The River Kingdom's Shadow (Inactive)

Game Master Mythicman19

Click me for the Map!

campaign info

organizations in Thornkeep:

-Blue Bassilisks; Group of mercenaries in town. run by Mirashi Verlon
-Baron Tervin Blackshield; ruler of Thornkeep.
-Goldenfire Order; local mages guild, based and led at the Goldenfire Tower
-Shrine of Battle; Temple to Gorum.
-House of the River Lord; Temple to Hasnpur.

traders in town:

-Greenforest Inn; A cozy and smaller inn within Thornkeep run by Shandar Tulman, with bartenders Vess and Edders.
-The Thirsty Ogre; a very rough and tumble bar.
-Thornkeep Mercantile; General store in the town, largest business in town
-Echowood Arms; Bladesmith in town.
-Igmar Dusthelm's; local armorer in town.
-Serianna's Livery Stable; stable and liver in town run by a beautiful yet intimidating woman named;Serianna Naal. Bob's horse is here.

Quests and Jobs taken:

-Cornelius has hired the group to look into the ruins under the town.

Unclaimed loot found/recieved:


601 to 650 of 836 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar prepares his strike. 'Come on, Atar, timing is everything. Repeat to yourself. Timing. Is. Everything.' Unfortunately, he focusses so much on getting the right timing that, when the moment comes, his stab comes more than a few second late.

Rapier, risky strike: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7


leap left: 1d20 + 14 ⇒ (14) + 14 = 28
leap right: 1d20 + 14 ⇒ (16) + 14 = 30

The two insects leap forward and lash out in all directions the one on the right attacking Atar while the other attacks Brightberry and Trakas.

dice:

claw 1: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 2 ⇒ (1) + 2 = 3
claw 2: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 2 ⇒ (3) + 2 = 5
claw 3: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 2 ⇒ (1) + 2 = 3
claw 4: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 2 ⇒ (2) + 2 = 4

claw 1: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 2 ⇒ (1) + 2 = 3
claw 2: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 2 ⇒ (3) + 2 = 5
claw 3: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 2 ⇒ (1) + 2 = 3
claw 4: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (2) + 2 = 4

The hail of claws as they pounce are slow, much slower than you expected and most of them are easily dodged. Though they do catch Atar and Trakas once. For 3 and 4 damage respectively.

Heroes are up!


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

Disgusting. Wouldn't want to punch one of those either. Immana keeps her distance and continues blasting away with her water jets.

attack (water blast): 1d20 + 5 ⇒ (8) + 5 = 13
damage, if it hits: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

don't think the map has been updated. if she needs to, she'll move back a bit.


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Somehow caught completely off-guard, Atar looses balance and fumbles his counter attack. "S~~! in your father's ghost," the swashbuckler curses.

rapier, risky strike: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
parry: 1d20 + 7 ⇒ (7) + 7 = 14
riposte: 1d20 + 7 ⇒ (8) + 7 = 15
riposte P dmg: 1d6 ⇒ 2


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob moves to the other side of Atar, attempting to get a clear shot.

Reduce attack by 4, if you determine that they have cover

Bow,PBS,DA: 1d20 + 7 + 1 - 1 ⇒ (8) + 7 + 1 - 1 = 15
Damage?,PBS,DA: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


You both attack but the small creatures seem pretty hardy as an arrow bounces off one and the skewer slides without piercing the carapace of the bug.

Map is updated, my bad. Cover was given but only partial.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Changing my movement based on their new locations. I would have provoked twice if I moved that way.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas steps back from the attack and attempts to send one back of his own. Seeing that the creatures have attack with so much aggressiveness..give him pause. He keeps the blade in front of him as he tries to fight back.
Fighting defensively and using Combat expertise for a +3 to AC

Attack: 1d20 + 5 + 2 - 2 - 1 ⇒ (3) + 5 + 2 - 2 - 1 = 7
Damage: 1d10 + 3 ⇒ (10) + 3 = 13


Trakas takes a defensive stance and sends a forceful cut but misses just shy of the insect. Also the water from Immana’s blast simply slips off doing no damage to the little creature.

