Fell Kingdom (PF1 Kingmaker)

Game Master karlprosek

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


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Just about 30 seconds after Day invokes the infernal power of the wand, Kellen's eyes flutter open and he wakes.


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

Kellen rises to his feet, looking around and at the slain landshark and shaking his head to clear it. Ow, that hurts. Damn that hurts.... Thanks everyone, that was close I think. These things typically have a lair, should we investigate and see if there's anything useful left behind? Perhaps from a previous lunch? he tucks away the evil-looking wand from Daymar, and withdraws a different one from his wrist sheath.

He begins tapping himself on the head, and his wounds begin slowly knitting closed. Looking around the group, he holds it aloft, Anyone else injured? This can close you up without the icky of that other one.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Crossing the clearing to Bas, he taps him six times on the head, seeing if that helps,

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

He examines the Kobold further for signs of injury, and seems mostly satisfied at his companion's health. Looking for where the monster came from, Kellen will see if he can follow the tracks a bit to get a sense for how far from home this predator is.

Survival: 1d20 + 15 ⇒ (13) + 15 = 28

11/50 Wand CLW, 1/50 Infernal healing


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

Thanks, I'll get you one of the wands once we have some funds

"Thank you, Kellen. We were just unlucky it picked you. I think I got lucky with that strike down under, I wasn't sure it had the same nerve structure as other quadrupeds, but apparently, it did."

Basdemar speaks surprisingly well when talking about animal anatomy.

"I think I may have some refinement of my own fighting style to do. The boar I encountered taught me much, but this one...ambush predator with extra attacks specifically for that attack...wow."

"It shouldn't be hard to track, after all, it leaves a tunnel. And it's big, even partially collapsed one could be big enough for me."


Spoiler:
1d8 ⇒ 3
1d100 ⇒ 25
1d8 ⇒ 7
1d8 ⇒ 7
1d100 ⇒ 10
1d8 ⇒ 5
1d8 ⇒ 8
1d8 ⇒ 1
1d8 ⇒ 2
1d100 ⇒ 11

Daymar is able to tell everyone bulettes don't typically have treasure, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. It might have a central lair, though adult bulettes were known to patrol territories that can stretch up to 30 square miles.

Bas is correct, too, though- the parts of a bulette are valuable to smiths and enchanters, and the tunnel left behind by the creature is more than large enough to climb through.

Tracking the bulette isn't hard- you can travel through the tunnel it left for miles (3 miles east then 7 miles northwest, going underneath Pointer's Rock btw, then turning back east for 5 miles- that would be the whole day).


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 go check the surrounding caves. Make this place defensive, we need to rest.
Keep the horses quiet if you can, in the caves strangest things echo long way."

Bas slips into the darkness.
Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Perception: 1d20 + 9 ⇒ (4) + 9 = 13

EDIT: of course, now that it is possibly useless I get 20 on stealth :)


Which way are you going, Bas? N or S?


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

Dismounting, Sir Alfric used the enchantment on his shield to suck Avalanche into his pocket dimension. He proceeded to attend to the other mounts, hobbling them and giving them feed and water.


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:
Which way are you going, Bas? N or S?

North? go for about 200 feet. Unless there are forks in the tunnel. In that case go to the first fork, go about 30 feet into it, return. Repeat for branches.

Same for the south.
If there are hostiles, stop, listen, return to report.


DM rolls:
1d100 ⇒ 32

Bas silently padded north, finding the entrance of the cave not too far away. Looking out, he was pretty sure the cave faced north toward the mountains ringing the valley.

DM rolls:
1d100 ⇒ 96

Turning the other direction, Bas found a large pool of fresh water in the center of a smooth-floored cavern. The water was fresh and cold, likely fed by a deep spring. Here, he found remnants of a temporary camp, but not one he would guess was made for humans. For one thing, there were pellets of digested and regurgitated fur and bone in the recesses of the cave. For another, humans tended to have a single relatively small fire in the middle of their camps. Bas found the remains of several large campfires scattered around the edges of the cave- enough to keep this whole cavern quite warm.

Regardless, there was no one here now and nothing of value that he could see.


Let's assume Bas reports back to the group everything above. What do you want to do next?


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

"We're alone for the moment. We should rest. I can go further if one of you is willing to accompany me in exploring the caves. Keeping well back, ofcourse."

Bas reports back
"To the north is the entrance to this cave. The the south seems to be feeding area, but there are signs of fires. Maybe the drakes or some cultists. If you can prepare some fire protections that would be great."


