PF2e Crown of the Kobold King Plus

Game Master djdust

Strange things are afoot in the Silverpine Forest.
Earthsday, 12 Galea, 1393 NGE
Player Resources
Roll20
◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction


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Roll20!

I need to amend something here, as Kerrdremak's directions to Merlokrep's throne room are as written in the book, but, looking at the maps, I realize they aren't oriented properly, so the directions are incorrect. The directions should be 'take the elevator, go WEST, then left, then right, left, and left.'


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian stands still just smiling.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir leans towards Shae. "So, uh... What are they saying?"


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

"Something about a Dwarf ghost down that way, and then a well-guarded elevator that's also trapped, and something called a Forge Guardian. Standard dungeon stuff to get to some Kings throne room".

Stepnik casually explains as he fiddles with his vials and reagents making sure he's ready to continue.


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Sorry, thought I had relayed info…

Ascaede nods at Stepnik’s summary.

”Kerrdremak not only provided extremely specific directions to approach Merlokrep’s chambers directly once we pass down through the elevator, but he also provides us with the services of Vrerkrik…though I am uneasy with the mode of service. Essentially, Vrerkrik appears to have been Kerrdremak’s enemy and/or prisoner, and is now….ours…

Pacing toward Vrerkrik, Ascaede addresses the pitiful creature in Draconic.

Draconic:
Despite the slaughter here, we have no wish to kill you. Lead us to Mighty Merlokrep, and we will let him know that you served loyally and with alacrity.

Ascaede then explains to the group.

”I told Vrerkrik to lead us to Mighty Merlokrep, and that we would tell Merlokrep how his loyal servant…served us. I must admit, I am none too pleased to now be Vrerkrik’s mistress in bondage…

Ascaede will relate what Kerrdremak told her about this level and the level below in as much detail as was told to her, so folks can read the Draconic spoilers from Kerrdremak on the previous page, with particular attention paid to telling Waedin about the Dwarven ghost should Waedin be interested in exploring that…


Roll20!

Vrerkrik picks himself up off the floor, and after glancing down at the body of his fallen mate, bravely lifts his gaze to meet Ascaede's, and spit at her feet.

Draconic:
"If you spare my life, I will take you to my King, but only so that he may kill you and use your bodies for his glorious sacrifice!"

The captive kobold then squirms a bit and continues:

Draconic:
"But, don't be fooled by that traitorous liar Kerrdremak. He intends to take the glory for himself! Don't go that way <pointing west>. The quickest route to the elevator is north from here!"

We can assume Ascaede and Stepnik provide translations for the group. Do you listen to Kerrdremak and go west then north? Or do you listen to your captive guide Vrerkrik and head due north? Or do you ignore both and really check out this strange pit of molten slag and blood to the east?


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

1d20 + 5 ⇒ (13) + 5 = 18 Perception (Sense Motive).

Stepnik scowls at the squirming spitter and steps off to look at the interesting slag and blood in the east.

1d20 + 5 ⇒ (3) + 5 = 8 Perception search stuff.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

I think we need to tie this one up. WAedin observes. Can someone patch up the pick gash on me before we get going further in?


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

So Waedin is Wounded 1. Can Ascaede use Treat Wounds to remove that even though she used Battlefield Medicine earlier to remove HP damage? Battlefield Medicine says "This does not make them immune to, or otherwise count as, Treat Wounds."

If yes:

Medicine DC 15: 1d20 + 3 ⇒ (9) + 3 = 12

Ascaede attempts to stem the flow of blood from the doughty dwarf's wounds, to no avail.

The acolyte then tries to heal her own wounds...with even less acumen.

Medicine DC 15: 1d20 + 3 ⇒ (5) + 3 = 8

Scowling at her own lack of ability, she takes one of Stepnik's elixirs and drinks it...

Heal: 1d6 ⇒ 4


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

"Well, is someone else among us able to treat Waedin? And Waedin - do you wish to investigate this "Dwarven Ghost"?


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

The Bard points at the Alchemist.
Stepnik has his Versatile Vials that he can continuously use.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir looks about. "I was planning on resting a bit and licking our wounds. If we have time now."

Then he looks at the kobold. "Well, they did try to kill us, so..."

