Riverlands Here We Come (Inactive)

Game Master Chainmail

PF2E Kingmaker Book 1 Marching order: Lyra/Edoom:BB/Tibold
Stolen Lands Hex Map
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Edoom landed a katana strike which decapitated the commander of the assassins at the same time Lady Jumandi pushed forward to put her Aldori dueling sword through the eye of the last frost giant. Between lady Aldori, Jade, Lyra and Edoom they heal Tibold and Brightberry with a healing potion and some magic.

The commander had three minor healing potions on her body.

Combat Over -- Final Cut Scene of Chapter 1 coming up


Once Volodmyra and her cutthroat companions are defeated, Lady Jamandi thanks you individually for your heroics and promises you a suitable reward, but her primary concern is securing the manor, extinguishing any remaining fires, and tending to the wounded. With or without your assistance, this takes the rest of the night and the better part of the morning.

A few hours after dawn the next day, the situation at the manor is more or less under control. Engineers from Restov have arrived and are busy surveying the fire-damaged parts of the manor to plan repairs, while the dead have been gathered and are being prepared for funeral services. Servants are busy throughout the manor and grounds, making minor repairs, cleaning up bloodstains, or recovering from the ordeal.

Lady Jamandi gathers you and the other surviving adventurers (Amiri, Harrim, Linzi, Tartuccio, Valerie, Jaethal) in the Great Hall at noon. As you enter, you see even more adventurers and explorers who have been contacted by Lady Jamandi. There are many less heroes in the banquet hall today and the atmosphere is serious and somber as Lady Jamandi steps up to speak.

"I would like to thank those of you who helped defeat the Black Tears last night," Lady Jamandi begins. "It's obvious someone doesn't like our plans to settle the Stolen Lands. Well, we're not so easily dissuaded, are we? I say no, and this morning, I would like to issue formal charters to all of you to begin exploring the Stolen Lands and make them safe for tomorrow's settlers.

"The first charter we would like to bequeath goes to the group called the Iron Wraiths," she states, with a wave towards a band of four well-armored adventurers. "The tales of your adventures have thrilled many Brevic nobles, and I'm excited to see what you can do with the exploration of the Glenebon Uplands. Your charter is to establish a base for Brevoy there after dealing with the Tiger Lords and then to open diplomatic relations with Pitax from a point of strength."

The Iron Wraiths make their way up to Lady Jamandi and she gives them their charters. As they leave the room, they make catcalls at the five of you and two other groups of five adventurers as they leave. "Hey, 'heroes,' don't forget to bring your stuffed animals so you don't get scared." and "I bet 30 gold these other 'adventurers' won't last a fortnight." Lady Jamandi shakes her head in frustration and disapproval at these antics then proceeds with the second charter.

"Baron Hannis Drelev, as per our previous discussions, your charter is one of specific importance for Brevoy. Securing the southern trade routes along the East Sellen River and establishing a base for merchant caravans and barges alike is of utmost importance! Hooktongue Slough will be your base of operations."

A dour-looking nobleman takes his charter from Lady Jamandi with a crisp bow that's barely more than a nod, then walks from the room. The PCs notice a slight sneer on his face as he makes his exit with nary a word nor look toward anyone else. Once he's on his way, Lady Jamandi turns to one of your table mates from the previous evening.

"Maegar Varn, your father Androth has long been a faithful friend. Your charter assigns you to Nomen Heights to establish a town with the Varnling Host. In time, we hope to establish an Aldori dueling school there, but in the more immediate future, we ask you to broker an alliance with the Nomen centaurs who roam the region. I trust you and your fellows are up to the task!"

Maegar Varn walks up to accept his charter from Lady Jamandi. As he leaves the Great Hall, he passes by your table and smiles at you. "Once you get established, I would love to have you come visit so we can set up trade relations. Good luck!" With a swish of his cape, he turns and leaves.

"And last, but certainly not least, last night's heroes. First, I want to thank you again for risking your lives to help defend my manor. The courage, gumption, and skill you displayed will take you far, I suspect! For your charters, we're asking you to travel to the southwest into the region known as the Greenbelt, a swath of wildlands that includes the forest known as the Narlmarches and the hill country of the Kamelands. We've heard that the bandits have grown particularly aggressive in the Greenbelt, and they need to be stopped before anyone safely settles in the region. A small trading post in the Rostland hinterlands has been particularly hard hit—I suggest starting there. Once the bandits have been dealt with, we will be ready to bequeath to you more permanent charters to settle the land and establish a government of your own!"

