives the clanking beast a quick stab to test its defenses.

fey blade short sword, NOT FIRE, flank, haste, heroism: 1d20 + 21 + 2 + 1 + 2 ⇒ (2) + 21 + 2 + 1 + 2 = 28
damage: 1d6 + 11 + 5d6 ⇒ (5) + 11 + (1, 5, 2, 4, 5) = 33


Sootscale grabs a net, looks at it, and tosses it at the golem, shrugging.

ranged touch: 1d20 + 14 ⇒ (11) + 14 = 25

The iron golem is entangled somehow.

The iron golem shifts slightly and a cloud of noxious gas emerges, settling over Tikroch and Mum. In a 10’ cube there’s a poison - As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. Tikroch is immune I think, but Mum has to save on her turn.

Tikroch hits but mum misses.

With a rusting screech, the golem swings at Donovan.

Slam, entangled: 1d20 + 30 - 2 ⇒ (7) + 30 - 2 = 35
damage: 2d10 + 19 ⇒ (6, 6) + 19 = 31

Slam, entangled: 1d20 + 30 - 2 ⇒ (2) + 30 - 2 = 30
damage: 2d10 + 19 ⇒ (9, 7) + 19 = 35

The Test of Prowess - Round 2/3 - Sootscale/Donovan/Tikroch/Thing/Mum/Vincent

Everyone's Up!


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

Fort DC19: 1d20 + 12 ⇒ (11) + 12 = 23 Traded poison immunity for mind affecting vs fey immunity

Tikroch hacks as the poison cloud appearing from nowhere. Flapping his wings, he manages to stay aloft as he tries to tear a chunk off the Gorum golem.

fly dc15: 1d20 + 19 ⇒ (5) + 19 = 24 Hover

bite: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 4d8 + 23 ⇒ (5, 1, 4, 5) + 23 = 38


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

fort: 1d20 + 9 - 2 + 2 ⇒ (3) + 9 - 2 + 2 = 12
con: 1d4 ⇒ 2

fey bane, 17+ crit: 1d20 + 18 + 2 + 2 + 1 ⇒ (7) + 18 + 2 + 2 + 1 = 30
damage P, sneak: 1d6 + 11 + 2 + 5d6 ⇒ (4) + 11 + 2 + (1, 5, 2, 3, 3) = 31
fey bane, 17+ crit: 1d20 + 18 + 2 + 2 + 1 ⇒ (5) + 18 + 2 + 2 + 1 = 28
damage P, sneak: 1d6 + 11 + 2 + 5d6 ⇒ (2) + 11 + 2 + (2, 2, 4, 2, 4) = 29
fey bane, 17+ crit: 1d20 + 13 + 2 + 2 + 1 ⇒ (10) + 13 + 2 + 2 + 1 = 28
damage P, sneak: 1d6 + 11 + 2 + 5d6 ⇒ (2) + 11 + 2 + (1, 2, 6, 3, 3) = 30

the siccatite sword does 1 point of fire damage
siccatite, 17+ crit: 1d20 + 19 + 2 + 2 + 1 ⇒ (19) + 19 + 2 + 2 + 1 = 43 CRIT
damage P, sneak, fire: 1d6 + 7 + 1 + 2 + 5d6 ⇒ (2) + 7 + 1 + 2 + (2, 3, 2, 6, 4) = 29
siccatite, 17+ crit: 1d20 + 14 + 2 + 2 + 1 ⇒ (11) + 14 + 2 + 2 + 1 = 30
damage P, sneak, fire: 1d6 + 7 + 1 + 2 + 5d6 ⇒ (4) + 7 + 1 + 2 + (6, 5, 5, 6, 1) = 37

hair: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24

confirmation
siccatite, 17+ crit: 1d20 + 19 + 2 + 2 + 1 ⇒ (18) + 19 + 2 + 2 + 1 = 42
damage P, sneak, fire: 1d6 + 7 + 1 + 2 + 5d6 ⇒ (4) + 7 + 1 + 2 + (1, 4, 4, 2, 2) = 27

As soon as the air fills with poison the warrior holds her breath, but it is too late. All she can do is hack away as quick as she can.