Brightberry is left.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

"Redleaf, assist the humanoids! These are not friendly plants. I don't even think they are completely plant."

Brightberry assist Trakas

shortspear: 1d20 + 1 ⇒ (9) + 1 = 10

Redleaf assists Atar

shortspear: 1d20 + 3 ⇒ (8) + 3 = 11


Brightberry and Redleaf jump in helping to the creatures, helping to open up future attacks. The final crawlers lash out one focusing at Atar the other spreading its attacks out to the redleaf, Brightberry, and Trakas.

dice:

Atar claw: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 2 ⇒ (2) + 2 = 4
Atar claw: 1d20 + 6 ⇒ (6) + 6 = 121d4 + 2 ⇒ (3) + 2 = 5
Atar bite: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (3) + 2 = 51d2 ⇒ 11d2 ⇒ 2

Redleaf claw: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 2 ⇒ (4) + 2 = 6
Brightberry claw: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 2 ⇒ (3) + 2 = 5
Trakas bite: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (2) + 2 = 41d2 ⇒ 21d2 ⇒ 2

Atar you take 5 damage, and DC14 fort save for 1 strength or 2 con damage
Redleaf takes 6 damage
Trakas you take 4 damage and for DC14 fort save for 2 strength and con damage.

The right one has 10 damage on it, you all may go!


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas feels the burn of the poison as it races through his body and gives on final strike in hopes of killing his attacker.
Fort Save: 1d20 + 2 ⇒ (4) + 2 = 6
Attack w/ flank: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
The poison is too much for him as he misses his target and falls to the ground. Blood freely flowing from his wounds.


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

"Careful!" Immana's warning comes too late as Trakas falls to the ground. Unable to do anything about the situation on the far side of the battle, though, she continues blasting away at the closer bug, but she's off the mark.

attack (water blast): 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Gritting his teeth as Trakas falls, Bob sends two arrows at the injured cricket, attempting to draw its attention away from the Magus.

Bow,PBS,RS: 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17
Damage,PBS: 1d8 + 1 ⇒ (7) + 1 = 8

Bow,PBS,RS: 1d20 + 7 + 1 - 2 ⇒ (20) + 7 + 1 - 2 = 26
Damage,PBS: 1d8 + 1 ⇒ (2) + 1 = 3

Confirm?: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25
Damage: 2d8 + 2 ⇒ (3, 8) + 2 = 13


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Brightberry and Redleaf both move away from the deadly rickets. Brightberry takes a five good step back and casts cute light wounds on Trakas.

clw: 1d8 + 2 ⇒ (5) + 2 = 7

"Get up."

Readleaf makes a full withdrawal, after taking a staggering hit. His first wound.


The attacks miss the crickets seemingly to durable, though Bob’s anger carries through as the first arrow hits its jaw before the second lands with a sick thud in its eye and the creature falls back dead.

Atar is up!


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Fort save DC 14: 1d20 + 1 ⇒ (1) + 1 = 2

Atar begins to blink as his vision becomes blurry and dark. "Is…is someone messing around with the torches?" His speech slurs a bit as the poison makes its way into his muscles. "Guys…I'm not feeling great. Perhaps it's best to retreat…? I'll hold down the line!"

He stays put, focussed completely on defence.

The dice are definitely not in my favour, taking full defence action. +4 AC


The last cricket let’s out a sickening chirp before going to attack Atar.

claw: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 ⇒ (1) + 6 = 71d4 + 2 ⇒ (4) + 2 = 6
bite: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (4) + 2 = 6

The first claw catches Atar but he manages to stop it from knocking off his feet and blocks the last two attacks with swift kicks to the creatures head. Atar you are disabled until you regain more health.

All PC’s are up.

Disabled:

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob moves to the other side of Atar, looking for an opening. Not finding much, he takes a shot anyways.