Lady Jamandi hands each of you copies of the same charter. She encourages each of you to leave for Oleg's Trading Post at once and wishes each of you luck on your adventures. She presents you with a medalion made of white gold on a twisted, sturdy strand of rose gold with the words Hero of Aldori Manor on the front and with a crossed out symbol of the black tear assassins and last night's date on the back. She thanks Jade for service to her household and commends her on her decision to join the heroes on their task to settle lands for her.

Amiri, Harrim, Jaethal, Linzi, and Valerie seem to be conversing with Tertuccio.

THIS CONCLUDES CHAPTER 1 OF THE MONSTER KINGMAKER AP!!


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

"Well, I hope we've seen the last of them," says Lyra ironically when the Iron Wraiths and the other groups leave. "Does anyone have a map or know where this Oleg's is?"

"Also, we have a pile of gear to sell or move along with us. I am new enough here, that I don't know anywhere to deal in those things, do any of you?"

She looks proudly at the medallion, thinking back about the actions of the night before -- at least right up to the point where she fell.


Lady Jumandi thanks you profusely for your aid. The money in the treasury Lady Jumandi considered to be her property. Any weapons, potions, and armor that you found she would like you to keep.

Lady Jumandi does inform you that she will need to reequip and restaff her forces, and any equipment (weapons and armor) that is left behind will be put to good use. Nevertheless, she generously offers for you to take all that you can carry to start your new kingdom.


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

As the fight ends, Jade would make sure to heal Brightberry and Tibold to ensure they don't bleed out before more significant aid can arrive.

She then curtsies and introduces herself. "I am Jade Pearls that Dance Upon the Waves at Moonlight. You can just call me Jade. I apologize for taking so long to arrive, but there were many fires that had to be dealt with along the way."

The medallion given at the breakfast is accepted, but she doesn't seem to really consider it very important.


The medallions can be sold for 10 gold pieces.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Edoom nods at the Kitsune arrival. "Your arrival was most fortuitous. None of our group might have lived to see the light of this new day without it. I'm a Edoom and would be honored to fight at your side".

"So a question Lady Jamandi. If we were to take some of the gear from the assassins and have the desire to store it somewhere till needed, can you make a suggestion? Would it be possible to store it here till needed, or perhaps we could borrow a wagon and team to take it with us? What more can you tell me about the Oleg's Trading Post"?

He then turns to the group he seems destined to spend the next period of his life with. "Seems that most of the other adventuring companies have adopted a moniker should we consider the same"?

As the morning progresses Edoom requests a private word with Lady Jamandi.

Lady Jumandi

Spoiler:

Do you know where these Black Tears are headquartered, and what their motivation to block the settlement might be? Do you think they are a larger group that still might be a thorn in our sides"?


hidden:
Make a request 1d20 ⇒ 9

Lady Jumandi directs a man with a ledger to handle your requests. He approaches to catalog what you want to bring.


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

Waking up from dreams of a breeze blowing through the branches, Brightberry looks up to see a fox person looking down on him. After re-orientating himself back to the physical world, he greets her. "Hello Jade Pearls that Dance Upon the Waves at Moonlight. Thank you for waking me up. I almost forgot to come back on my own."

Brighberry accepts the medal with solemnity, and then stumbles forth a smidge at the weight of the object.

Greenbelt. That sounds like the perfect place ever! I can give body to the forest and raise up guardians to make a nature friendly kingdom. Oooh. I will probably need gold for the rituals needed to do this.

Brightberry lifts the golden medallion to his mouth to bite at it with his bark gums, as he's seen other humanoids to when receiving such material.

This will be a good start. Maybe the others will decide to carry some of that equipment to sell for us.

At the mention of gear...

"It sounds like we are both in need. We will need money to start a kingdom, and Lady Jumandi needs equipment for her troops." Brightberry then holds up his twiggy arms. "I can't carry that much. I can't carry that much and I don't have a cart. Maybe we carry some fancy expensive stuff like the hand crossbows and leave the simple useful stuff here?"

