Kingmaker: Blood for Blood!

Game Master BloodWolven

Tomb!

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Alice:
He shakes off the sudden displacement better than most. He easily climbs down from the tree and walks back to Alice. "Well that makes two of us? What was that? Are you alright?"

"I don't kneel before others very often. This would be one of four times in my lifetimes. I understand and it most likely won't happen again. I can think of a few instances that would make me want to..."

Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

He takes a sigh and begins to relay his past, "No, I was not always a daemon. I was a natural-born lycanthrope. In the en,d I wished to become the custodian in Abaddon for Lissala." He takes another breath and then explains his background as he normally would, "I had a very troubled background. I was born to a mother who was soon destroyed as a natural-born Lycanthrope, my mother had contracted it a few weeks before giving birth. I was raised in an orphanage until a wizard came through checking for aptitude with magic. I was already casting orisons and transmutation spells. I learned quickly how to become a wizard.
My goal was to make the world a safer place to live. I grew strong under the tutelage of Mamark, the human wizard. Though I outlived my mentor, I loved him as if he were my father. Being an elf does that.
I traveled and became an adventurer. Fought against so many creatures and evil. We were about 10th level when we were sucked into Abaddon after killing a daemon. All my friends died. I survived. Only to find the wishing palace. I couldn't go back and the voices tempted me."


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Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Xandarian paid one large amethyst and one chrysoberyl gem for the masterwork rapier.

The caydenite paladin sought out this Cleonora person in hopes of getting Jorne's whereabouts.
Diplomacy (gather information): 1d20 + 23 ⇒ (13) + 23 = 36


Xandarian:
You gather a lot of information.

The quick version from memory: She is on the council of Greenwatch, headmistress of the magical academy, Jorne's lover.
I saw him only for a few hours before running off with that Arrella. I would have gone but I have too many responsibilities. He is on his quest.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Stymied, Xandarian thanks Headmistress Cleonora and leaves her presence.

"Well, damn." The half-azata pouts. "I'm not gonna chase all over the Stolen Lands for Jorne, when I can't move the cursed sword anyway. I'll make due with this nice rapier until then." The paladin spoke to his Divine Emissary.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Xandarian Quartermain wrote:

Stymied, Xandarian thanks Headmistress Cleonora and leaves her presence.

"Well, damn." The half-azata pouts. "I'm not gonna chase all over the Stolen Lands for Jorne, when I can't move the cursed sword anyway. I'll make due with this nice rapier until then." The paladin spoke to his Divine Emissary.

*sips tea....* *cough*Divine caster*cough*


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F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Martikio:

All things considered being raised in a noble house, Alice observed and listened carefully to his story. Maybe he thickened some stuff, maybe he downplayed some details?

Sense motive: 1d20 + 21 ⇒ (6) + 21 = 27

"You do realize asking a lady for her blood is really more a vampire thing, right?""[/b]

Story considered, and the insight she was given into his state of being, a memory of her mother's philosophical moods comes back to her. In which her mother opted that a good moral compass, values and kindness, can make a world of difference.

Silently smiling inside, Alice motions for you to hand her the cup.
Picking her dagger, she cuts her finger, repeatedly as it heals instantly.
She mixes the wine with the blood, then hands it back, and pours herself another cup.

Mother, we will have so much catching up to do when i revisit.

"To new chances and a good life."


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"I'm bored", Boffy said, in his hare guise, as both paladin and Divine Emissary wander the streets.
"Fine", Xandarian answered. "Let's find out fellow Opparan so you can flirt hopelessly and fail."
"I will not have you besmirching my future 'bad decision'", Boffy frowned.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"I'm bored", Boffy said, in his hare guise, as both paladin and Divine Emissary wander the streets.
"Fine", Xandarian answered. "Let's find out fellow Opparan so we can flirt hopelessly and fail."
"I will not have you besmirching my future 'bad decision'", Boffy frowned.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Alice:
You can tell he is being honest about his life. He just omited parts or more likely just details. He is trying to be as truthful as possible. Some parts he doesn't even remember perhaps the reason to leave them out. You are sure there would be many more stories about his past if you asked.

