GM Elfriede's Kingmaker: To Tame a Land

Game Master Elfriede

Hex Map / Kamelands Outskirts


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M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

There is not much Varrus can do. He is not very skilled with the bow, and he doesn't see a path to get to the spider.

But Angus needs him to do something. He dismounts and takes a shot, hoping he won't hit Angus.

Shortbow, Into Melee, Cover: 1d20 + 4 - 4 - 4 ⇒ (17) + 4 - 4 - 4 = 13
That might hit since it is grappling.
Damage: 1d6 ⇒ 5


NG Female Human | Wizard 2 | HP 16/16 | AC 18, Touch 14, FF 14 CMD 14 | Fort +3 Ref +5 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: Mage armor, alarm on Kendra's
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 5/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff slaps her forehead, "Oh of course, arachnid giganticus! No wonder my horse was broken, merely a common fear response. Makes total sense now."

Then it registers to her that Angus is being eaten alive. She cheerfully exclaims, "Don't worry I'll save you. But maybe some precautions first." She casts mage armor and moves closer.


CotCT Battle Map / KM Hex Map / KM Battle Map

Spider Grapple (maintain): 1d20 + 12 ⇒ (12) + 12 = 24

The spider takes Varrus's arrow right in the abdomen and hisses, but maintains its grip on Angus. It starts to scuttle backwards, hissing as it goes, and it refuses to let go of the horseman. The party can see a slab of wood, earth, and webbing forming some sort of top for a hole, and the spider is right next to it!

Party is up. I'll resolve Alyssa and Sethiel's actions first, then the other 3 of you!


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Striding forward, Sethiel draws his bow but thinks better of letting an arrow fly. I don't have a clear shot here, and I don't want to hit anyone. He touches his sword-and-sunburst symbol to release some of his goddess's healing energy.

Channel positive energy: 1d6 ⇒ 4

I can't exclude anyone or anything, so the spider gets this too if it's been injured.


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

Seeing Angus struggle against the spider's grip, Alyssa moves closer and casts a spell, targeting his armor.

"Hang on Angus! I hope this helps!"

As she finishes casting, a thick layer of grease covers his armor.

Casting Grease, targeting Angus's armor: A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.


Feeling the spider dragging him towards the gods know what, Angus hears the sound of combat. Feeling his wounds mend, he realizes it's probably Sethiel's work. Hearing Alyssa tell him to hang on, he realizes there is some sort of coating on his armor. Twisting around he tries to squirm out of the spiders grasp. Meanwhile, Harbinger, realizing the snake still has Angus in his grasp continues rearing back. Moving towards the spider stomping the arachnid with his front hooves and bites at the creature.

Angus,Standard: break grapple, Harbinger 5 ft step, full attack: bite, hooves. If the spider moves so Harbinger cannot hit it moving 5 ft, the horse will make a move action and a single attack.
break grapple: 1d20 + 4 + 10 ⇒ (18) + 4 + 10 = 32
bite: 1d20 + 4 ⇒ (11) + 4 = 15 for damage: 1d4 + 3 ⇒ (2) + 3 = 5
hoof: 1d20 + 4 ⇒ (8) + 4 = 12 for damage: 1d6 + 3 ⇒ (3) + 3 = 6
hoof: 1d20 + 4 ⇒ (16) + 4 = 20 for damage: 1d6 + 3 ⇒ (5) + 3 = 8


I Wasn't paying good attention and just saw the map. I've moved Harbinger 5 ft and was able to use the Full attack


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

Varrus tries another shot with his bow - there appears to be no way to get a clearer shot.
Attack, Cover, Into Melee: 1d20 + 4 - 4 - 4 ⇒ (4) + 4 - 4 - 4 = 0

This time, his arrow goes wide.

At least Angus is free now.


CotCT Battle Map / KM Hex Map / KM Battle Map

Alyssa's Grease spell does, in fact, help Angus to escape the spider's clutches. A moment later, Angus's horse chomps the spider, which Sethiel's channel heals just a bit, followed by a vicious hoof-strike.