He shrugs. "I know it sounds cruel, but we either let him go or we don't. And I'm not lugging him around."

This is the kobold that ran away from the fight, yes?


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede makes a face, either of distaste or weariness. She points at the kobold prisoner with the handle of her blade.

”We tie his hands. He can walk as he is able. If he attempts to flee then we…deal with him. Or Kolek does…” she offers as a compromise between Waedin and Ustemir’s wishes…

Does Stepnik have an capacity to remove Waedin’s wounded condition? Who else can use Medicine skill?


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

I think Ustemir can, and I believe tying someone up well is a Thievery skill

The lizard is definitely going to call out and warn their friends. So whoever is tying them up better gag 'im


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

"Yes. Here. Take as many as you need".

Each heals 1d6 damage. I believe when you are healed to full the wounded condition disappears.

Nobody can try a Medicine check for one hour after one is attempted on an individual. Perhaps we can start using the "Aid" action to assist in skill checks where applicable.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Ah, only at 1 point of damage so I'll just take one please

Waedin drinks one of Stepnik's concoctions, rests for 10 minutes and is good to go.

Let's be careful about all of this and just clear the place room by room. We'll check out the Dwarf Ghost when we run into it. I'm just trying to find this Wizard person who left that little girl alone.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

The drommar sighs and raises his hand. "I think it just complicates things. For instance... this elevator you mention can supposedly only move one person at a time. After that, the kobold will surely alert his friends when we approach." Ustemir pats his knees and shrugs. "As far as I can see it. And we can't let him run either. We are in their territory now. The kobolds may have secret passages all around. It's either knocked out or dead."

He pulls out his blade. "From a practical standpoint, I choose the latter."


Roll20!

Once Kerrdremak leaves, the question remains what to do with the prisoner. Yes, this is the same miner who ran from the last fight to fetch reinforcements, only to be surprisingly returned to you by the traitorous Kerrdremak.

Stepnik can tell this Vrerkrik is obviously lying about the route directly to the north.

Meanwhile, Ascaede tries to tend to the wounded, but is unsuccessful.
Note: Yes, you can Treat Wounds after using Battle Medicine. You can only use Battle Medicine once per day per creature, and Treat Wounds has a cool down time of 1 hour before you can try again.

Luckily, Stepnik whisks up some more healing droughts.

Status Report:
Waedin
Sebastien
Ustemir (6dmg)
Kolek
Ascaede (2dmg)
Stepnik

Meanwhile, Vrerkrik is restrained, hands bound, and gagged. While the group debates about what to do with their new prisoner, Stepnik takes it upon himself to explore further the room to the east.

He enters the room with the glowing pit of molten slag and blood, but his eyes water and sting from the heat and soot which hangs heavy in the air, and he doesn't notice the strange beaked wormlike creature crawling out from the vent in the ceiling above.

Initiative:

Ascaede: 1d20 + 6 ⇒ (6) + 6 = 12 Perception
Sebastien: 1d20 + 8 ⇒ (16) + 8 = 24 Perception
Stepnik: 1d20 + 5 ⇒ (6) + 5 = 11 Perception
Ustemir: 1d20 + 8 ⇒ (18) + 8 = 26 Perception
Waedin: 1d20 + 7 ⇒ (15) + 7 = 22 Perception
Creature: 1d20 + 10 ⇒ (15) + 10 = 25 Stealth
Vrerkrik: 1d20 + 6 ⇒ (19) + 6 = 25 Perception

As Stepnik wanders off, Ustemir gets an uneasy feeling.

Round 1: Bold May Act!
Ustemir (6dmg)
Kolek

Vrerkrik
Creature
Sebastien
Waedin
Ascaede (2dmg)
Stepnik

Vrerkrik is tied up, but Stepnik is in danger! Ustemir is up first!

Roll20 updated!

Recall Knowledge: DC 20 Occultism:
The strange creature is an aberration known as a Grick, a terrifying predator of the subterranean world. It is resistant to mundane physical damage.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir turns around to see the creature squeezing itself through something that seems like a hole in the ceiling. "Stepnik! Above you!" he runs to the creature, drawing is blades and getting ready to defend.

◆ Manipulate Draw weapon, ◆ Manipulate Draw weapon, ◆ Stride

I -am- moving around it, so if it can use a reaction to strike, it is there.