At the mention of a moniker...

"Oooh! I like the Greenbelt motif. Maybe something with the word green? 'The Green Counsel', 'Greenies', 'Green Blades'? We could be the Green Blades of Green Belt."


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

Lyra returns the box of cash and the magical mace. She parts with the magical sword found along the way as well. The items that were the house-guards they easily return. If the clerk wants to claim any of the other gear, jewelry or loot, Lyra will listen.

Once the accounting of what is the House's is settled, Lyra offers the clerk to buy the rest for 105gp. "Why make some middleman rich. You can take if off our hands at sale price, and not have to pay retail. We would trade some of the coin for a cart and animal to lead it if have any to spare."

"Oh," she adds, "If you can point us in the direction of an outdoor outfitter, we have some other supplies to get before we set off for our charter-lands."

Not sure if you want to hand-wave acquiring some of those things. Or if you want to RP shopping trips. Any idea what time of year it is? Do we need to consider cold-weather gear etc?


Lady Jumandi takes all the items you have returned, but she insists on leaving you with the magical mace and the magical longsword.

"You defended my house. I would like you to keep these two magical weapons."


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

"Lady I offer my gratitude. It's obvious our alliances were well founded as your generosity and hospitality are unparalleled. While greatly appreciative of your gifts I might ask if you have anyone on staff who could move one of these striking runes to a weapon, I'm more attached to"?

Edoom quietly caresses the handle of his ancestral Katana.


"It will take a day and 3.5 gp to transfer each rune. I will trust your judgement as to whether or not the trading post needs immediate assistance or not."


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

"Sometimes it is better to wait for a wind before letting a seed to fall from a tree. Unless the ground is about to freeze for the year, I guess. Anyway, I think it would be worth our time if we have the time. We can get a horse and cart along with provisions while we wait. 'Guardians of the Green', let's get ready!" Brightberry says with a little fist pump. Redleaf pops up onto his shoulder and mimics his fist pump.


The group takes two days as the master craftsman moves two potency runes from the mace and long sword with the Aldori crest.

None of the other groups have taken a wagon, and lady Jumandi discourages you from doing so. ”A wagon in bandit lands is like blood in the water among sharks.”

After two days the heroes prepare to head west.


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

"A wagon lets us carry more supplies. It allows us to carry wounded people should we encounter any. Also, if we are after bandits, drawing them to us keeps people safe."

Jade will go with any decision about the wagon the group makes, but it's pretty clear she is in favor of having one.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

"If not a wagon...perhaps a couple of mules or packhorses"?


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

"Mules can go places a wagon can't. Wagon wheels might get stuck in mud or be too wide to fit in a narrow path. Mules can go anywhere and are less of a target, letting us attack instead of being attacked." BB says, nodding sagely.


Pack mules (2gp each) are for sale—optional saddle bags .2gp each as accessories. A wagon is 25 gp and needs two mules or draft horses {same price as mules}

”These are domesticated but not combat trained or named. If you want the wagon I would stick to roads.”
says the man at the livery.


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F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

"We will likely need to be off the road, so perhaps the mule with saddlebags is the right choice for now. What about feed for the animal?"

Provided everyone agrees, she forks over 2.4gp for the beast and two saddlebags.

She would also like to buy a 4-person tent (5gp) and provisions for a week or two for everyone including the mule. An extra week at 4sp times 5 people is 2gp additional.

Is it the time of year where we need cold-weather gear? Anything else before we go out? Do we need map-making tools or a compass or anything else?


The weather is the middle of spring, perfect for traveling.

The mules are saddled, the feed is purchased, and provisions are stocked in the saddlebags.

The travel from Restov, the cultural center of Southern Brevoy leads straight west. After two days, you arrive at the southernmost village in Rostov, Nivakta's Crossing. An alert assemblage of traders, hunters, fishers, and trappers watches you intently. The village is surrounded by a wooden pallisade for defense on the NE bank of the Shrike river. A low bridge allows access over the river to the south while the SW side of the bridge is fortified with well-manned guard towers.

