Fell Kingdom (PF1 Kingmaker)

Game Master karlprosek

Kingdom and former adventure background
Varnhold Pass | Fort Varn
Combat map


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Nah, you're good. We'll do one or two more back and forth then Krizag will leave. Good roll!


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Hey folks! Sorry! I haven't been keeping up. Some of it has been mood, some of it life stuff (which contributed to mood), and some of it has been lack of notifications.

Anyway, my apologies, and I'll be doing my best to get and stay caught up.


No problem, Daymar. It's just a game. Take care of yourself. :)


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Hey guys, sorry I missed all this. Headed to bed now, but definitely have a bunch to do before Init kicks off. I'll post first thing tomorrow morning for me (about 11am Eastern). 9 rounds of prep and enimies carrying torches? This is the kind of fight Day is very good at.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Kellen; shouldn't cure spells be d8's?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Ahem. Yes they should have been..... good call.


I'll take the higher total, Kellen.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Thanks! Can’t believe 3d6 went better than 3d8


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I'll get a post up tonight. Gotta do that wage slavery now. ;P


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
karlprosek wrote:


My understanding was that Bas was moving at full speed until he got to the edge of the trees, and then he would stealth. He had to use his full turn to get to the edge of the trees so did not have an action available to attempt Stealth.

And this is why there are awkard things happening in PbP

So...in order (and please DO NOT retcon, I'm fine with being grappled, it moves the things along :) )

1. Bas moved WHILE STEALTHED (thus -10 mod) - and if he didn't have enough actions I'd be fine with using the first roll with -10 or quick stealth roll (he is seen)

2. He is a fighter and a stealthy one at that. He wouldn't just barge out in the open - the forest limit is visible as are the giants. Please give him some smarts even if my writing is faulty (and I'll try to describe better what I'm trying to do.

3. Poor giantess, holding an angry badger in range of full attack :D


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I may be a bit busy the next few days, so please feel free to bot Levn if necessary. He'll continue to use studied combat and studied strike against the giants, but try to keep out of sight of being hit by a boulder by hiding in the trees or behind rocks until he's close enough to strike.


Bas, you doing alright? It's your go.

I'm going to have Levn double move south but it will take a while to get all the way to the southern giant.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Ward was expended by the first hit so AC is waaaay down. I need to get out of the grab...but with -8 on escape attempts...ouch.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

I'll spend stamina on this...everything at once gaining +4 to hit and +6 to damage, first claw attack will also be a stunning fist


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Attack mods +1 haste +4 stamina -4 grappled (-4 dex and -2 attack) - if these are not cumulative add 2 to all rolls
Damage mods: +6 stamina if the giantess is flat-footed because of the grapple add 2 to all damage rolls

Bite: 1d20 + 12 + 1 - 4 + 4 ⇒ (4) + 12 + 1 - 4 + 4 = 17
Bite damage: 2d4 + 4 + 6 ⇒ (4, 3) + 4 + 6 = 17
Trip: 1d20 + 12 ⇒ (8) + 12 = 20

Stunning Claw: 1d20 + 14 + 1 - 4 + 4 ⇒ (7) + 14 + 1 - 4 + 4 = 22
Trip: 1d20 + 12 ⇒ (8) + 12 = 20
Stunning Damage: 2d4 + 4 + 6 ⇒ (4, 3) + 4 + 6 = 17

Claw: 1d20 + 14 + 1 - 4 + 4 ⇒ (9) + 14 + 1 - 4 + 4 = 24
Trip: 1d20 + 12 ⇒ (10) + 12 = 22
Claw damage: 2d4 + 4 + 6 ⇒ (1, 1) + 4 + 6 = 12
Boar rend: 2d6 ⇒ (2, 4) = 6

Tail: 1d20 + 8 + 1 - 4 + 4 ⇒ (20) + 8 + 1 - 4 + 4 = 29
Trip: 1d20 + 12 ⇒ (6) + 12 = 18
Tail damage: 1d6 + 1d4 + 1 + 6 ⇒ (1) + (1) + 1 + 6 = 9

Haste Bonus: 1d20 + 14 + 1 - 4 + 4 ⇒ (14) + 14 + 1 - 4 + 4 = 29
Trip: 1d20 + 12 ⇒ (14) + 12 = 26
Haste damage: 2d4 + 4 + 6 ⇒ (2, 4) + 4 + 6 = 16

Tail crit confirm: 1d20 + 8 + 1 - 4 + 4 ⇒ (13) + 8 + 1 - 4 + 4 = 22


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

karlprosek, I rolled in the discussion to hide huge number of rolls from the game flow. I transcribed the numbers.