He laughs and nods in agreement, "Oh yes I understand that is a vampire thing."

Taking the cup from her with appreciation in his eyes he says, "To new chances and a good life! May we live life to its fullest!" Then he drinks the cup of blood and wine.

1d100 ⇒ 40

He growls as his eyes glow blue. Magic particles leave Alice and go into Martikio. After a minute of the swirling magic and a few more of heavy breathing he sits up. Surprised he states, "You know I think the curse is broken. Thank you!" He rushes forward and gives you a big hug. If you resist, he pulls back and apologizes for the outburst.
If you accept it, he holds you tighter.


The group decides to follow the bounty: Spidersilk and head out. Do you go to the royal stables, a normal stable, or decide to hoof it? Any last minute shopping?

The group collects at the Northern gate and seem prepared to set out.


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Jorrast will jump up and ride on saddle bags of anyone that lets him.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

With his half-azata wings, Xandarian is considering selling Tammi, his horse he came to the Stolen Lands on, to some lucky merchant.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Ulricha heads to the Royal stables to obtain a mount before joining the others at the Northern gate.


On the road again where are you heading? Did anyone do diplomacy checks to gather info?

If nothing else you find any information broker who is willing to sell you a map and details to where some spiders live.


The group finds the lairs of the spiders, do you wish to kill them or simply scare them off? Or you might have another option...

Either way you come back with plenty of webs assuming no one burns the webs. You get your reward of 5,000 gp or a cloak of protection +2.

Time flies by fast as you each go your separate ways. Many of you meet with members of the council of Greenwatch. You learn the ins and outs of the position. After eight months you have made your mark and showed your capabilities to help. Many of you are about to take over from the current council member but before that happens Bearik wants you to explore his pyramid of power.

The Pyramid of Power is a simple structure and you go into the maze like interior. After a few hours you emerge changed. You are now all gestalt entities gaining the power of another class. You may have up to three regular classes using multiclassing. So for example: rogue 7/ wizard 4/ Arcane trickster 3. paladin 7, cleric 6, monk 1.

There is a feast in your honor of proving yourselves worthy by your hard work, dedication, and ability to gain more strength or power.

Are you interested in exploring, doing the bounties, or hitting the milestones?


Before that you likely would have finished your quest. Go ahead and gestalt.
-
Quest:
Kisandra asks the PCs to rescue her father Terrion from the dungeons below Drelev Keep and her sister Tamary from the Tiger Lord barbarians, and also to remove Baron Drelev from power and seize control of the city of Fort Drelev, thus liberating its citizens from the baron’s despotic rule.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Sounds good! I'm working on the gestalt, Thank you!


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

DEAR GOD! I don't know where to begin! I, too will be working on the gestalt!


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Paladin/Summoner? Boffy could be your Eidolon.... Or maybe your eidolon could be Boffy's companion?


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The group gathers their resources to be approached by Stalker... "sister Tamary from the Tiger Lord barbarians,"

Stalker comes to your group with information:
To the North of Fort Derlev several days ride... hours for us with the elk. I will escort you to the campsite of the Tigerlord barbarians.

The Barbarian Camp has settled in a small box canyon to the north of Lake
Hooktongue. The camp itself is located at the edge of a small forest, against the side of a 50-foot cliff in the hills. The encampment consists of only the vanguard of Armag’s army, including several of his best barbarian kinsmen. The rest of his tribe camp to the east and north in small groups.

The campsite consists of 11 circular tents, a fenced-in area for horses, and a wooden cage with a roof made of leather. Likely holding their five hostages (including Kisandra Numesti’s sister, Tamary).

Campsite/Tomb!

