Kingmaker - Taming the Stolen Lands by DM DoctorEvil

Game Master DM DoctorEvil

Stolen Lands Hex Map

Under the Old Sycamore

Teela's Updated Loot Tracker


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Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

Alvis reels with pain as the bolt unerringly strikes his vitals followed by and even more devastating blow by the bandit in front of him. Badly injured, Alvis sways, his eyes somehow catching the the massive assault against Graham. Both of us? The crushing realization of his massive failure to Abadar and to those entrusted in his care sweeps over him. He drops his worthless mace and grasps his holy key.

"Oh Great Master, forgive thy miserable servant, my arrogance to rush in has opened the path to bloody failure. Though another is at risk, I call upon thee to aid me so I can go aid his and others in this dark hour." The shock of approaching death, so soon after a truly deadly wound, has taken any confidence that Alvis may have had. He prays for his healing, so he can use his rapidly dwindling resources for the others or so he tells himself.

Heal 2rds: 1d8 + 8 ⇒ (5) + 8 = 13 Heal as 2 actions. On Alvis.

Drop Weapon(free), Interact, Heal 2rds for 1d8+8


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Graham does have Reactive Strike, unless the white-haired dude has a way to avoid it.

Reactive Strike ⤾ roll:
rapier: 1d20 + 8 ⇒ (12) + 8 = 20
piercing: 1d6 + 2 ⇒ (3) + 2 = 5


Peril in the Parlor - Round 2 - continued

Courageous Anthem in effect +1 to attacks and damage

22 White-Haired Dude (9hp dmg)
20 Graham (3/19hp)
20 Alvis (19/21hp remain)
18 Green Black Tear (frightened 1)
14 Selina
13 Teela
12 Blue Black Tear
6 Quintessa

Alvis drops his melee weapon and invokes the aid of his patron deity once again, trying to heal himself so he can provide succor to the others, especially the seriously hurt Graham. The magic healing fills him and most of his wounds close leaving him mostly restored.

Graham is able to react to the retreat of the bandits' leader, stabbing him in the flank as he goes and smirking at the cry of pain it elicits.

Graham, got your reaction. you are also up for regular action. BTW, I added one to the dmg from Courageous Anthem and it is included above.
After healing, Alvis is at 19/21hp.


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Graham, bleeding from multiple spots, presses toward the white-haired foe. Retreat is not an option, friend, he snarls, bringing his rapier to bear with a vicious swing.

rapier: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
piercing: 2d6 + 2 + 1 ⇒ (1, 6) + 2 + 1 = 10

Stride, Vicious Swing ◈◈.


Peril in the Parlor - Round 2 - continued

After getting a hit in as the bandit leader retreated, Graham follows on, despite his serios wounds, closing the distance and striking again. His attack is incredible vicious, especially for someone appearing quite hurt, and lands a major wound to the white-haired foe, who looks just as bad off as Graham now, if not more so.

Still looking wild-eyed at the attack of the heroes, Green Thug fires his crossbow once more at Selina. The bolt hits her magical shield, dispelling it, but the shield serves its purpose, protecting her from any damage. The Green thug tosses his crossbow aside, and draws out a dagger in case there is any close in fighting.

The bolt would've hit Selina, but the shield spell takes it all, ending the spell By rule, it can't be cast again for 10 minutes. Selina and Teela are up now.

Green Crossbow vs Selina, frightened: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21 hit
Piercing dmg vs Selina: 1d6 ⇒ 3 shield absorbs all but ends


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

From the doorframe, Teela continues with her melody as she looks at the man with bleached hair and sings with a vicious smile on her face. "Say 'Hi' to the dead, when your eyes have nothing left. Kiss me, I am the cobra."

And an icicle forms next to her from azure light. She utters the words "It's killing time." again, and the icicle is launched at the man with white hair.