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

"I can assist you Basdemar." Said The Green Knight.


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

"Thank you. Can you move quietly? The caves echo strangely...Maybe we should fortify this position and rest. Give our casters time to recuperate?"

Basdemar looks over the group
"One kobold won't be a strange sight within tunnels even one looking like me. But I would still like some or all of you behind me, just in case."

He goes back exploring, with Sir Alfric if no one else goes. Or remains with the group if such is the decision.


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

"Ah, well, I can move more quietly than most knights, but I'm still clattering around in articulated steel." Said Sir Alfric with a shrug.


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

Kellen shrugs, I'm still well enough set for the day, I don't know about Daymar? And I can't sneak very well at all, not like you Bas. That's why you are the sneaky one, and I observe and patch people back together again. I can make two of us resistant to fire if you think we'll need it now? Or wait until we have sight of the drakes? He looks at the others and smiles


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

"Being quiet is enough if you stay back enough. Same for you Kellen. I like knowing my tunnels, just in case. If we get in trouble, ride north...that's the passage to the left. There is an exit."

He looks at two companions
[B]"Keep about hundred feet behind. If possible, have no light at all. If not, don't have more than a candle while you go. Check the feeding hall before following me."[b]

He slips away again, going into the southern passage and searching through the refuse before slipping deeper int the tunnels.

Stealth: 1d20 + 17 ⇒ (5) + 17 = 22
perception search: 1d20 + 9 ⇒ (1) + 9 = 10
perception scouting: 1d20 + 9 ⇒ (4) + 9 = 13

Ooc: and we're back to my usual rolls :(


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 still have most of my prepared spells available," Daymar had responded, when asked.

Uh... Where is it that you're planning on leading us, Bas? It looks like you've fully uncovered the map. North is the exit, South is the feeding area, and we're in a side-pocket. The orange dot is (I think) where the Bullette's tunnel intersects, yes?


Bas, there are no tunnels beyond what you've already found. Further exploration requires leaving the cave.


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

The Green Knight will follow Basdemar about 100 feet back. He'll stay as quiet as a full armored man can be.
Stealth: 1d20 + 7 - 6 ⇒ (19) + 7 - 6 = 20
But having no candle, he will kindle a torch instead.


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

Mom was visiting over Easter week, I couldn't post. I thought those "stairs" in the upper right corner were something to investigate.


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

"On second thought, we need to get out of the cave and it's still bright outside. You may not need the torch. I'll lead you to the entrance."

"We may need to barricade the horses, just in case. But these remains might be simply bulette food leftovers. After all, we tracked it here."

"I'll go out first

Stealth: 1d20 + 17 ⇒ (16) + 17 = 33
Perception: 1d20 + 9 ⇒ (7) + 9 = 16


Bas found a foot trail leading from the cave up to a flat plane of rock high above the level of most of the nearby trees, providing a commanding view of the nearby wilderness.

1d20 ⇒ 4

The stealthy kobold spotted a single fire drake snoozing in the bright sunshine, apparently unaware of his approach.


What do you want to do, team?


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 think the plan was 'Get 'em' right?


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

Basdemar sneaks up and once he's close enough pounces upon the beast hitting it in the neck, just behind the skull.

Stunning fist: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 fort dc 14 or stun
damage: 1d4 + 6 ⇒ (4) + 6 = 10

If he could get close enough for full attack, he would go for the kill and not for the stun :) Let me know


Perception, DC 33: 1d20 + 13 ⇒ (15) + 13 = 28

Basking in the morning sun, the flame drake did not notice Basdemar's stealthy approach.

Go ahead and full attack, Bas.


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

Claw 2: 1d20 + 14 ⇒ (1) + 14 = 15
Claw 2 damage: 1d4 + 6 ⇒ (4) + 6 = 10
Boar shred: 2d6 ⇒ (2, 5) = 7
Bite: 1d20 + 13 ⇒ (11) + 13 = 24
Bite damage: 1d4 + 6 ⇒ (2) + 6 = 8
Tail: 1d20 + 8 ⇒ (6) + 8 = 14
Tail damage: 1d6 + 3 ⇒ (2) + 3 = 5

Boar shred applies if two attacks hit. Also, add 2 damage PER HIT if the beast is denied its dex bonus


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

Did Bas signal for us to come over there to help?