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Vincent frowns, slides to the corner of the room and pulls his spellbook out.

After a blast of speedreading he comes to a conclusion - he is lamentably short on electricity magic. The only option is his most powerful spell and that's blatant overkill for a single golem.

So he stays out of the way and accepts that he has nothing to contribute.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

The loud clangor of metal on metal sounds as the iron golem's spiked fists rebound off of Donovan's adamantine armor. The cleric is still rocked back from the force of the blow, but the armor remains intact, at least, preventing him from a terrible stabbing.

The crusader swings back in return with his enormous sword.

1. +1 adamantine longsword attack, bless, haste, righteous might, large size: 1d20 + 16 + 1 + 1 + 2 - 1 ⇒ (11) + 16 + 1 + 1 + 2 - 1 = 30
2. +1 adamantine longsword haste attack, bless, haste, righteous might, large size: 1d20 + 16 + 1 + 1 + 2 - 1 ⇒ (15) + 16 + 1 + 1 + 2 - 1 = 34
3. +1 adamantine longsword iterative attack, bless, haste, righteous might, large size: 1d20 + 11 + 1 + 1 + 2 - 1 ⇒ (17) + 11 + 1 + 1 + 2 - 1 = 31

1. Large +1 adamantine longsword damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10
2. Large +1 adamantine longsword damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
3. Large +1 adamantine longsword damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10


With the combination of attacks, Donovan is able to finish off the advanced iron golem, which clatters to the ground in parts, despite its odd self-healing power.

Mum has potentially some saves to make, unless someone can do a neutralize poison this round.


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

con save: 1d20 + 9 - 2 + 2 - 1 ⇒ (16) + 9 - 2 + 2 - 1 = 24
con save: 1d20 + 9 - 2 + 2 - 1 ⇒ (12) + 9 - 2 + 2 - 1 = 20

Holding her breath, the disguised baroness WILLS the poison to do no more damage. After a few seconds she breathes again, still looking worn by the initial effects but not dead at least.

"Donovan, when you have tended to yourself, do you have any magic that would clear away this blight?" Mum speak for I hope you have a lesser restoration that you would be willing to spend


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

Donovan discusses with Mum what resources he has available, which she understands with just a slight frown. Then Sootscale offers up one of his remedies. She follows the instructions, with a deeper frown, which gets a chiding from the governor about the importance of resource usage.

lesser restoration: 1d4 ⇒ 2

"Thank you, governor." she says after her color is returned. "Ready?" she asks the others before looking over the southeast door for traps.

perception: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38


Don't forget to heal your PCs. Where to?


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

"We should make sure to have more potions of that sort available just in case," says Donovan. "Especially since the potions take immediate effect in an emergency, while casting the spell itself is a bit more time-consuming."


There's no obvious exits to the room, but as usual, they're just hidden by illusory walls. There's three more arcane locked doors. Map temporary showing the entire dungeon, sorry. Thron's account switched to free, and I need to have the game transferred to my account to re-enable. The doors should be visible.


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

1=north, 2=southeast
direction: 1d2 ⇒ 1

Having no way of knowing if one direction is better than the other, Tikroch waits for the doors to be unlocked. While waiting he tries to perceive which way would be better but still comes up with nothing. With no other indications, he decides to head north to investigate that path.

Once again using blindsense to navigate any fog with flight and FoM to get through webs.


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Vincent tracks down the doors with some basic magic and points out the doors for Mum. Then he waits for the doors to get opened - 'Aunty' has her own kind of magic.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

Donovan stays close to Tikroch, cutting through webs with his adamantine sword and waiting at each locked door, ready to spring into action.


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

disable device: 1d20 + 18 ⇒ (11) + 18 = 29
disable device: 1d20 + 18 ⇒ (2) + 18 = 20
disable device: 1d20 + 18 ⇒ (8) + 18 = 26

Mum will work on any doors that need working on. She does find the arcance locks irritating and the inner lordess would like nothing more than to raze this place other ground.