Roll20!

You gain your actions and reaction at the start of your turn, so Ustemir gets by safely.

Vrerkrik, being bound and surrounded, remains still for now.

The wormlike creature clings to the ceiling and lashes out at Ustemir with long tentacles.
◆Strike: Tentacle vs Ustemir: 1d20 + 11 ⇒ (16) + 11 = 27 Hit!
B dmg: 1d8 + 6 ⇒ (8) + 6 = 14 Ouch!
◆Strike: Tentacle vs Ustemir: 1d20 + 7 ⇒ (15) + 7 = 22 Hit!
B dmg: 1d8 + 6 ⇒ (3) + 6 = 9
◆Strike: Tentacle vs Ustemir: 1d20 + 3 ⇒ (18) + 3 = 21 Hit!
B dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Well, this time it's Ustemir's turn to wade into battle and immediately fall unconscious.

The terrible wormlike creature eyes? Ustemir's bleeding form hungrily.

Round 1: Bold May Act!
Ustemir (Unconscious, Dying 1)
Kolek
Vrerkrik
Creature
Sebastien
Waedin
Ascaede (2dmg)
Stepnik

Everyone else is up!


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian watches the Darkness pile drive the Orc into submission! Winces with each tentacle touch, the Bard immediately casts Soothe !
Soothe: 1d10 + 4 ⇒ (6) + 4 = 10

The Bard then Inspires!
Performance(T), Lingering: 1d20 + 9 ⇒ (20) + 9 = 29
Courageous Anthem+1!


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Grah! Garna protect us in this death trap!

Waedin thomps in, smacks and raises her shield.

Hammer: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Of a sudden, Stepnik was…gone. And then, sounds. Then, upon more suddens, likewise were Ustemir, Kolek and Waedin gone, and a creature appeared, and then suddenly, Ustemir was down. Only for Sebastian, also gone, but now there, to revive Ustemir. Ascaede blinks quickly. And rushes to the fray…slashing at the strange beast…

◆Stride ◆ Step ◆ Strike

Haaar!!!: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 [Possibly vs. Off-guard]
Kkkksh!!!: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 [Slashing]

[AC 17 as shield not raised…]

[Please move Ascaede as discussed in Discord…]


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

◆ Quick Alchemy - Frost Vial
1d20 + 8 ⇒ (8) + 8 = 16 Strike (Use Bomber so not damage to allies).

1d6 + 1 ⇒ (4) + 1 = 5 Cold Damage, +1(+1?) Splash damage, -5 Speed penalty

◆◆ CAST Electric Arc (Basic Reflex DC18)
2d4 ⇒ (2, 1) = 3 Electric Damage


Roll20!

Sebastien provided Ustemir with some soothing words that magically heals his wounds. Well, some of them. Our half-orc springs back into the terrible, horrifying world of consciousness!

Waedin wades into danger, wielding her magical maul turned warhammer against the tentacled worm. Sebastien kindly reminds her of his inspiring words, and she whacks the hardened hide of the creature. Hit! w/ Courageous Anthem!

Ascaede is right behind her, her sword likewise cutting through the tough hide, although its flesh seems resistant to her blade. Hit!

Stepnik overthrows an icy bottle at the creature in hopes of slowing it down. Miss! The splash seems to have no effect.
He then follows up with an flashy spell.
Creature Ref DC 18: 1d20 + 10 ⇒ (7) + 10 = 17 Fail!
The creature is shocked. SHOCKED!
Reminder that Courageous Anthem adds +1 to damage rolls, even for spells. So, +2 dmg on a 2d4, is that right Sebastien?

It squirms and thrashes about, realizing this meal isn't as easy as it thought.

Round 2!

Vrerkrik glances at Kolek, and decides it's better to not end up as bear food. He remains still and waits to see how this fight turns out.

Round 1: Bold May Act!
Vrerkrik (restrained)
Ustemir (20dmg, Wounded 1, Prone)
Kolek

Creature (17dmg)
Sebastien
Waedin (Shield)
Ascaede (2dmg)
Stepnik

Ustemir is up!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

"Kolek!" Ustemir regains his wits and shouts for his fuzzy friend. As he does that, he attempts to kick the creature from the floor. Kolek charges from the hall and snaps his jaws at the thing.