◈ Courageous Anthem, ◈◈ Telekinetic Projectile

TKP, Courageous Anthem, Piercing Damage: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 Buh-buh-BAM!

4d6 + 2 ⇒ (2, 4, 6, 6) + 2 = 20


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Round 2: Selina

◈ Stride, ◈ Attack ◈ Attack

Selina mentally thanks the teachers who taught her the Shield spell. She flips onto the pool table. Check required?
Acrobatics check: 1d20 + 7 ⇒ (6) + 7 = 13

She moves across the table and positions herself to flank the blue rogue. Off-guard.
Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Attack: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9
If she kills him, she uses her reaction to Intimidating Glare and demoralize the next closest foe.
Demoralize: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25


Peril in the Parlor - Round 2 - continued

Teela hurls a projectile across the room, striking the Black Tear leader squarely in the head, caving in part of his skull in the process. The white-haired man falls dead from the blow.

Selina leaps up on the pool table, rushes across the slate surface, and then drops down while impaling Blue Thug with her rapier. She uses her boot to push the dead corpse off the end her blade, and then turns to the remaining bandit, glaring with a raised eyebrow as if to say, 'you're next'. The sole remaining bandit is now quite afraid of Selina, literally shaking with fear.

I don't think you can demoralize with a reaction, but since the first foe died from first attack, I will assume you used your last action with Intimidating Glare instead. Either way, a very good round for the heroes. Green is frightened 2. Quintessa is up to end this round, and Alvis and Graham are up in the next one.


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
DM DoctorEvil wrote:

Peril in the Parlor - Round 2 - continued

I don't think you can demoralize with a reaction, but since the first foe died from first attack, I will assume you used your last action with Intimidating Glare instead. Either way, a very good round for the heroes. Green is frightened 2. Quintessa is up to end this round, and Alvis and Graham are up in the next one.

DM, Selina has You're Next class feat (feat), which is a reaction that triggers when she drops someone. So can you apply the second attack to the Green thug? :)

I will be clearer next time.


Selina Aldaeth wrote:
DM DoctorEvil wrote:

Peril in the Parlor - Round 2 - continued

I don't think you can demoralize with a reaction, but since the first foe died from first attack, I will assume you used your last action with Intimidating Glare instead. Either way, a very good round for the heroes. Green is frightened 2. Quintessa is up to end this round, and Alvis and Graham are up in the next one.

DM, Selina has You're Next class feat (feat), which is a reaction that triggers when she drops someone. So can you apply the second attack to the Green thug? :)

I will be clearer next time.

Fair enough It will end the fight anyway.


Peril in the Parlor - Round 2 - concluded

After landing on the floor again, Selina skewers one bandit, and then turns and skewers the other as well, felling two foes in the same action sequence. As the last thug falls dead, the fight is over.

End of Combat

Will get a Post-Combat Summary up in Discussion next.


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

When the fight ends and the threats have all been dealt with, Quintessa quickly enters the room and joins the rest of the group.

She quickly surveys the room and spots the bound and gagged woman as well as Graham looking like he's about ready to collapse from his injures. She looks concerned and asks, "Alvis or Teela, are you able to help Graham?"

As those two move to help him, she makes her way to remove the gag and cut the prisoner free. Do we recognize her?"

Once she can speak, she looks her over for wounds and asks "Are you injured?"


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Teela turns around to look at the fire behind them. She reluctantly looks around the room when Quintessa asks her this.

"Alright, elfboy. Get on the table and lie down. Show me where it hurts." then she looks to the others as she starts preparing her medicine kit. "This will take a while. You guys pat them down in the meantime?"

And she starts cleaning up Graham's wounds and applying tinctures. She offers a piece of wood to bite down on. "Stay still. Doing some stitching work here."

Treat Wounds DC15, Medicine: 1d20 + 4 ⇒ (16) + 4 = 20
2d8 ⇒ (1, 6) = 7

That's 10 minutes


Graham receives some medicinal ministrations, and his situation improves somewhat.