Perception DC 20 and watching for at least an hour:
In all, there are a dozen barbarians waiting at the campsite. At any one time, four of them are sleeping, four are relaxing in various tents, and four are on guard duty, hidden in nearby trees or standing sentry at the campsite’s edge.

DM notes:
Into the tomb:

Thick
fog fills every corridor (but not the rooms), obscuring all
sight (including darkvision) beyond 5 feet. Webs fill all
stairs from top to bottom as per a web spell, and every
intersection creates a minor confusion effect that causes
explorers to constantly question their sense of direction.
Lastly, a silent image hides all of the doors, making them
appear as part of tomb walls (DC 20 Will save to disbelieve
if interacted with). The iron doors (hardness 10, hp 45,
Break DC 28) are all sealed with arcane locks (DC 30 Disable
Device to pick) that reactivate within 10 minutes of being
bypassed—but several rooms include tests and tricks that
can cause the doors to open.

D1.
Both of the Black Sisters are actually quite
young—they view their youth as a mark of shame, though,
and dress in hooded clothes with high collars to hide their
faces. They hope that as a reward for helping to achieve
vengeance against Brevoy by leading a horde of barbarians
north, Gyronna will care for them in their old age to come.
Both have abandoned their personal lives and even their
names in pursuit of this singular goal.

skeletons and rogues in the mix to fight off the PCs.


Could someone cast Tears to Wine to boost certain useful skills?

Jorrast takes fox shape and sneaks in to scout the camp, avoiding any confrontation if possible.
Stealth: 1d20 + 31 ⇒ (2) + 31 = 33
Perception: 1d20 + 14 ⇒ (6) + 14 = 20


Jorrast:
You easily infiltrate the camp.

You quickly learn:
Currently, Armag’s favorite companions and bodyguards have settled here.

There is somewhere between 12 to 20 military figures and double that in attendants.

Several guards keep watch over their five hostages (including Kisandra Numesti’s sister, Tamary).

The campsite consists of 11 circular tents, a fenced-in area for horses, and a wooden cage with a roof made of leather.

You find six of them are sleeping, six are relaxing in various tents, and six are on guard duty, hidden in nearby trees or standing sentry
at the campsite’s edge.

The large cage at the center of the campsite contains the five hostages that Armag took from Baron Drelev—while these young women (Anjana, Galine, Marinda, and Sophelia, along with Tamary Numesti, Kisandra’s sister) are all terrified, they’ve been treated relatively well—not because the barbarians are particularly interested in honoring the wartime tradition of taking hostages, but because they see these soft, squealing “city women” as relatively pitiful and unattractive creatures.

So sorry I had this post ready to go and never finished it!


Jorrast returns to the group and maps out what he has seen. "I don't think we can do an open attack and keep them from harming the prisoners. But they don't seem to have hurt them so far. If there were some way to put a protective shell around them? Or fly in and grab them. The roof of the cage looks like leather, and the cage itself is wood."

Who all is here?


Ulricha, Xandarian, Alice, Jorrast, and Wolf/Martikio... are present as you scout the camp.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Perception: 1d20 + 2 ⇒ (9) + 2 = 11 (with Darkvision)

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

"I will hit you all with haste, then open up with a lightning bolt if you want. Jorrast sneak back in and be ready to protect the prisoners. We will head their first, yes?!"


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

"Works for me." Ulricha says with a grim nod as she draws her axe.


"Sounds good. I'll sneak back in and wait close to the cage." He heads back in trying to get close to the cage without being noticed.

Stealth: 1d20 + 26 ⇒ (13) + 26 = 39
Perception: 1d20 + 14 ⇒ (13) + 14 = 27

Haste is rounds per level so don't include Jorrast.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

He waits two minutes before casting haste on the group. Then moves in 60 feet.