Bow,PBS,DA: 1d20 + 7 + 1 - 1 ⇒ (17) + 7 + 1 - 1 = 24 (Looks like Cover should apply)
Damage?,PBS,DA: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Brightberry will move behind Atar and lay his tendrils on him as well.

clw: 1d8 + 2 ⇒ (1) + 2 = 3

This is not going well...


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Deep in the mind of Trakas:

Darkness and nothing...
Cold and silence.
oh f*#~ me...What...
A jovial voice speaks out of nothing.
Get off the floor you drunken idiot. You have not earn the right to be in my mead hall...not yet!

He can hear a voice familiar to him but very distance.
Get up

Blinking his eyes a few times brings Trakas back to the living. Feeling the pain and feeling the blood still flowing from his wounds brings his attention back to the current situation.
Rolling to his side, grabbing his weapon as he rolls. The wiry swordsman stands to his feet and immediately casts a spell.

Lightning runs up and down his blade.

ok so let us kill these s~*! berry shrub and be done with.

Move action to stand up...standard to cast shocking grasp.


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

I'm glad we spotted them before going in. If they got the jump on us, we'd be dead, Immana thinks as she continues to shower the combatants with spray from her errant water jets.

attack: 1d20 + 5 ⇒ (6) + 5 = 11


Bob narrowly weaves the arrow right by Atar and it hits a patch of fleshy fungus. The water continues to stream past the creature just unable to catch a solid piece of the insect.


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar starts crawling when he feels a sudden rush of energy filling him, not realising Brightberry's presence at first. He kips up, yells a curse in abyssal and stabs the creature with rage.

Rapier, risky strike: 1d20 + 7 ⇒ (16) + 7 = 23
P dmg: 1d6 + 2 ⇒ (4) + 2 = 6

The tiefling continues brandishing his weapon quickly and menacingly, trying to both attract and confuse the monster.

Parry: 1d20 + 7 ⇒ (19) + 7 = 26
Riposte: 1d20 + 7 ⇒ (20) + 7 = 27
Riposte crit confirm: 1d20 + 7 ⇒ (19) + 7 = 26

P dmg: 1d6 ⇒ 5
P dmg, crit: 1d6 ⇒ 2


Atar stabs the creature in the jaw, then gets ready twirling the rapier. Then it jumps forward to claw and bite angrily trying to eat it’s prey.

Claw: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 2 ⇒ (3) + 2 = 5
confirm: 1d20 + 6 ⇒ (5) + 6 = 11
I’ll say since it’s not a crit it doesn’t go through since yours could crit as well.
Claw: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (2) + 2 = 4

Atar deflects the claw stabbing out of of the creatures eyes. But as he does he’s caught in the side by the claw and is knocked unconscious. The cricket them looks to Brightberry hungry and ready to spring.

Heroes are up!


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob quickly sends two more arrows at the creature

Bow,PBS,RS: 1d20 + 7 + 1 - 2 ⇒ (20) + 7 + 1 - 2 = 26
Damage?,PBS: 1d8 + 1 ⇒ (4) + 1 = 5

Bow,PBS,RS: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18
Damage?,PBS: 1d8 + 1 ⇒ (6) + 1 = 7

Confirm?: 1d20 + 7 + 1 - 2 ⇒ (18) + 7 + 1 - 2 = 24
Damage?,PBS: 2d8 + 2 ⇒ (8, 7) + 2 = 17


Bob seeing his old ally go down sends an arrow into the functioning eye of the cricket. It shutters and moves before it falls to the ground dead. You all are left breathing heavy as your ally lies on the ground bleeding out.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

I forget. Did we get a healing potion from Cornelius? If so, I'll pour it down Atar's throat.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

i healed Atar for a whopping 3 pts last turn.

Brightberry will move to Redleaf and heal him as well.

clw: 1d8 + 2 ⇒ (1) + 2 = 3

Not going well at all.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas looks to the surrounding area, looking from shadow to shadow in search of unseen enemies. When he is certain that all is well, he looks to Atar. The lightning from his blade casts the swashbuckler into odd shadows.
OK now...time to wake up you lazy s~$$. You can not pass out on us just yet.