Edoom mixes with the hunters a bit, and they share with him tales of Maeger Varn and his sturdy warriors into the Nomen Heights. The impressive mercenary company is the talk of the town.

There is a high priest of Pharasma in town, and she can be found at the only church if needed. You prepare to cross into the Rostland Hinterlands.

Edoom and Lyra seem to interest the locals who share:
In the southern Stolen Lands dwell a lizard group led by a lizard king who talks to his dead ancestors.
The hunters speak of a Swamp Witch who is friendly if you call out to her before visiting and going in her yard. She turns trespassers into scarecrows cursed to serve her forever.

Token moved on map

hidden:

6d20 ⇒ (17, 12, 3, 20, 20, 18) = 90

You can continue in the well traveled land west or cross the bridge to explore lands south and closer to Maeger Varn's charter.


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

During the two day trip, Jade often becomes a four legged fox, still with her dark black fur, to scout ahead, or just to run around a little.

At Nivkata's Crossing, she is, naturally, in kitsune form, though is not surprised if some of the hunters are rattled by a humanoid fox in their town.

I think we should head towards the trading post since that is our objective.


hidden:

RE flats: 2d20 ⇒ (4, 7) = 112d20 ⇒ (15, 17) = 32
hidden: 2d20 ⇒ (10, 19) = 292d20 ⇒ (15, 17) = 32

Daily update -- hexploring day 2 -- we havent had one of these in a while

During the middle of the third day Lyra and Edoom notice three wolves that seem to be following your group in interest. Brightberry identifies them as a mated pair with a near adult cub. They follow but do not close the distance, content to match your pace and keep near the brush by the river most times.

Making camp you set a careful watch and nothing happens until morning. Lyra and Brightberry find signs of wolf prints nearby next day most likely from one of the adult wolves.

Token moved staying in Brevoy and following river and road


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Edoom is a bit concerned about the wolf tracks. He knows how farmers fear when wolves are about as they can be aggressive when hungry. He hopes these are well fed.

I guess we should set up a watch schedule and walking order? Edoom would like either 1st watch or last watch, and perhaps second in line for travel. He will use the exploration activity of Sense Direction since it doesn't slow us down.

"Well. Those folks seemed friendly enough. Good to see our borders will be well defended. I agree to head towards the trading post directly as we delayed a bit to have our weapons enchanted".

He absentmindedly strokes the handle of his Katana as he speaks. He has often over the past day drawn it when they take a break and swinging it around getting used to it's enchantment.


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

Jade does not go into fox form while the wolves are about, as she doesn't want to goad them into attacking the group if they decide she is food, and she's rather happy that they avoid us.


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

You may notice on the trip that BB does not partake of the rations. If asked, he says something about being his own chef and that he just needs to do something called 'grounding' every once in awhile. Grounding Lisa just like standing around, though.

While in Nivakta's Crossing, BB will comment, to anyone who will listen, how the town's defenses could be enhanced with living trees and shrubs. He also speaks of how water harvesting could benefit the town's needs. He also asks of other plant people, most likely disappointed with the answer.

Very interested in their canine friends, he names them; Bika, Nila, and Hank.

"This is all very nice, but I also think we should head right for Olegs. We might be sorely needed."


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

Lyra has spent some time outdoors, and has not seen wolves follow groups of people before, usually they slink away and look for easier prey. As they walk the next day, she spends some time watching them, looking for any other behavior that is out of the ordinary.

Not sure what check, if any, might work here. She has +5 Nature or a +7 Perception if those are indicated.


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

Noticing Lyra's interest in the wolves, he says to her " I know how to train beasts like wolves. I'm still working on making friends with wild ones, though. They like to chew on sticks too much."


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

"I have worked on many farms and found that nothing inspires more fear in farmers than wolves who somehow lose their fear of civilization".


daily Update
Initiative

Lyra: 1d20 + 7 ⇒ (2) + 7 = 9
Edoom: 1d20 + 6 ⇒ (18) + 6 = 24
Bberry: 1d20 + 6 ⇒ (17) + 6 = 23
Jade: 1d20 + 4 ⇒ (3) + 4 = 7
Enemy: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22

The party continues to follow the road and river. After moving through the road, a few wild boars are seen rooting around in the light underbrush.

Both Edoom and Brightberry react to the sudden appearance quickly.