In the last 8 rounds he casts for himself and others if they request.
Eternal wand of Mage armor, CL 5, 3/day

Eternal wand of Invisibility, CL 5, 3/day
Eternal wand of resist energy, CL 5, 3/day (fire)

Last round
Eternal wand of Shield, CL 5, 3/day


Combat hasn't started. I can't easily update the map. We are acting in rounds until the other side is aware of you.

Jorrast takes his relative time sneaking into the camp. Round 1 to 20 are prep rounds if you need to do anything. Wolf is on round 21 technically. Jorrast did you want to do anything more in that time?


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

That makes anything with a duration of rounds per level pretty much useless then.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Round 20
He casts Haste on himself, Ulricha, Xandarian and Alice.
He stealthily moves forward invisible.

Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
So he only moves 30 of his 60 feet of movement getting to the far side of the stream.

Active spells:
Resist fire
Mage armor
Invisibility

Round 21

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
He stays low and approaches the cage. He whispers to the prisoners, "We are here to get you to safety. Stay quiet. Ulricha if you would break an opening for them to exit."

Round 22


Jorrast would have activated Barkskin and gotten his fur dirty to hide the color before moving in. Then located as safe of a hiding place as possible near the cage to wait.

Round 21
When Jorrast spots the group coming in he moves to the cage and checks to see if it can be opened.

How close are the guards to the cage? Might be better if I attack to provide a distraction. ??


Sounds great Jorrast.

There are no guards next to the cage. Two are on the cliff wall behind the camp. Two are walking around either side of the camp.

The cage is on a cart or carriage wooden growth locks them in but it appears one door still works. It is barred by a plank from the outside. No apparent lock.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Round 22

I slowly remove the plank and open the door. "I am invisible. One at a time. Come quietly." I walk in grab a hand, kiss the back of it and guide her back to where we started. Picking her up if needed.

Round 23

I escort one of them slowly around the cage.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Jorrast changes to his natural shape waiting. Once the door starts to open he charges the pair on the edge of the camp that he thinks will be the best distraction and attacks.

Only one attack this round so everything in to it.... 1 Ki spent for elemental fury, swift action. 4 rounds of +1d6 electrical damage to attacks.
Attacking with a stunning fist: 1d20 + 8 + 1 + 5 + 2 ⇒ (19) + 8 + 1 + 5 + 2 = 35
damage: 1d10 + 5 + 1 + 4d6 + 1d6 ⇒ (5) + 5 + 1 + (3, 2, 6, 3) + (1) = 26
Assuming that is a hit but survives. Fort Save DC17 or he is stunned and drops anything held. And his movement is hampered, half speed and no 5' step.


Round 23

Fort DC 17: 1d20 + 9 ⇒ (1) + 9 = 10 Failed, stunned.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Though the other guard notices and yells a raging roar.

The other four guards will move towards.

Initiative:

1d20 + 4 ⇒ (14) + 4 = 18 Xandarian
1d20 + 6 ⇒ (10) + 6 = 16 Alice
1d20 + 2 ⇒ (3) + 2 = 5 Ulricha
1d20 + 10 ⇒ (11) + 10 = 21 Jorrast
1d20 + 4 ⇒ (3) + 4 = 7 Wolf

1d20 + 5 ⇒ (5) + 5 = 10 active guards east
1d20 + 5 ⇒ (5) + 5 = 10 active guards west
1d20 + 5 ⇒ (17) + 5 = 22 active guards bluff

1d20 + 5 ⇒ (15) + 5 = 20 resting guards
1d20 + 5 ⇒ (13) + 5 = 18 sleeping guards

21 Jorrast
20 resting guards
18 sleeping guards

16 Alice
10 active guards east
9 active guards west and active guards bluff
7 wolf
5 ulricha

Jorrast attacks stunning the barbarian he attacked.
The other guard hears him and yells. From the West the two guards approach quickly as the ones on the bluff climb down.
Wolf escorts the prisoner, he is invisible, she is now as he uses his wand on her.

Round 24


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Does the other guard attack me after he yells?