The spider, looking a bit dazed, chitters and scurries away from Angus and into its hole. A moment later, the lid springs down over the arachnid, covering its body.

Spider has total cover from attacks. The lid can be broken with attacks (hardness 3, 20 HP), or can be lifted with a DC 18 Strength check.

Party is up!


Standing up, Angus checks his shoulder where the spider bit him, then moved over to Harbinger, trying to quiet the dapple grey. "Shhhh, you did good, shhhh big guy." As the stallion begins to calm, Angus reaches around the saddle and draws the Bardiche. Turning he looks at the others and asks, "What do you think? Finish what we started or leave it here for the next weary traveler to find?"

Double move, stand up, draw weapon.


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

"Leave it. Doubtless this land is full of hungry creatures; one more won't make any great difference. And now we know a place to avoid; those we're hunting may not." Sethiel steers his horse closer to Angus. "Are you hurt?"


Sorry, Sunday's my slow day

Looking from 'lid' of the arachnid's 'hole' back to Sethiel, Angus nods. Returning the polearm to it's saddle scabbard he turns towards Sethiel as he unstiches the laces at the neck of his scale armor. Pulling the collar to the side he shows her the two dagger like gouges and the enflamed skin near the bite on his shoulder. "It's better than it was, but still really stiff. I can't tell if it broke bone or not."


CotCT Battle Map / KM Hex Map / KM Battle Map

Angus's fears are unfounded. While the wounds he took from the spider's fangs are certainly dangerous, they're not life-threatening or crippling.

The ride turns south, toward the Kamelands hills. Here and there, a tree pokes its head up, but the land grows increasingly barren, and little more than grass grows in most places. Small, dry creeks criss-cross the plains, but for the most part, there's little sign of life.

It's afternoon approaching evening when the party arrives at the base of a hill with a tree on it. In fact, the tree looks not unlike a claw reaching up into the sky. The hill is tall enough to take a good look at the surrounding terrain.

Survival (DC 20) if you approach the tree:
In a hollow between the tree's roots, there's a section of earth that's been recently disturbed. It would probably take between ten minutes and half an hour to dig it up, which would mean it's too late to ride further today.


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Survival (untrained): 1d20 + 3 ⇒ (7) + 3 = 10

Sethiel steers his horse up the hill to get a better view of the surroundings. "Few enough places to hide out here. If I were a bandit I'd choose somewhere that takes less effort."

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


survival: 1d20 + 6 ⇒ (17) + 6 = 23

Mounting Harbinger, Augus lets the stallion have his head while he reties the laces on his armor, working as delicately around the wound as possible.

As they turn south towards the hills, Angus notices that the land begins to grow increasingly barren. As the evening nears he see's the odd tree standing on the crest of a hill. Gesturing towards the hill, "We should make camp soon, let's ride to the top of the hill and see if we can find a good spot."

As they near the tree, Angus points towards the base of the tree, "Looks like the hollow at the base of that tree has been dug at, should we investigate?"


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

Varrus rides along quietly, trying to keep an eye out for any other dangerous creatures.
Missed that spider.

Survival: 1d20 + 5 ⇒ (20) + 5 = 25
"I see it too. Yes, let us see what it is."


CotCT Battle Map / KM Hex Map / KM Battle Map

The digging, as expected, takes a good twenty minutes, but before long, the diggers hit something with a softish *thunk*. What's uncovered is a leather cloak wrapped around a well-crafted dagger, a wand*, a silver ring, and a book of spells. Most of the book is damaged, but Alyssa can see the spells mage armor, identify, reduce person, silent image, and unseen servant.

Spellcraft w/ detect magic (DC 17):
The wand is a Wand of Burning Hands with 4 charges, 2nd CL

GM Stuff, Nothing to Worry about:

1d100 ⇒ 77
1d10 ⇒ 6

= = = = = Pharast 6, 4710 AR = = = = = =

It's a partly cloudy morning with a chill in the air that awakens the party the next morning. After a quick breakfast, the party rides to the west, angling slightly north to explore a section of the Kamelands near the Narlmarch. A dry creekbed runs toward the forest, and, following it, the party spots an old, abandoned watchtower. Below the watchtower is a cave entrance, its front seeming to have been boarded up a long time ago, judging by the rotten pieces of lumber.