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

He hasn't even told us he found something. So far, it's "I'll go out first," finds a foot trail, goes up it, spots a snoozing drake, sneaks up to it, goes full-attack. Based on that, we're still in the cave.


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

He didn't return for you, but I understood you'll follow at a decent distance. I didn't intend to hog the attention :( With my dice luck, I'd never be able to sneak back up. And you may yet see him streaking back with 'TAKE COVER!!!" before some more dangerous version breathes on him :p Anyhow, you'll hear the combat - IIRC it's DC -10 to notice 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

I didn't read that as you hogging the attention. Just us not following along. Communication breakdown. Greenie did say he'd follow about 100' back, but that was before the realization that we were going outside. So I forgot that part. At this point, if that was still the case, we're probably all at the bottom of the foot trail, rather than all the way back in the cave.


Bas slinked up to the snoozing drake and did his best to sever the beast's long neck from its shoulders. Unfortunately the monster's scales were harder than he expected and he only managed to catch it with a single claw and find a vulnerable spot with his teeth.

The beast reared back from the sudden attack and lashed back at the kobold that had so rudely awakened it from its sleep.

DM rolls:
Bite: 1d20 + 10 ⇒ (20) + 10 = 30
Dmg Bite+Fire: 2d6 + 5 + 1d6 ⇒ (3, 1) + 5 + (3) = 12

Tail slap: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

Crit confirm?: 1d20 + 10 ⇒ (7) + 10 = 17

The huge monster nearly bit Bas's head clean off his shoulders instead, leaving a searing bite in its wake.

Yeah, my read was that Bas was alone but I'm good with Bas<--Alfric 100' back<--team at the cave mouth/beginning of the trail

Bas takes 12 hp dmg (9 piercing, 3 fire).

Bas is up! Everybody else roll initiative, you all go in order after the drake.

Init:
Bas- acted
Drake- moderate dmg (18)
everybody else roll Init, please


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

Initiative: 1d20 + 5 ⇒ (15) + 5 = 20


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

Init: 1d20 + 10 ⇒ (18) + 10 = 28
Prescience Die: 1d20 ⇒ 10

"That's torn it," Daymar said, as the sound of a fight came echoing down the trail. He immediately reached for the bolstering power of the Arcane.

Gonna go ahead and use Prescience as a free action. I'll post the rest of his actions once I know the following:

1) What order everyone goes in, and 2) what we can see from the cave mouth/beginning of the trail.


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

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18


All PCs can go, everybody but Bas to end this round and then Bas to start next round.

Alfric is 100' from the fight, Day/Kellen/Levn are 500' from the fight. It's a winding trail up the side of the hill, so no one but Bas has LoS to the drake right now.

Init:
Bas- acted
Drake- acted, moderate dmg (25)
Day-
Kellen-
Alfric-
Levn-


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

Kellen immediately upon hearing the sound of combat invokes the spirits of his tribe upon himself, and begins to levitate in the air, Come on, we better go see what happened... and takes off flying toward the sound of combat.

Hex:Flight activated, move 60'


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

Realizing there's fighting up ahead, The Green Knight surged into a shambling clattering jog.
Double move, 40 feet.


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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

Daymar reached into the well of arcane power available to him and once more vastly increased the speed and reactions of himself and his companions.

"No time to waste, if Basdemar is in trouble," he urged his companions.

Use his ring to cast Haste on himself, Kel, and Levn. If Levn plans to ride (rather than fly), he'll put it on Levn's horse, also. Adds 30' to all speeds. Which means Kel actually flew 90' this round. Then he'll take a Move action to secure Kel's horse to his own.


The group surged into motion as Bas and the drake continued their one on one fight. The Green Knight could see the kobold and the massive lizard battling it out.

Go ahead, Bas!

Alfric is 60' from the fight, Day/Kellen/Levn are 500' from the fight.

Let's say that if Kellen flew straight up he can probably get LoS on the fight, too.

Init:
Bas- 12 dmg
Drake- moderate dmg (25)
Day- Haste
Kellen- Haste
Alfric-
Levn- Haste


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

Another 40ft double move.


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

Basdemar snarls at the creature that hurt him and attacks with boar-like ferocity, ignoring his own pain and discomfort, all that matters is that he ends the threat.

Seeing small lizard attacking large one might be comical...if not for pieces of meat flying around and terrible spray of blood from the big one as little one turns into veritable whirlwind of teeth and claws.