I will roll everything in the game thread in the future.


You can spoiler tag them to keep them from cluttering up the page- you do spoiler in brackets at the beginning and /spoiler in brackets at the end. Thanks, Bas.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

That's a good idea. Perhaps I should put the Spell Effects Wall-O-Text in a spoiler in future, as well (and then won't have to go through and do all the OOC and /OOC tags...). Thanks for creating the situation that led me to realize how to improve my game etiquette, Bas. Much appreciated.

Also, Day isn't griefing you, just working through his own, arrogant (and somewhat flawed) cost/benefit analysis. :-)

I'm really enjoying the game so far. Thanks, everyone!


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
Daemariel Fiondi wrote:

Thanks for creating the situation that led me to realize how to improve my game etiquette, Bas. Much appreciated.

Also, Day isn't griefing you, just working through his own, arrogant (and somewhat flawed) cost/benefit analysis. :-)

Hm...why didn't I think of it!? After all, I do it all the time on enworld. But with several posters having walls of text and rolls...well...my pnly excusr is that I'm new to the platform.

Daemariel, don't worry about dissing in character. Or even commenting on the way I play...as long as you accept my final version with good grace.

I may have underestimated the giants :) I believed I could run away if things go south, but grabbed...I'm dead


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Bas wrote:


"We underestimated them, friends. We should remain together next time. Not in a close group, but close enough se we can support each other."

What do you mean, "we," lizard man? ;-)


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

I should probably clarify that Day is following along to see the effects of his spell NOT because he's a sadist, but because he wants to know whether they'll have to worry about the Shaman again, and/or the other two coming back for revenge because she died.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
Daemaeriel Fiondi wrote:


What do you mean, "we," lizard man? ;-)

I mean we split the party. Alfric charged through oppotrunity attacks, Bas went out alone. He can dish out some damage, but once grabbed...unfortunately, grabbing (and maneuvers in general) favor the bigger opponents


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Well, If I can get one alone I can deny him an AoO, but they were always paired up.
Plus, if they can see you, they can fastball a boulder to your face.
A bunch like this are just plain tough nuts no matter how you cut it.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Not that it really matters now, but the original plan wasn't really to split the party. Remember, Bas and Alfric and Levn were all supposed to go North together - possibly with Kellen to keep them alive/healed. Things might have gone differently had that happened. Kellen going West and catching a beanball definitely didn't help, but he had the option under Day's suggested plan, and once Bas had determined that HE was going to go West, Kellen staying with him made sense.

Day did just exactly what he said he would do (perhaps with a bit more lethality than I was expecting, actually), in keeping the Southern pair busy and softening them up enough for the caravaneers to clobber. To be honest, I hadn't expected them to be as helpful as they turned out to be.

Had Kellen and Bas gone North with the rest of the party, leaving both other pairs to Daymar to distract, Day might've been less lethal, but he could definitely have blinded/Glitterdusted the pair to the West, and/or dropped a summoned animal to absorb some attacks/distract the South and West pairs long enough for the combined might of the rest of you to mow down the Northern pair and then get to the Western pair in relatively short order, and as a group.

Obviously, there's no way to know how the vagaries of the RNG would have played out had we done it that way, but the plan was sound.

To me, all of this fits nicely into: "Day, Kellen, and Levn are used to working together. The new guys, Bas and Alfric, aren't. Thus the usual techniques and tactics each have used to be successful with in the past are showing themselves to be in need of modification if the group is to succeed together." Which fits the backstory of D,K, and L being a (*ahem* former) smuggling team, and B&A being the government-assigned "babysitters," as it were. :-)

My "what do you mean, 'we'..." paraphrase was just my way of humorously pointing out that it was Bas who split the party originally by deviating from the plan. :-) Which really actually makes some sense, IC, because he's very confident in his own abilities, and not used to working with this team. It's almost as if 6th-level characters with abilities vastly superior to those of most of the people around them, and with a history of being successful through their own efforts, might have somehow gotten just a little cocky. :-)

(Day, obviously, is NOT the soul of humility and self deprecation his own self)


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

LOL.

Yes, I agree. But in this case, it was MY misunderstanding...we talked about splitting this way at some point and the western giants needed slowing down.

Mission accomplished, just not the way I hoped it would :)


Just FYI, I'm slammed this week and next week and will probably only be able to do one post a week until the week of the 21st. Sorry!