1 person marked this as a favorite.

You did, you got a potion of cute light wounds.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

CLW Potion for Atar: 1d8 + 1 ⇒ (7) + 1 = 8


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Heading back into the room, Bob examines the statue, then looks down the opposite hallway.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar opens his eyes, looks at the monster lying next to him and closes his eyes again. "Five more minutes." Then, with a moan, he gets up. "Hey, you passed out before me. Gods be damned, this hasn't been a good day."

The tiefling checks his sword, puts it back in the scabbard and drinks the potion. "Thanks, guys. I'd be literally dead if it wasn't for your magic."


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2
Atar Bilaruh wrote:
"Hey, you passed out before me.

True..but I still look good where as you look like s~&$.

He reaches out a hand to help the swashbuckler up.


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

Immana breathes a sigh of relief as the last cricket-shroom falls, no thanks to her futile splashing. Approaching the wounded, she says, "Does it still hurt bad? I could try something I learned before. Don't worry, it's safe." As she puts a hand over the worst of the wounds, they begin to close up just a little more than before, though this time she feels the drain on herself more noticeably than when she tried on herself.

kinetic heal (Atar): 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
kinetic heal (Trakas): 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
+2 burn

"Now...I think I saw something earlier..." Moving back to the doorway, Immana glances around the room again for a moment before she remembers, pointing at the statue. "There, on the statue's chest. I think there's something hidden there."


@bob you noticed what Immana mentioned, the slagged door to a hidden compartment in the statue’s chest 15 feet up. You also notice what presumably were the eyes of the statue are fine jewels with slagged metal around them, though still held by the metal to the statue some 18 feet off the ground.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"This is probably just as bad of an idea as prying the eyes out of that devil statue.... still, a hidden compartment needs to be investigated."

Bob attempts to clamber up the statue to investigate the door.

Climb: 1d20 + 5 ⇒ (7) + 5 = 12

If I make it up and the door is locked, I will tie off a rope around the statue's head for others to use


You are are able to climb up. It takes a few minutes but you eventually make your way up. You tie a rope onto the top dangling it down to the floor. You pull and it isn’t locked but the door is covered with slagged metal making it hard to open.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Anyone bring a crowbar?"


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Brightberry shakes his head no and shrugs his shoulders. He then holds his spear up to Bob.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

If someone has a crowbar, add +2 to this attempt

Tying the rope around his waist, Bob allows himself to dangle in front of the statue. Bracing his feet against the statue, he grips the door and attempts to wrench it open.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar accepts Trakas' hand. "Yeah, all that blood really brings up the colour of your eyes."

He watches Bob climbing the statue, yelling suggestions every now and then. "I think we should be fine. This one doesn't have the spooky aura of silence, plus if those things vomiting acid on it didn't set off whatever curse/trap it, I'm sure some banging and pushing won't do much to it either." Just to be sure, however, Atar still tries to prepare to catch the human in case he falls.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Shrugging as he brings his small spear back to his side, Brightberry casts detect magic on the statue that Bob is climbing.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas keeps watch around the area to make sure that are not interupted.


You pull as hard as you can but can’t seem to get the door to budge.

Brightberry after you cast the spell you do detect magic, and after a moment of concentrating you sense that it is near bob and a faint aura. You can try to identify it if you wish with an arcana check.

arcana 16:

You know that the aura is evocation.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

nope. Don't have that skill yet.

"Hmm. There is magic coming from that thing. Not sure what though."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Sighing, Bob unties the rope and drops to the floor. Coiling it up again, he hangs it from his pack and turns to the exiting passage. "Maybe we can find a crowbar and try again later.

What now? Should we continue to see what this structure holds or perhaps go and speak to the Mayor the way some of you wanted?"


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

I have no magic that will help with the statue. Perhaps if we continue on...maybe we will find something that will help.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Readying his bow again, Bob proceeds to the next hallway.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

1 to 50 of 836 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [b] The River Kingdom’s Shadow [ / b] All Messageboards

Want to post a reply? Sign in.