Ustemir: ◆ Command Animal, ◆ Hunt Prey, ◆ Strike
Kolek: ◆ Stride 25ft, ◆ Strike

Ustemir, Unarmed Attack, Prone: 1d20 + 8 - 2 + 1 ⇒ (2) + 8 - 2 + 1 = 9
Damage: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Kolek, Jaws: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Precision: 1d8 ⇒ 8


Roll20!

Kolek loyally obeys Ustemir's command and rushes to his master's aid. Ustemir tries to pull off one of those fancy capoeira kicks, but he's no monk. Luckily, Kolek leaps up, bearing his fangs and viciously bites into the thick skinned tentacle worm, bringing it down to the ground with his weight, his jaws crushing into the creatures brainpan. Sickly purple ichor gushes from between Kolek's jaws, and everyone should be struck dumb with awe/terror.

Crit! After much rules debate regarding Inspire Courage, Critical Hits, Damage Resistance, Precision Damage, and Doubling Damage, the end result is a dead worm. Combat over!

Aftermath:
Vrerkrik (restrained)
Ustemir (20dmg, Wounded 1)
Kolek
Sebastien
Waedin
Ascaede (2dmg)
Stepnik

Vrerkrik sulks in his binds.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian watches on his bardic heart overwhelmed by such courage.
Courageous Anthem is applied to any damage roll. Only once per occurrence.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

"Good boy." Ustemir lays flat on his back as he rests for a few seconds before slowly standing up. "If you like the taste, eat up." he pats Kolek, and adds a quiet "And hope you can digest it." to the party. He picks up his blades and walks back to the kobold to stop him from having any ideas. Having the kobol in sight, he turns to the party again.

"It got me good. Do you mind if we rest for a bit? I need to lick my wounds."


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Yeah we should do that. Good bite on ya Kolek!


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

"Here. Take a couple of these".

Stepnik hands Ustimir a couple of Elixers of Life.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir takes them, but looks at them curiously. What if we need these later? I can try to bandage my wounds. A bit. I mean it got me pretty good, but that just comes with the job."


Roll20!

Just to help track these things. Since waking and delving down the stairs:
Waedin received Battle Medicine (once per day)
Ustemir gave a healing potion to Ascaede (not used)
Stepnik used 2 Versatile Vials to make 2 Elixirs of Life (Ascaede used 1, Waedin used 1)
Waedin received Treat Wounds (once per hour)
Ascaede received Treat Wounds (once per hour)
Stepnik made 2 more Elixirs of Life (not yet used)

So, Stepnik starts each day with 6 Verstile Vials, and regains 2 every 10 minutes. So, you basically have an endless supply of Elixirs of Life? Might as well chug a couple. Ustemir can also receive Treat Wounds at this point.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian nods in affirmation.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir shrugs. And chugs down three vials between his bandaging.

3 x Elixir of life: 3d6 ⇒ (1, 4, 6) = 11
Treat Wounds DC 15: 1d20 + 6 ⇒ (17) + 6 = 23 2d8 ⇒ (7, 1) = 8

"That hits the spot. Nice job, Stepnik. Thank you."

So that takes 10 minutes

I believe I still have 1 damage remaining, but I'm fine with that for sake of saving time.


Roll20!

Ustemir tends to his own wounds under the red light of the strange glowing pit of molten slag and sizzling blood.

DC 20 Identify Magic: Religion:
This strange forge is being sustained through some ancient divine rite. However, this magic requires constant upkeep, so something, somewhere must be empowering it. Perhaps it can be deactivated or destroyed (requiring a Thievery or further Religion Check).

With the vicious tentacled worm terminated, you have an exit from this chamber to the north. However, Vrerkrik is urging you north from the monolith room, while Kerdremak had suggested you go west first before proceeding north. What's your next move?

I'm unable to log-in to Roll20 at the moment, so no map updates for now.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Let's go West. I'd much rather trust someone whose dirty work we're doing rather than this little fanatic


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

1d20 + 8 ⇒ (15) + 8 = 23 RK: Religion (Using Crafters Appraisal Feat)

"This is powered by some ancient magic. It might be possible to silence it by using either some holy inspiration, or perhaps a little slight of hand... neither of which is my strength".