Order
Edoom/Brightberry

Wild Boars


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

initiative! Are we still with the wolves?


The wolves have continued to follow you at a distance, but no hostile actions have been taken by either side.

Brightberry informs you the wolves did not seem skinny or malnourished, but the last settlement seemed full of trappers and hunters.

hidden:
4d20 ⇒ (17, 4, 3, 12) = 36

Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents’ pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere.

Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat.


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

"Ah, boars."

Do they seem aggressive, or just possible prey for us?

◆nature +7 recall knowledge on these boars.


hidden:
1d20 + 7 ⇒ (13) + 7 = 20

While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger.

These particular boars are territorial and do not like your presence.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

◆ Recall Knowledge: Farming Lore.

"I bet they're good eating as well. Might need to thin them out a bit, as they can root up the land substantially".

◆ Draw Shortbow
◆ Take a shot at one of them.

1d20 + 6 ⇒ (17) + 6 = 23 Shortbow
1d6 ⇒ 1 Arrow

If it's a crit...

1d6 ⇒ 1 Crit Damge
1d10 ⇒ 9 Deadly Damage


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

"Oh... Maybe just one or two. We don't need to kill all of them. Let's just kill that one to process then."

◆◆cantip
Electric arc DMG: 1d4 + 4 ⇒ (4) + 4 = 8 Ref 17

It would jump to a near by boar was well.

"Shoo!". He calls to the others.


Daily Update -- Boars on the road
Round 1

Edoom fired an arrow, barely grazing one of the boars.
Brightberry launches an arc of electricity, but the electricity seems snap at about thirty feet and crackle the air short of the boars.

Hidden:
1Edoom 2 Lyra: 1d2 ⇒ 1charge>>: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 252d6 + 4 ⇒ (6, 2) + 4 = 12strike: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 62d6 + 4 ⇒ (6, 4) + 4 = 14charge>>: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 142d6 + 4 ⇒ (1, 2) + 4 = 7strike: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 122d6 + 4 ⇒ (5, 1) + 4 = 10

The two boars charge then try to gore Edoom. The initial charge from the male strikes true, but Edoom dodges the rest of the attacks. The boars seem to be in the range of the crackling electricity for next time.

12hp of damage to Edoom
ORDER
Party in any order

Two boars (one -1 hp)


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

With a thought, Jade links to the plane of water, and the aura of water seen at the mansion surrounds her, and some of that water jets outward at the boar with the arrow in it.

Action 1: Channel Elements with an Elemental Blast as part of it, targeting the boar Edoom shot.

Elemntal Blast: 1d20 + 7 ⇒ (2) + 7 = 91d8 ⇒ 1

After that, she lifts her arms to the sky, and a little bit of it darkens, and then snow falls, snow that is intensely cold. It comes down on the board, and behind them as well.

Actions 2 and 3: I drop a 10 foot burst of chilling snow to catch both boars but not Eddom. They take 2d4 cold damage, with a basic reflex save ys DC 17. The squares the snow covers are also difficult terrain until they take fire damage, or the snow melts.

Coldness: 2d4 ⇒ (1, 1) = 2


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

LOL. A 2 and 3 ones. The dice roller did not like me this morning.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Ouch! Note to self... Look at the map before choosing actions :-)

◇ Drop Bow

◆ Pull Katana
◆ Move to Flank Boar #1
◆ Melee Attack

1d20 ⇒ 20 Strike (Wow talk about luck... and no chance to pull shield yet so using 2-H. Edoom seems to hit hard when injured.)
1d10 + 3 ⇒ (4) + 3 = 7 Edge
1d8 ⇒ 8 Deadly Damage

Total of 22 Slashing damage.


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

That should have been 1d20+6 for your attack Edoom. +1 for level, +2 for trained, and +3 for strength. You also ran through Jade's snow, which fortunately doesn't do any lingering damage! :)


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1
Jade Pearls wrote:
That should have been 1d20+6 for your attack Edoom. +1 for level, +2 for trained, and +3 for strength. You also ran through Jade's snow, which fortunately doesn't do any lingering damage! :)

and +1 for the rune on the Katana.


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

"They can't eat both of those boars. Unless maybe they smoke them...I think it's too late to try and shoo the other one. sad."