Round 24

With the first guard stunned and at least temporarily unarmed Jorrast turns to the other guard and unloads on the man.

Swift action, Ki point spent to add another attack. First attack will be stunning fist again.
Stunning fist attack: 1d20 + 8 + 1 + 5 ⇒ (5) + 8 + 1 + 5 = 19
If that hits, damage: 1d10 + 5 + 1 + 1d6 ⇒ (7) + 5 + 1 + (3) = 16
If that was a hit, Fort Save DC17 or he is stunned and he drops anything held. His movement is hampered, half speed and no 5' step.

Bonus attack: 1d20 + 8 + 1 + 5 ⇒ (20) + 8 + 1 + 5 = 34
If that hits, damage: 1d10 + 5 + 1 + 1d6 ⇒ (10) + 5 + 1 + (3) = 19

Confirm crit?: 1d20 + 8 + 1 + 5 ⇒ (11) + 8 + 1 + 5 = 25
If that hits, damage: 1d10 + 5 + 1 + 1d6 ⇒ (5) + 5 + 1 + (2) = 13

Normal second attack: 1d20 + 3 + 1 + 5 ⇒ (10) + 3 + 1 + 5 = 19
If that hits, damage: 1d10 + 5 + 1 + 1d6 ⇒ (3) + 5 + 1 + (4) = 13

Sneak attack damage if he was stunned? Bonus attack and normal second attack: 4d6 ⇒ (1, 4, 2, 1) = 84d6 ⇒ (4, 3, 1, 4) = 12


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Wolf - Martikio wrote:
** spoiler omitted **

Conversation earlier:

Alice is surprised by the hug, and doesn't quite know what to make of it, so she doesn't resist.

Round 22

Alice casts fey form 1, to turn into a pixie and fly above the stream.
She keeps her crossbow loaded to shoot at any guard coming into sight.

Readied shot, small size: 1d20 + 12 ⇒ (5) + 12 = 17Sting: 1d6 ⇒ 5

Alice keeps position as long as she does not see enemies, she can stay in fey form for 8 minutes.

Round 23
Alice uses protective luck hex on Jorrast and chants to prolong duration to 2 rounds.

Round 24
Alice chants and reloads her crossbow.


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Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Round 23
Xandarian advances, Boffy hanging on his shoulder, flies in to strike a barbarian defender.

Carouser's Retort: 1d20 + 13 ⇒ (16) + 13 = 29
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9

Round 24
The half-azata is in the thick of it.

Carouser's Retort: 1d20 + 13 ⇒ (18) + 13 = 31
Confirming: 1d20 + 13 ⇒ (4) + 13 = 17
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9
Confirmed Dmg.: 1d6 + 6 ⇒ (6) + 6 = 12

Carouser's Retort: 1d20 + 8 ⇒ (7) + 8 = 15
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Round 23

Ulricha begins uttering a chant in a tongue almost as the caves around them, her skin hardening and taking on the color and texture of rough iron, as she embraces her rage.

Cast Ironskin (+4 Nat armor). Free action: Rage: +4 morale to Strength/+6 Constitution, +2 morale bonus on Will saves

Round 24
With an opening already present in the cage, Ulicha charges into battle facing the first unengaged barbarian.

+1 Cold Iron greataxe/Rage/Charge: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Magic/Slashing/Cold Iron: 1d12 + 13 ⇒ (9) + 13 = 22

Raging 177/177| AC 29 T 12 FF 27 | Fort +16 Ref +6 (+8) Will +8 |DR 3/-, DR 6/ Non-lethal|Cold Res 3


Round 23

The alerted barbarian attacks Jorrast with his spear.

mwk spear: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 7 ⇒ (6) + 7 = 13

As a pixie Alice flies overhead towards Jorrast, hexing him.