Knowledge: engineering/history (DC 15) (LORE ONLY, NOT IMPORTANT):
The tower, though long abandoned, has some signs of elven architecture. It looks to be in relatively good shape for something of its age.


Curiosity getting the better of him, Angus dismounts, gesturing towards the tree. "Let's camp here for the night and see what's buried under the tree." Once the camp is set and Harbinger is cared for, Angus helps dig. Seein the book of spells he looks towards Alyssa asking her, "Is that something you can use?"

next morning
Shaking the dew off of his blanket this chilly morning, Angus helps break camp. Following the dry creek bed, they spot the abandoned tower, seeing the tower reminded him a little of home, turning in the saddle he asks. "Do we have time to examine the tower? It's possible someone has just skillfully replaced the boards and is actually using it as a hiding place."


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Spellcraft + detect magic: 1d20 + 2 ⇒ (9) + 2 = 11

Angus Elphinstone wrote:
"Do we have time to examine the tower? It's possible someone has just skillfully replaced the boards and is actually using it as a hiding place."

Sethiel nods. "I was thinking the same. Just because those boards aren't new doesn't mean the place is empty."


CotCT Battle Map / KM Hex Map / KM Battle Map

As the party rides closer to the tower, it's clear that the place is, in fact, not empty. A small head, puffy and blue, peers out from a window on the top floor of the likely three to four story tower. A moment later, it slams a shutter shut over the window and starts screeching and yelling away to someone inside in a bizarre language. While the language itself sounds like it could be creepy or intimidating, the speaker's attempts at tough leave much to be desired - its voice squeaks and cracks as it shouts.

Knowledge (nature) DC 11:
This...thing...is a mite. Mites are considered one of the most pathetic of all fey. Hated by everyone, they hate everyone in turn, but usually lair up with vermin such as spiders, centipedes, and other vermin. Mites can train and direct vermin, use them as mounts, and command swarms of them.

Knowledge (nature) DC 16:
It's really strange to see mites above ground unless they're on one of their spite-and-hate-filled "rampages", usually against dwarves and gnomes, but also whoever they can hate. Mites get +1 to attack vs. gnomes and dwarves. Not relevant to us, but cool background, I guess.

This close to the tower, it's easy to see that the side of the first floor has collapsed, offering an easy way inside by scrambling up the rubble.

The formerly-barred-off cave sits well below the tower on the hill. Its entry gives the impression of a not-small cavern behind it.

Appraise or Knowledge (dungeoneering) DC 20:
Inside the cave, just beyond its entrance, is a shiny yellow vein of something - perhaps gold!

I'll have a map up soon.


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Appraise: 1d20 ⇒ 2

Sethiel draws his bow and rides closer. "Looks like our intuition was good. And they certainly match the description of the pests we're after."


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

Varrus has Local, Geography, and Nobility as trained Knowledge skills - can't make the other checks. Though he does have Appraise.

Appraise: 1d20 + 5 ⇒ (10) + 5 = 15
Nope.

"Let's look around and be careful. Does anybody know anything about these creatures?"

He does have Trap Spotter (and a +9 Perception, which is okay but not great) so he gets a reactive check if he happens to come within 10' of any traps.


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

---=== At the tree ===---

Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

Alyssa looks over the book of spells as Angus hands it over. "Not really. I don't get my magic from books, not unlike some of the fey. In fact, Nadyra is the one who thaught me to cast the ones I know. But maybe I can take some ideas from the ones in this book?"

"I think the wand shoots forth a fan of flames on command. The magic feels a bit... Different from my own, though. I'm sure me or Nadyra can force it to work, but probably not as reliably as we'd like"

---=== At the Tower===---

Knowledge(Nature): 1d20 + 6 ⇒ (9) + 6 = 15
Appraise: 1d20 + 2 ⇒ (10) + 2 = 12

"Well, that's definitely a mite. They pretty much hate everyone else, and like Bokken said, they can command various types of vermin, like those centipedes that bothered him so much."