◆◆ electric arc: 1d4 + 4 ⇒ (4) + 4 = 8 W17
If they both live, it will get them both.

Wow! Same damage. Now that they are in range, it might help.

◆ Raise shield

Just in case

"We might need to discuss handling of wild animals after this is done. Don't fall Edoom. I can fix you up."


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

I'm holding off on my post, both to give Lyra a chance to do her first and so we can find out if one of the boars has dropped.


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

Lyra thinks about shooting her bow, but the boars close the distance quickly, so instead she draws her longsword, and attacks the boar which is directly between her and Edoom. She strikes it twice, dealing some slashes to its rear and flank.

Longsword strike vs flat footed AC: 1d20 + 6 ⇒ (18) + 6 = 24
Slashing dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Longsword 2nd strike, flat-footed AC: 1d20 + 6 ⇒ (13) + 6 = 19
Slashing Dmg: 1d8 + 2 ⇒ (2) + 2 = 4

Draw Sword (interact)
Strike x2 for 11hp dmg total

If the one that is flanked by Lyra/Edoom is dead, substitute movement to flank the other instead of 2nd strike


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

Jade fires off another blast of water at a boar.

Action 1: Elemental Blast targeting the bottom boar if it is still alive, otherwise the other one.

Blast: 1d20 + 7 ⇒ (11) + 7 = 181d8 ⇒ 4

She then moves next to Edoom and touches him to heal his injuries.

Action 2, Stride. Action 3 Oceans Balm

Healing: 1d8 ⇒ 6


Daily update
Round 2 Recap

After Edoom is hit by a boar, the group springs into action.
Jade rains down snow and fires water at the boars.
Edoom and Brightberry bring down the male boar, but the boar appears to be ferocious. Lyra finishes the ferocious boar off with a nasty strike and wounds the female boar hit with cold, electricity, and now a vicous slice.

The boar critically strikes Edoom knocking him down. Then it strikes Jade with her tusks and runs down the road.
Edoom dying 2 Jade 12hp damage

One boar down one wounded (-14)

hidden boars:

REF boar1/2 ice/elec: 1d4d20 ⇒ (6, 9, 13, 4) = 32
attack: 1d20 + 10 ⇒ (17) + 10 = 271d20 + 5 ⇒ (19) + 5 = 24
damage: 2d6 + 4 ⇒ (6, 1) + 4 = 112d6 + 4 ⇒ (4, 4) + 4 = 12
wolves: 6d20 ⇒ (5, 6, 2, 19, 1, 13) = 46

Three wolves pounce on the boar, ripping it up. The boar avoids a death blow, but is very wounded and surrounded by three wolves.
boar barely conscious wounded 1

Order
Party

Boar
3 wolves


Female Earthly Wilds Kitsune Kineticist, Water Gate, 1

Jade is not sure where the wolves came from, but there are more important things to worry about. After soothing her own wounds, she steps up next to the fallen Edoom and raises her shield.

Action 1 is Ocean's Balm on me, then step, then raise shield.

Balming: 1d8 ⇒ 2

That puts me at 10 hp now.


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

Seeing that the situation has changed, and that the wolf family is back, and potentially well fed, Brightberry moves into action.

◆ Stride

Brightberry moves up behind Edoom. "Redleaf, we have a friend down and friends yet to make."

◆ Interact
He will then take a small piece of fruit from his Leshy body and give it to Redleaf.

Redleaf, with the independent trait, will take the berry to Edoom to feed it to him. Not sure if this counts as two actions from Redleaf or not. I would think one, since I moved us into position, but it's an interesting situation. If it takes two, the healing happens next round.

Healing fruit: 1d8 ⇒ 7
From racial ability

◆ Wild Empathy
Seeing that they are well distanced from the wolves, who should be content with their future kill, Brightberry lets them know, through body posturing and sounds, that they will leave them be.

To his allies, "Let's see if we can let the wolves have that boar and us take this one. If that doesn't work, they can have this one too. We can leaf them alone hopefully."

Wild Empathy: 1d20 + 4 ⇒ (10) + 4 = 14


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

1d20 ⇒ 3 Flat check vs. DC 12 to stop dying.

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