Round 24

21 Jorrast
20 resting guards
18 sleeping guards

16 Alice
10 active guards east
9 active guards west and active guards bluff
7 wolf
5 ulricha

Fort DC 17: 1d20 + 9 ⇒ (5) + 9 = 14
The barbarian is stunned as the other becomes unstunned who drops to pick up his spear and attack Jorrast with his spear.

mwk spear: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d8 + 7 ⇒ (4) + 7 = 11
Crit

mwk spear: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d8 + 7 ⇒ (8) + 7 = 15

6 barbarians emerge from tents and move to anyone around them with weapon in hand. I will update map tonight.

Alice shoots her crossbow and hits the barbarian fighting Jorrast. Then reloads as she chants.
Ulricha
Xandarian gets into flanking position and pierces the barbarian twice more.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Round 25

I love Protective Luck. Crit turned in to a miss!

Jorraste smiles at the barbarian as he tries to hit him. "You hit me didn't you? Except that you didn't. I got lucky. Or you got unlucky. I really don't want to have to kill you. You can run away. Now. Unlike your friend here.... And perhaps you can tell your friends to run away as well? So they can live?"

He attacks the stunned man. I just noticed that I didn't actually take the extra attack last round. Flurry gives me one extra, and the Ki point gives me another. So, I'll add it here instead.

First attack: 1d20 + 8 + 1 + 5 + 2 ⇒ (10) + 8 + 1 + 5 + 2 = 26
Damage if that hits?: 1d10 + 5 + 1 + 5d6 ⇒ (3) + 5 + 1 + (2, 1, 1, 2, 5) = 20

Flurry bonus attack: 1d20 + 8 + 1 + 5 + 2 ⇒ (15) + 8 + 1 + 5 + 2 = 31
Damage if that hits?: 1d10 + 5 + 1 + 5d6 ⇒ (6) + 5 + 1 + (2, 5, 1, 5, 2) = 27

Ki Bonus attack: 1d20 + 8 + 1 + 5 + 2 ⇒ (10) + 8 + 1 + 5 + 2 = 26
Damage if that hits?: 1d10 + 5 + 1 + 5d6 ⇒ (4) + 5 + 1 + (4, 3, 4, 6, 1) = 28

Second attack: 1d20 + 3 + 1 + 5 + 2 ⇒ (13) + 3 + 1 + 5 + 2 = 24
Damage if that hits?: 1d10 + 5 + 1 + 5d6 ⇒ (7) + 5 + 1 + (2, 1, 2, 6, 3) = 27

If he's not dead, set Debilitating Injury for Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. Duration is 1 round for each hit.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Ulricha continues to fight on, venting her rage on the nearest of the barbarians wading into the fray.

+1 Cold Iron greataxe/Rage: 1d20 + 18 ⇒ (15) + 18 = 33
Magic/Slashing/Cold Iron: 1d12 + 13 ⇒ (12) + 13 = 25

+1 Cold Iron greataxe/Rage: 1d20 + 13 ⇒ (5) + 13 = 18
Magic/Slashing/Cold Iron: 1d12 + 13 ⇒ (1) + 13 = 14

Raging 177/177| AC 31 T 14 FF 29 | Fort +19 Ref +9 (+10) Will +11 |DR 3/-, DR 6/ Non-lethal|Cold Res 3

Current stats updated to reflect bonuses of Greenwatch items


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Round 25

Xandarian tries to press his advantage on the flanked barbarian.

Carouser's Retort: 1d20 + 13 ⇒ (5) + 13 = 18
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9

Carouser's Retort: 1d20 + 8 ⇒ (2) + 8 = 10
Dmg.: 1d6 + 6 ⇒ (2) + 6 = 8


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

@ Jorrast, i too love that hex. It has saved characters from death by dragonbite in the past.

Alice hexes protective luck on either Xandarian or Ulricha, whoever is closest, then chants to prolong durations.


Round 24
Two of the resting, red headed, barbarians are close enough to Jorrast to get a swing in on him.

