Thron's Altered Kingmaker (Now Litejedi's)

Game Master Litejedi

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Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Mila keeps on the back, following but with care.

Perception: 1d20 + 15 ⇒ (19) + 15 = 34


Druid (Defender of the True World) 13 | HP: 140/140 AC:30/16/26, Fort:+14/Ref:+8/Will:+15 CMD: 30, Init+4, Perc+21 current form(Celestial Leopard) | Resist Acid, Cold Electricity: 15; SR: 18; DR: 10 Evil, 5 Piercing

Following a few steps behind Chrysa, Tikroch and Luca remain wary of ghosts and other dangers.

T Perception, Scent: 1d20 + 21 ⇒ (4) + 21 = 25

L Perception, Scent: 1d20 + 15 ⇒ (20) + 15 = 35 +2 vs stealth


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

There were plenty of sharp eyes in the group, so Senna contents herself with searching the room for any lingering magical traces.

Detect Magic
Knowledge: Arcana: 1d20 + 10 ⇒ (17) + 10 = 27
Spellcraft: 1d20 + 16 ⇒ (1) + 16 = 17


The kitchen seems to be in moderate disrepair, with nothing of interest.

Chrysa, Mila, and Tikroch all spy faint colored lights winking off and on, under the doors that are adjacent to the northern hallway.

Senna senses no magic within the area.

Map updated, let me know if you have any issues. I gave Senna a light source. Is everyone's statblock updated re: hp, and other conditions?


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No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Unless we’ve been searching for more than 15 mins, my statuses are all correct.

Senna nods at the mysterious twinkling lights. "That has potential to be interesting."

Status:
HP: 96/83 (Temp 96) | AC:27 / T:22 / FF:24 | CMD:30/27

6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending

Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):

Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled

Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)


Rogue 8/Arcanist 1/Fighter 4 | HP90/90 | 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+10, 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 8/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements, barkskin, Good Hope

I believe mine is as well

Chrysa frowns at the light, thinking of the Fae as she does so.

perception: 1d20 + 21 ⇒ (11) + 21 = 32

She looks for traps before opening the door.


Druid (Defender of the True World) 13 | HP: 140/140 AC:30/16/26, Fort:+14/Ref:+8/Will:+15 CMD: 30, Init+4, Perc+21 current form(Celestial Leopard) | Resist Acid, Cold Electricity: 15; SR: 18; DR: 10 Evil, 5 Piercing

Mine should be correct

Tikroch and Luca follow along, trusting Chrysa to find any hidden mechanical dangers.


Female Kitsune Mesmerist 12/Swashbuckler 1 | HP 96/96 | AC 26, T 19, FF 19 | Fort +12, Ref +21, Will +20 | Init +6 | Perc +16 | Sense Motive +15 | Spells Remaining: level 1 7/7, level 2 7/7, level 3 4/6, level 4 3/4 | Touch Treatment 10/10 | Panache 8/8 | Persistent 2/3 | Buffs: Mirror Image (6), Enchantment Foil, FoM, Greater Animus Mine

Didn't have a buffs section in the header, but it's there now.
Images?: 1d4 + 4 ⇒ (2) + 4 = 6

Naomi's pretty face contorts with disfavor at the lights.
"Fey or some sort of specter no doubt. The only thing worse than one is the other."


Male Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | Cohort |

"Stay cautious. Incorporeal undead sometimes move through walls and floors."

Should be up to date.


Female LG human bard 11/paladin 2 | HP: 87/87 | AC: 26 (19 Tch, 19 Fl) | CMB: +12, CMD: 32 | F: +15, R: +22, W: +17 | Init: +7 | Perc: +15, SM +31 | Speed 30ft | Active conditions: good hope.

Mila makes a quick prayer, before adding some words. "We'll be fine. I know we can pull this off."

Everyone should be under the effects of Good Hope still.

Stats:
+2 moral to all rolls.


The party creeps forward slowly into the hallway. Chrysa sees no traps, but the lights go out as the entire party approaches. As they walk, one or two flicker on briefly again before going out. She notices that all of the doors to the priest's sleeping spaces ahead are slightly ajar, including the first that has the light under the door.

When Chrysa opens the door, she sees a glowing ball of light, floating in the air, and for a moment she's reminded of the vicious will-o'-wisps that used to plague this part of Golarion. This creature is yellow, however, and twinkles merrily. As Chrysa watches, though, it appears to be charging up, and the other doors nearby seem to creak open.

Init:

Things: 1d20 + 11 ⇒ (15) + 11 = 26
Chrysa, GH: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Donovan, GH: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Mila, GH: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Naomi, GH: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Senna, GH: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Tikroch, GH: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

No surprise round for anyone, Naomi goes first. Anyone can once their turn starts and they can see the thing make a dungeoneering check. Free actions don't allow unlimited speaking, so once your PC knows what it is, you have to be sparing in your descriptions.

Church Ambush 2 - Naomi/???/Everyone Else

Naomi is up!