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7
GM Elfriede wrote:
The digging, as expected, takes a good twenty minutes, but before long, the diggers hit something with a softish *thunk*. What's uncovered is a leather cloak wrapped around a well-crafted dagger, a wand*, a silver ring, and a book of spells. Most of the book is damaged, but Alyssa can see the spells mage armor, identify, reduce person, silent image, and unseen servant.

Does the silver ring bear any inscription?

Oleg didn't say the ring had any inscription, nor did he mention any identifying characteristics, but this could be it.


knowledge (nature): 1d20 + 4 ⇒ (9) + 4 = 13
appraise: 1d20 ⇒ 1 I'd say that's a hard no

Earlier
As Alyssa explains about the spell book and the wand, Angus nods, "Well, it may be worth something to someone, so I guess we should hang on to it?"

now
As they neared the tower, Angus noticed the mite standing in the tower. Nodding in agreement with Sethiel, he turns to answer Varrus' question, but Alyssa, beats him to it. Smiling he nods, "She's right cousin it's a mite." As they move closer he asks. "do we want to go up the rubble to the second floor or enter through the cave below?"


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

"I think we should figure out where they expect us to go, and then not go that way. I would expect traps and ambushes - a natural way for a smaller foe to try to even the odds."


CotCT Battle Map / KM Hex Map / KM Battle Map

As the party peers into the cave's darkness, it's clear that it's not an entrance. However, there is a large section of white crystal in the back - quartz, perhaps - that's jammed between the darker stones of the hill.

Map is up. Sorry, I've been drowning in company, so I haven't been able to update as much. I should be back to normal now.


As they neared the ancient tower, Angus dismounted, drawing his sword and hammer from the frogs on the saddle and returning them to his belt. Lifting the bardiche from it's scabbard, he pats Harbinger on the neck, telling the stallion, "guard these other horses while were gone."

Turning towards the tower then to Varrus, "Not a bad idea, we saw the large section of quartz in the back of the cave" Gesturing to the pile of rocks leading towards the second floor. "And it looks like the rocks are the 'easiest' way into the tower. Anyone want to look around for traps?"

As he speaks, he moves closer to the rock pile inspecting it.

hmmmm that tower seems familiar :) Angus will take 10(16) inspecting the rocks to see if they may be safe to climb.


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Earlier:
Sethiel rubs his hands together and places them over Angus's wound. "Small miracles are what I bring to this merry band."

Cure light wounds: 1d8 + 2 ⇒ (1) + 2 = 3
Of course.

Now:
"I suppose our normal silent approach won't help here, since they know we're coming." He looks at Alyssa. "You know more about these than I do. Any ideas?"


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

Alyssa shakes her head at Sethiel's question. "Don't know much more that can help. I think Varrus has the right idea - we should try looking for another way up there besides the one they're expecting us to take. But there's no guarantee there is one."

"I'll call Nadyra to help us out. Not sure if she'll have a better idea on how to proceed, but she can help us look for another way in, and help us if we get into a fight with the mites"

Since they know we're coming, I figure we can take a minute for me to summon Nadyra before moving on


CotCT Battle Map / KM Hex Map / KM Battle Map

The tower should seem familiar. I've been trying to remove some of the random encounters to focus the book a little on the two to three major things that kind of matter, and also to have some (small) dungeon crawls.

Nadyra joins the party, Angus's inspection of the rocks shows little danger in a scramble up them and into the tower itself, and Sethiel's small miracle heals Angus of just a few of his wounds. The party's view of the somewhat broken tower ahead shows a pair of doors, each well-sized for everyone present. The continued piles of rubble in the southern door's entrance indicate that it's probably filled with similar stones and bricks. The path to the north, however, has been haphazardly cleared of such rubble and wreckage.