Assuming all those are hits it is 7 + 18 +10 + 4 = 39 damage
Claw1: 1d20 + 14 ⇒ (13) + 14 = 27
Claw2: 1d20 + 14 ⇒ (13) + 14 = 27
damage1: 1d4 + 6 ⇒ (1) + 6 = 7
damage2: 1d4 + 6 ⇒ (3) + 6 = 9
shred: 2d6 ⇒ (5, 4) = 9
bite: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d4 + 6 ⇒ (4) + 6 = 10
tail: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d6 + 3 ⇒ (1) + 3 = 4


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

Little black kobold stands panting above the bigger foes corpse as Green knight arrives.
"I really should wait for backup. One of these days, something *will* bite my head off."


In the face of the little creature's surprising- and surprisingly painful- attack, the drake beat its wings and lifted off the ground to launch itself into the air. About 15' feet away and 15' off the ground, it snaked its long neck around to spit a ball of fire at its ambusher.

DM rolls:
8d6 ⇒ (3, 5, 6, 6, 4, 3, 5, 1) = 33

The head-sized ball of fire exploded with an earth-shattering kaboom, throwing dirt and debris in every direction along with a wave of heat and blast of flame.

Alfric bravely continued toward the conflagration as the drake lifted off.

Bas, please don't narrate the death of a monster unless I say it's down. You get an AoO as it flies upward. Take 33 fire damage, DC 18 Ref save for half.

Alfric's basically there- 20' away from Bas but the drake is now 15' from Bas, so we can say it's flying over Alfric's head.

If Kellen is flying straight up he can see the fight and is about 90' from a drake flying toward him.

If Day/Levn are running up the path they'll get to the top in 2 more rounds.

Init:
Bas- acted, 12 dmg
Drake- acted, major dmg (54)
Day- Haste
Kellen- Haste
Alfric-
Levn- Haste


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

Pfah, miss and almost save (unless it's spell-like)

Bas swipes at the departing drake and is greeted with fire to the face.

Claw: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d4 + 6 ⇒ (1) + 6 = 7
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17 add two to the roll if this is spell or spell-like ability


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

"Blast it!" Swore the Green knight as the drake lifted out of reach.
He skidded to a stop, unslung his crossbow and loaded it as quickly as he could.


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

Daymar - aside from moving fast enough that his limbs appeared to blur in the eyes of anyone not similarly magically aided - seemed to give the impression that he was utterly unaware of any need for urgency.

Once he had the lead from Kellen's horse tied to his saddlebow, Daymar tapped his horse's sides, and it became immediately apparent that the elf had included his, Kellen's, and Levn's mounts in the effects of his previous spell, as two of them began moving up the path at fantastic speed.

Ride Check DC5 to guide with knees: 1d20 + 4 ⇒ (7) + 4 = 11
Concentration Check vs DC 13 or 18: 1d20 + 6 + 6 ⇒ (12) + 6 + 6 = 24 Not sure whether a double-moving hasted horse counts as "galloping," or if that's saved for using the "run" action.

Seeming unbothered by the motion, Daymar pulled out a small bag and a candle. Speaking words of power while waving the candle over the top of the bag, Daymar began the act of summoning aid from other worlds.

Cast Summon Monster 3 to summon 1d3 Air Elementals (appearing next round)
How many Elementals?: 1d3 ⇒ 3

To sum up: have his horse (Kellen's with it) double-move 160' up the trail (possibly closer to the Drake?). Cast Summon Monster 3 (which takes a full-round action).

Also, Haste has 5 rounds left.


Levn rode behind Daymar, their horses moving at fantastical speed, practically flying up the windy trail.

Bas is up!

Alfric and Kellen have LoS on the drake, Day and Levn and Kellen's horse will be at the top next round.

Init:
Bas- 12 dmg
Drake- major dmg (54)
Day- Haste
Kellen- Haste
Alfric-
Levn- Haste


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

The Green Knight raised his crossbow and tried to lead the creature as it flew by...
light crossbow attack: 1d20 + 7 ⇒ (7) + 7 = 14 for a possible 1d8 ⇒ 2 piercing damage.


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 crouches down, his scales smoldering from the blast.
"If that's how you want it..."

He makes strange gurgling noise and line of acid plays across wings and torso of the offending drake.

He moves into cover looking for a place to shoot the drake more easily with his bow.

Acid damage: 2d6 ⇒ (3, 1) = 4

OOC: Bleh!

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