AoO for picking up the weapon for Jorrast.

mwk spear: 2d20 + 12 - 15 ⇒ (15, 8) + 12 - 15 = 20
damage: 1d8 + 7 ⇒ (4) + 7 = 11
mwk spear: 2d20 + 12 - 16 ⇒ (16, 3) + 12 - 16 = 15
damage: 1d8 + 7 ⇒ (5) + 7 = 12

Round 25

At Jorrast's words the barbarian shouts in anger. But runs away seeing his friend get pummeled to death, provoking from Xandarian.

The resting guards, with red hair, attack!

Stabbing at Jorrast
mwk spear: 2d20 + 12 - 6 ⇒ (5, 6) + 12 - 6 = 17
damage: 1d8 + 7 ⇒ (5) + 7 = 12
mwk spear: 2d20 + 12 - 17 ⇒ (17, 14) + 12 - 17 = 26
damage: 1d8 + 7 ⇒ (2) + 7 = 9

Stabbing at Xandarian
mwk spear: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 7 ⇒ (6) + 7 = 13

Stabbing at Ulricha
mwk spear: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d8 + 7 ⇒ (4) + 7 = 11
mwk spear: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 1d8 + 7 ⇒ (3) + 7 = 10
mwk spear: 1d20 + 12 ⇒ (15) + 12 = 27
damage: 1d8 + 7 ⇒ (7) + 7 = 14

Alice puts a protective charm on Xandarian.

Two of the active guards attack Ulricha as the other two move in to help the further barbarians.

Stabbing at Ulricha
mwk spear: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 7 ⇒ (7) + 7 = 14
mwk spear: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 7 ⇒ (3) + 7 = 10

Invisibly, likely no one but alice notices the movement in the stream and displacement of water. Wolf makes sure she gets across, whispers to her and then goes for another.

Ulricha has badly hurt the yellow barbarian. He looks ready to flee.

Xandarian would you like to attack white, reposition, or what?

Round 26

Init: 21 Jorrast
20 resting guards
18 sleeping guards
-
16 Alice
10 active guards east
9 active guards west and active guards bluff
7 wolf
5 ulricha
1 Xandarian

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

Round 25

The disembodied voice whispers in your ear, assuming you have a ring of Greenwatch, "Do you want me to get the girls out or help with combat? It seems they are not focused on them. Ulricha I could scorching ray one or two of them or hit all six of you with a lightning bolt."

he moves forward to be in place then unleashes magic if they ask for it.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Round 24?

GM Wolf wrote:
AoO for picking up the weapon for Jorrast.

Do you mean Jorrast gets an AoO for them picking up weapons? Cause Jorrast isn't using a weapon.

AoO if I understood correctly: 1d20 + 14 ⇒ (14) + 14 = 281d10 + 6 + 1d6 ⇒ (9) + 6 + (3) = 18

Round 25 already posted

Round 26
Sent using the ring Blast away. I'll be watching so i should be able to dodge. Fireball or Lightning. Hopefully scare them away!
Reflex save if magic gets sent around me?: 1d20 + 14 ⇒ (5) + 14 = 19 Evasion. If that saves I take no damage

Having only one opponent in reach Jorrast sends a flurry of punches and kicks at him.
First attack: 1d20 + 14 ⇒ (1) + 14 = 151d10 + 6 + 1d6 ⇒ (6) + 6 + (2) = 14
Extra attack from Flurry: 1d20 + 14 ⇒ (10) + 14 = 241d10 + 6 + 1d6 ⇒ (5) + 6 + (1) = 12
Second iterative attack: 1d20 + 9 ⇒ (18) + 9 = 271d10 + 6 + 1d6 ⇒ (1) + 6 + (2) = 9

"Run away! We don't really want to kill you. Just go away!"
Bluff. Once the prisoners are safe I think we can all just leave, right?: 1d20 + 13 ⇒ (9) + 13 = 22

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