Female Kitsune Mesmerist 12/Swashbuckler 1 | HP 96/96 | AC 26, T 19, FF 19 | Fort +12, Ref +21, Will +20 | Init +6 | Perc +16 | Sense Motive +15 | Spells Remaining: level 1 7/7, level 2 7/7, level 3 4/6, level 4 3/4 | Touch Treatment 10/10 | Panache 8/8 | Persistent 2/3 | Buffs: Mirror Image (6), Enchantment Foil, FoM, Greater Animus Mine

The corridor is rather too crowded for her to simply join the fray, so Naomi strolls forward until she has a glimpse of the twinkling light, reaching out to insinuate herself into whatever sort of mind it may have, and then erases herself from sight.

Putting up a Stare on the critter, which gives it a –3 penalty on Will saving throws, spell resistance, and the DCs of spells and SLAs. For the first two hits against it before her next turn she'll add 6 precision damage and force it to take a DC 23 check or be Confused for a round.

If it's confused it rolls twice for confusion effects and Naomi chooses. She'll prioritize attack nearest if that's an enemy, otherwise hit itself and babble have priority. If it's not immune to mind-affecting stuff it has an extra -1 penalty on Will saves.
And using her Invisibility SLA


One or two doors creak slightly as something brushes past, but curiously, nothing appears unless if you have see invis up.

See invis:

The orbs fly by, settling on the ceiling above the party. They seem to be waiting for something.

The main orb near Chrysa floats into the hallway, twinkling merrily in orange, and then in green. Chrysa hears a susurration of whispers from it in a strange language.

DC 35 Perception (don’t forget range penalties), plus knows Aklo:

Will tell you on discord.

Church Ambush 2 - Naomi/???/Everyone Else

Everyone is up!


Rogue 8/Arcanist 1/Fighter 4 | HP90/90 | 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+10, 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 8/8 minutes Portrait conditions: Freedom of Movement, Feather Fall, Deathwatch, Fastidious, Endure Elements, barkskin, Good Hope

perception: 1d20 + 21 ⇒ (20) + 21 = 41


Druid (Defender of the True World) 13 | HP: 140/140 AC:30/16/26, Fort:+14/Ref:+8/Will:+15 CMD: 30, Init+4, Perc+21 current form(Celestial Leopard) | Resist Acid, Cold Electricity: 15; SR: 18; DR: 10 Evil, 5 Piercing

Perception: 1d20 + 21 ⇒ (7) + 21 = 28

Having seen no hostilities from the lights, Tikroch stands by waiting for the situation to change.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Senna tracks the stealthy balls as they take position near the ceiling. ”We’ve got two invisible intruders above us. Cover your eyes!” She waits a moment for allies to look away then cautiously weaves a spell. Shimmering golden dust motes rain down, coating everyone – most especially the balls near the ceiling…

And, lo, the disco ball was discovered!

STAND: Cast Glitterdust

10’ radius spread, to catch the balls and as few of the team as possible. I’m assuming I’ll be caught in it, so I included my save.

Will Save DC:19 or be blinded.

Concentrate check to cast defensively is always successful on 2nd level spells, so I’m not including it.
Will Save vs DC19: 1d20 + 12 ⇒ (8) + 12 = 20

Spell Deets:
Glitterdust
MODS: none [CL:14]
COMP: V, S, M
RANGE: 100’ + 10’/lv (240’) ; 10’ radius spread
DURATION: 1 rnd/lv (14 rnd)
SAVE: Will save DC19 negates blinding only
EFFECT:
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.

Blinded – The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Status:
HP: 96/83 (Temp 96) | AC:27 / T:22 / FF:24 | CMD:30/27

6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxxx
1st Spells (8): xxx
Spontaneous Spell: Sending

Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):

Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled

Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Glitterdust (enemies) 1 of 14 rnds


Female Kitsune Mesmerist 12/Swashbuckler 1 | HP 96/96 | AC 26, T 19, FF 19 | Fort +12, Ref +21, Will +20 | Init +6 | Perc +16 | Sense Motive +15 | Spells Remaining: level 1 7/7, level 2 7/7, level 3 4/6, level 4 3/4 | Touch Treatment 10/10 | Panache 8/8 | Persistent 2/3 | Buffs: Mirror Image (6), Enchantment Foil, FoM, Greater Animus Mine

Naomi sighs elaborately. "Really Senna?! Right after I disappear?"

Will: 1d20 + 20 ⇒ (14) + 20 = 34

With a shift in her focus Naomi inveigles her way into what mind the creature above her possesses, and then she begins hostilities with a precise cut and thrust!

Possibly vs. Blind? Precision, bleed, and confusion aren't applied if her second attack goes into another one.
Rapier: 1d20 + 19 ⇒ (9) + 19 = 28
+3 Piercing + Precision: 1d6 + 9 + 4d6 + 6 ⇒ (6) + 9 + (5, 3, 6, 5) + 6 = 40 DC 23 Will or Confused and 5 bleed
Rapier: 1d20 + 14 ⇒ (14) + 14 = 28
+3 Piercing + Precision: 1d6 + 9 + 4d6 + 6 ⇒ (6) + 9 + (4, 6, 6, 3) + 6 = 40 DC 23 Will or Confused and 5 bleed
Then 5' away

Her Stare target takes a –3 penalty on Will saving throws, spell resistance, and the DCs of spells and SLAs. It takes an extra -1 to Will if it's not immune to Mind-Affecting. If it's confused it rolls twice to determine it's action and I pick. Priority is: Attack Nearest (if that's guaranteed to be an enemy); hit self; babble; Attack Nearest (if that's not guaranteed to be an enemy); Act Normally

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