None of those rolls work :D.

dd: 1d20 + 18 ⇒ (1) + 18 = 19
dd: 1d20 + 18 ⇒ (12) + 18 = 30

14 minutes+3+2+5 to unlock+2 round for 2 squares of web = 15.2 minutes since the start. Still no specific healing provided yet, but I'll assume there's some healing that occurs. Please post and resolve it! You all have at least 5-7 rounds available because of Mum's locks and Vicent's burning the web. After that time, you can pause for more rounds if you

Sootscale helps, grabbing one of the wands and booping Donovan over and over.
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (6) + 1 = 7

Donovan heals 26 from 7 wand charges, at least. His actions are all taken now.

The party heals up and travels through the northern door. More fog and confusion is present, but after a few rounds, the party gets to a larger room. The hall ends at a precipice overlooking a natural stone cavern, the earthen floor of which lies thirty feet below. The ceiling arches another thirty feet overhead. Throughout the chamber, pillars of rounded rock rise at varying levels like uneven stepping stones leading to another tunnel opening on the far side.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

Argh I was just posting using my healing wand and then you did it. Literally got ninja'd on my post.

Did anyone else need healing?


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

Donovan also takes a moment while the group is bunched up working through the webs and locks to unleash another wave of channeled energy.

Channel energy: Healing: 6d6 ⇒ (6, 3, 5, 3, 5, 1) = 23


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

Mum looks out over the cavern, letting her eyes travel as much of the chasm she can before saying "I'll check out the other side." she flies out, then looks briefly before returning "It leads back to the entrance, let's double back and go to the south east."


The party moves southeast, and takes a few more rounds to search, return, unlock a new door, burn away webs, and move forward. Disable: 1d20 + 18 ⇒ (6) + 18 = 24 Disable: 1d20 + 18 ⇒ (17) + 18 = 35 Gonna say you started at 15.2 + 4 rounds of movement to explore the army ant room and avoid the confusion effect and come back, so 15.6 + 0.2 rounds of disable +0.2 rounds of web = 16 minutes by the time you enter the next room.

The corridor emerges into a huge natural cavern supported by a single, immense pillar of stone. To the west rises a twentyfoot-high ridge capped by a small forest of stalagmites. The ceiling rises to a height of forty feet above.

As usual, there's no visible exit from the room, you have to use detect magic or searching to find the door covered by the illusions.


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

Tikroch takes flight to scout the area and detect any unseen threats that might be dependent on height to stay hidden. Figuring the ridge is a perfect ambush spot, he does a close fly-by there, hoping his blind-sense picks up anything his eyes do not.

perception: 1d20 + 18 ⇒ (3) + 18 = 21


Tikroch hears some shuffling, and it seems a number of undead minions were standing an eternal guard behind the rock. Their skeletons shine with dried blood, but they seem to all be wearing decent quality armor and wielding fine bows and greatswords. Far from vacant expressions typical of a skeleton, these skeletons appear to move with deliberation and practiced care, demonstrating training and skill.

Everyone but Tikroch can take a surprise round action and then I’ll roll init.


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Vincent moves into the corner of the room, putting as much distance between himself and the oncoming enemies as possible, and widening his field of view at the same time.

Explosions will be incoming.


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

In preparation to the incoming horde, Mum casts shield on herself.


Male Human Cleric (Crusader) of Iomedae 12 | 79/90 HP | AC 28 T 13 FF 27 | Fort +10 Ref +5 Will +13 | Init +1 | Perception +17 | Channel Energy 2/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort | bless, bless weapon, freedom of movement, greater heroism, shield of faith

Donovan throws reach communal protection from evil to give the entire team a little more protection from the skeletal legion.


Sootscale moves forward, and after checking his supplies, shrugs, "just skeletons - you all deal with this. I will save supplies."