GM Elfriede wrote:
The tower should seem familiar. I've been trying to remove some of the random encounters to focus the book a little on the two to three major things that kind of matter, and also to have some (small) dungeon crawls.

love that idea

Earlier
Chuckling at Sethiel's comment about small miracles, Angus holds still as he heals some of his wounds. Moving the shoulder he smiles. "You may see them as small miracles, but as far as I'm concerned their the difference between life and death."

Now
Not having found any suspicious traps in the rocks, Angus, knowing he's not very 'silent' chuckles at Sethiel's comment. Nodding his head in agreement with the elf, he turns to Alyssa remembering Nadyra, "I thing that's a good idea."

Gesturing towards the first level door towards the northwest, he grips his bardiche in both hands, as he moves towards it. "Let's see if anything jumps out." Stopping in the doorway he peers into the dark room.

perception: 1d20 + 6 ⇒ (17) + 6 = 23


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Bow at the ready, Sethiel heads toward the northern entrance. He mutters a brief spell to illuminate the tip of Angus's weapon. "May the Inheritor's light pierce the shadows."

Casting light on Angus's bardiche.


CotCT Battle Map / KM Hex Map / KM Battle Map

There is, in fact, something lurking beyond the northwest door. Something clitters and clacks in the darkness until Sethiel's light shines on Angus's weapon. Then, it becomes clear what it is.

An insect with a hard carapace and far, far too many legs, easily the size of a wolf, skitters around the room. Others sit on small mounds of some sort of mucus. As the light brightens the space inside, all four of chitter, hissing and clacking their pincers at the intrusion.

Tiff Init.: 1d20 + 5 ⇒ (18) + 5 = 23
Sethiel Init.: 1d20 + 3 ⇒ (1) + 3 = 4
Alyssa Init.: 1d20 + 3 ⇒ (17) + 3 = 20
Varrus Init.: 1d20 + 7 ⇒ (12) + 7 = 19
Angus Init.: 1d20 + 3 ⇒ (12) + 3 = 15
16.2

Enemy 1 Init.: 1d20 + 2 ⇒ (17) + 2 = 19
Enemy 2 Init.: 1d20 + 2 ⇒ (19) + 2 = 21
Enemy 3 Init.: 1d20 + 2 ⇒ (5) + 2 = 7
Enemy 4 Init.: 1d20 + 2 ⇒ (13) + 2 = 15
15.5

Party is first!


M Human Rog 2 | HP 15/15 | AC 16 (T13, FF 13, CMD 14) | F +1 R +6 W +1 | Mv 30' | Per +9 | Init +7

Are we botting Tiff? I see you rolled her into initiative, and without her we'd have lost to the bugs.

Varrus follows up behind Angus. "Looks like something jumped out."

He doesn't know what Angus's plan is, but he readies to loose an arrow if he has a clear shot at any of the insects.

Readied Attack:
Shortbow: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 1


Knowledge (Nature): 1d20 + 4 ⇒ (12) + 4 = 16 Any special attacks we should worry about?

Watching the large bug like creatures move around in the dim light, Angus shifts slightly back. Smiling at Varrus' comment, "Actually four of them. I think their very large spiders. Let's see if we can draw them to the door and use it as a choke point."

5 ft (or half that to square-up outside of the doorway) step back, readied attack Bardiche PA
readied attack: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 for damage: 1d10 + 6 + 3 ⇒ (7) + 6 + 3 = 16
I moved him slightly on the map so he's in the square this side of the door. I don't think any of them can get past him? With the reach weapon I think if the approach from the sides they'll have cover.


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

Alyssa moves near Nadyra and casts a protective spell on her, who moves gracefully next to Angus, smiling at him while she readies her spear as well, waiting for the creatures to approach.

Sylvan:

"Seems like a wise plan. The two of us should be able to hold them off here"

Casting Mage Armor on Nadyra (AC: 21)

Nadyra: Readied action: Attack if one of the bugs comes into range:

Attack: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Male Elf Cleric 1 | AC: 13/12/11 | HP: 7/7 | Fort -1, Ref +2, Will +4 | CMB +2, CMD 14 | Initiative +2 | Perception +4

Sethiel casts a spell on his bow, to increase its deadliness.

Casting magic weapon.

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