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian approaches the strange forge. The Bard begins taking out his Thieves Tools.
I am only Trained, so if someone is an Expert? I can also Inspire Competence too.

Thievery(T)+6 or Inspired Competence ?


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Oh, I -do- have thieves' tools.

Once he is done cleaning up the blood, Ustemir walks up to the monolith and ponders the inner workings of it and how to disrupt them.

Disable Device, Thievery: 1d20 + 8 ⇒ (17) + 8 = 25


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Nice rolls, Step and Ustemir!


Roll20!

With Stepnik's suggestion, Ustemir takes a look at the mechanisms of the forge, and figures out how to disable it, for the time being it seems.

Once that is taken care of, the group heads west and arrives at a set of double doors, where Kerrdremak warned a Ghost Dwarf resides. To you can see the hallway connects to where you had chased Vrerkrik down before Kerrdremak dragged him back. Oh, and speaking of Vrerkrik, you drag him along, bound and gagged.

Roll20 updated. Go through the doors or continue north?


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede looks to Waedin.

”Do we investigate? This isn’t exactly our dedicated mission, but I have found that gaining as much intelligence as possible is crucial to a well rounded execution…


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

I ain't afraid of no ghost!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

"Not scared, but I don't know about any of this ghost stuff, so I'm not sure whether I can be helpful. I'm not stopping you, if that's what you wanted to know." Ustemir shrugs.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

I think we need to clear out as much as possible. So let's go through the doors. And wasn't someone looking for a Dwarf who disappeared a while ago? Seems like this Ghost might be him.


Roll20!

The party pushes through the double doors and enters into a long room that extends northward. It appears to be a barracks or dormitory, with bed-frames and wooden trunks lining the western wall. Dust and cobwebs cover the ancient furniture, yet the stone floor seems strangely immaculately polished and clean.

As you enter into the room, you hear a strange hissing sound from the north end of the room. Looking in that direction, you see the image of a dwarven skeleton, bedecked in armor and holding a battleaxe high, glowing in a pale green light, floating a good foot off of the ground and slowly creeping towards you.

Initiative:

Ascaede: 1d20 + 6 ⇒ (20) + 6 = 26
Sebastien: 1d20 + 8 ⇒ (5) + 8 = 13
Stepnik: 1d20 + 5 ⇒ (8) + 5 = 13
Ustemir: 1d20 + 8 ⇒ (7) + 8 = 15
Weadin: 1d20 + 7 ⇒ (19) + 7 = 26
Dwarf Ghost: 1d20 + 5 ⇒ (6) + 5 = 11

Round 1: Bold May Act!
Ascaede (2dmg)
Waedin
Ustemir (1dmg)
Kolek
Stepnik
Sebastien

Dwarf Ghost

A few of you (Sebastien, Stepnik, and Waedin) recently had a showdown with a ghost just a few days ago, and... something seems different about this one...

DC 23 Perception: Requires a Seek Action:

You notice the skeleton does not seem animated by itself, but rather suspended in a 10ft cube of clear gelatin, illuminated from within by the glowing axe blade.

Roll20 updated! All may act!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

As the door opens and the skeleton hovers closer, Ustemir pulls out his two blades. "I'm not saying it's aggressive, but it doesn't seem overly friendly either. If you want to try talking, I suppose this is the time."

Manipulate, Manipulate, Hunt Prey


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

◆ Seek 1d20 + 5 ⇒ (14) + 5 = 19 Perception
◆ Stride (Leap up on bed)
◆ Strike (Throw Alchemist Fire).
1d20 + 7 ⇒ (14) + 7 = 21 Throw
1d8 ⇒ 6 Fire, +1 Persistent, +1 Splash (Using Bomber to only do splash to target).


Roll20!

Stepnik lobs a bomb across the long hall and it explodes in fire, however, not on its intended target. Instead, the flames lick up the side of a transparent gelatinous cube.

Round 1: Bold May Act!
Ascaede (2dmg)
Waedin

Ustemir (1dmg)
Kolek
Stepnik
Sebastien
Gelatinous Cube (7dmg)

The real enemy has been revealed! Ascaede, Waedin, and Sebastien may still act!

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