Kellen, the blacksmith is more of a made-to-order place than a shop. Really, he's more of a utility blacksmith who makes tools for the fort but he can also make armor and weapons. The breastplate and chainmail are both MW, but may be too heavy for you.

I can roll to see what else he has on hand for immediate purchase, but what are you looking for specifically?


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I'll try to get a post up for Levn this evening. Got to run to work now.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I have family in the hospital - please bot me if necessary.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Hey folks. Sorry for disappearing. Some of you know from other games, but I completely forgot to leave notice on the Paizo boards.

We had some fairly significant family medical issues, including a rather traumatic and unexpected death. There were some other things as well, but with the holidays on top of it all, I think I'll have managed to get my feet under me by the new year. This week is scheduled to be pretty chill after tomorrow, so I expect to be able to use some of the time to get caught up (the rest of it will be recovery).

Again, my apologies for ghosting without real warning.


I always say that these are just games and real life comes first. No problem on my side. I'll be here when you're ready to post.

Happy New Year, everyone. Hopefully 2022 is better than 2021.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
karlprosek wrote:
Hopefully 2022 is better than 2021.

Not hard to do :(

Let's hope it is not worse ;)


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Hi all, I'm out of town this week and will be back on Saturday. Feel free to bot Kellen and I'll catch up with updated spells.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I went with -to hit since it seems like we will take less damage that way, thoughts? I’ve never played a caster with hexes before


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Bas is on the map next to Alfric - does that mean the stealth didn't happen because this thing attacked immediately?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

preventing damage is the best way of healing :)
And the best status effect you can inflict on the monster is dead :p


I usually EE vs Saves first to lower its save against subsequent hexes or spells, then -to hit, then -AC, but you probably don't need to worry about Will saves for a bulette. :)

...well color me embarrassed! It made the save!


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Ha, oh well, lesson learned. It was a good opening attempt, we'll have 1 round of it not hitting as well as possible, then we'll manage the consequences.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Given that its first round of combat appears to be an attempt to use its most devastating attack(s), I think we're all OK with that 1 round of it "not hitting as well as possible." :-)


Oof. That's what happens when your meat shield moves, I guess.

The dicebot really doesn't like Kellen, looks like.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Sorry, for some reason I don't get notifications about new posts :( need to check this.

Anyhow, we now need to prevent it from jumping again...except we cannot prevent burrowing - lance charge to kill it quickly?
I can hope stun sticks, but otherwise, I need my full attack :D


Yeah, I was actually missing notifications for another game I was playing in. The boards have been weird.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

I couldn't connect over the weekend. I've run antivirus on my computer, tried password reset, nothing helped

And now, no problem at all (although it did ask me for new password) - maybe they had some maintenance of the servers.

Anyhow, attack coming...


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

tracking bulette with greed in mind, we get unforeseen benefit in coming to the Pointer's rock unnnoticed by flying creatures.

Anyone know anything about drakes? They can obviously be negotiated with...do we simply kill the strongest and take over the group?! :D


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:10/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9
Basdemar wrote:

tracking bulette with greed in mind, we get unforeseen benefit in coming to the Pointer's rock unnnoticed by flying creatures.

Anyone know anything about drakes? They can obviously be negotiated with...do we simply kill the strongest and take over the group?! :D

You're the dragon-blood here... ;-)

Actually, if the tunnel does take us under the target, that could be a Big Deal. Question - do the horses fit?


The tunnel is large enough for the horses.

Let's say it even breaks through into a convenient cave underneath Pointer's Rock. (Ignore the name on the map, I don't know who Razormane is.) Map updated; orange circle is your tunnel entrance.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
Daemariel Fiondi wrote:


Actually, if the tunnel does take us under the target, that could be a Big Deal. Question - do the horses fit?

Even if they don't, we could just send them back :)

Luckily, here we are

Did we find any treasure? :(
Bas doesn't know of the value of various parts of bulette, he took bragging trophies (and something to enhance his armor) - claws, teeth and scales


Bestiary says no treasure; they eat everything.

I'm willing to do some Monster Hunter type stuff for monsters like this but the rules I see online require skill checks to see how much you get and how valuable it can be.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
karlprosek wrote:

Bestiary says no treasure; they eat everything.

I'm willing to do some Monster Hunter type stuff for monsters like this but the rules I see online require skill checks to see how much you get and how valuable it can be.

As I said earlier, these are just trophies, not treasure. I'm fine with it not having anything.

Day and Kellen might know more about the needs of various spells and potion components...


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Attack with surprise or we want some kind of diplomacy with them?

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