Init:

Sootscale: 1d20 + 12 ⇒ (6) + 12 = 18
Mum: 1d20 + 6 ⇒ (13) + 6 = 19
Donovan: 1d20 + 1 ⇒ (7) + 1 = 8
Tikroch: 1d20 + 8 ⇒ (4) + 8 = 12
Vincent: 1d20 + 7 ⇒ (11) + 7 = 18
Skeletons: 1d20 + 7 ⇒ (15) + 7 = 22

The skeletons emerge from behind the rock and fire their bows at Tikroch.

Lots of Attacks:

Blue, PBS, cover, rapid shot: 1d20 + 13 ⇒ (10) + 13 = 23
Blue, PBS, cover, rapid shot: 1d20 + 13 ⇒ (1) + 13 = 14
Blue, PBS, cover, rapid shot, manyshot: 1d20 + 13 ⇒ (7) + 13 = 20
Blue, PBS, cover, rapid shot: 1d20 + 8 ⇒ (8) + 8 = 16
Blue/red, PBS, cover, rapid shot: 1d20 + 13 ⇒ (3) + 13 = 16
Blue/red, PBS, cover, rapid shot: 1d20 + 13 ⇒ (17) + 13 = 30
Blue/red, PBS, cover, rapid shot, manyshot: 1d20 + 13 ⇒ (15) + 13 = 28
Blue/red, PBS, cover, rapid shot: 1d20 + 8 ⇒ (9) + 8 = 17
Green, PBS, cover: 1d20 + 15 ⇒ (15) + 15 = 30
Orange, PBS, cover: 1d20 + 15 ⇒ (6) + 15 = 21
Purple, PBS, cover: 1d20 + 15 ⇒ (12) + 15 = 27
red, PBS, cover: 1d20 + 15 ⇒ (18) + 15 = 33
I think 3 hits.
damage: 1d8 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 8 ⇒ (1) + 8 = 9
damage: 1d8 + 8 ⇒ (8) + 8 = 16

The skeletons unleash a tremendous number of arrows at the Dire Bat they see, but most bounce off its durable hide. The few that hit it, most of their damage is absorbed by the celestial defenses Tikroch has imbued with them. 11 damage to Tikroch after DR. The skeletons seem to have rapid shot and manyshot.

Bloody Skeletons - Round 1 Skeletons/Everyone Else

Everyone's up!


Rogue 8/Arcanist 1/Fighter 3 | HP82/83 | 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 5/8 minutes | flight 5/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements;, Heroism, hunter's blessing, barkskin, Resist Energy/Electricity (cold 30), greater invisibility, shield

Mum moves, confident in her ability to dodge arrows and axes, to the front lines.

Double move


Male Medium Vampire (Dhampir) Arcanist 13 | HP: 67/67 | AC: 21 | Init: +7 | F: +6, R: +7, W: +8 | P+18, Bl +25, Scrft +24, UMD +20, Knw A/D/L/N/P/R +24, H/No +18, G+17| Speed 30ft | 1: 6/6, 2: 6/6, 3: 6/6, 4: 6/6, 5: 5/5, 6: 4/4| Reservoir 9/16, Staff 10/10 |Active Conditions:

Vincent tries a new spell, imbuing it with extra potent magic!

Chain Lightning: 12d6 ⇒ (5, 6, 1, 3, 6, 2, 4, 1, 1, 2, 3, 3) = 37 DC26 reflex to halve thanks to potent magic. Hits 13 targets - primary and then up to 12 secondary.


Druid (Defender of the True World) 13 | HP: 140, AC:23/16/19, Fort:+14/Ref:+8/Will:+15 CMD: 28, Init+4, Perc+21 current form(Human)

Tikcroch considers the options presented. The armor they're wearing will probably let them ignore the thorns...

He opts instead to confront them directly, positioning himself to allow Chrysa an advantage.

bite vs yellow: 1d20 + 18 ⇒ (8) + 18 = 26
damage: 4d8 + 23 ⇒ (8, 3, 7, 2) + 23 = 43

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