Graham is at 10/19hp, but is immune to Treat Wounds for the next hour.

The bound elf is none other than Jaethal from the this evening's (was it that short a time ago?) dinner party. She has raven-black hair which makes her ultra-pale white skin stand out even more. Her scythe is not present. When ungagged and unbound, she rubs her wrists for a moment, and says, "Thank you for the timely intervention. I am not hurt badly. Save any of your healing for your allies." When she sees Selina among the rescuers, she smiles broadly. "Hello friend! I am glad to see you still among the living. This night is a horror. I owe you and your team a great favor it seems."


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Thanks, DM for allowng me to kill both bandits.

When she realizes it is Jaethal, Selina quickly moves to cut her bindings with her sword, if she has not yet been freed. She gives Jaethal a hug. "Sister, I an glad you are well and that we were able to rescue you. You owe me nothing, Jae. We take care of each other. Damn bandits, seems they ambushed everyone who got in their way. Is there anyone else around that needs help? Have you seen Lady Aldori?"

Selina will check the bandit leader and all the other dead bandits for gear, coin, keys, and any other treasures.


The three fallen Black Tear thugs are equipped as the others have been with leather armor, daggers, and hand crossbows. They carry, between them, 15 silver sails but no other loot of note.

The white-haired leader also wears leather armor and carries 4 daggers. He also has 3 clearly labeled healing potions that were apparently scavenged from fallen House Aldori guardsmen.

Jaethal flinches a bit from your embrace, and her skin is surprisingly cold to the touch, but she eventually submits to the hug. "I have not seen the Lady Jamandi since last night. These killers caught me unarmed and unawares and I was in a pretty bad spot till you arrived. I have not seen anyone else of consequence as my group split up when the fire started." She listens as you relate what has transpired so far. "I don't have my weapon, but if you let me use those daggers, I will stay with you if you'll have me. I don't really have any prayers left today, but if you have a kit, I can patch someone up if they get hurt."

Let me know if anyone wants any of the items other than the coins and the potions, and who takes the healing potions for the Loot Tracker


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

May I? Graham says, nodding at the healing potions. We should save the other two, of course.

He notes the silver Selina finds but doesn't comment on it, instead turning to the door behind him. Once the group is ready, he will open it.


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Selina recoils a little at Jaethal's cold skin, but still completes the hug. "Of course, sister, we would appreciate all the help." Selina gives her the daggers she requested. She is ready to move on, as she shares the treasures she found on the thieves with the party.


Once Teela is done mending the wounds of Graham and Selina has finished sorting out the fallen assassins' goods, Graham opens the door to the south.

This room has a floor of polished white tiles. Hanging from the walls are various trophy heads -- a stag with an impressive set of antlers, a large tusked boar, a cranky-looking oversized owl, a snarling wolf, and two different reptilian monsters.

There is another door in the southern wall, and a set of double doors to the west. There does not appear to be any foes in this room.


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Teela packs up her things and looks at the pale elven woman. "Are you okay? Who were you with? Maybe we can find them?" she asks with a sense of urgency and waves as an afterthought. "Hi. Teela Sedichi."

Did we lose Linzi on the way? Or she is just not on the map?


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Since Tessa did not speak to Jaethal earlier in the evening, she makes an introduction for herself and others, explaining that they are attempting to locate the lady of the house. She welcomes Selina's gift of weapons to the elf and thanks her for joining them.

While Teela is taking care of Graham, Quintessa sets a mental note to remember an extra prayer of thanks for bringing her along on this task. Even if the words that came out of her mouth may not be the most ideal, the investment of bringing this seamstress along seems to be saving peoples lives.

Once Graham moves into the room and declares it safe (assumption), Tessa moves in as quietly as she can to search the room and listen at the other two doors for signs of trouble or occupation.


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Graham drinks one and lets Selina carry the remaining two potions.

minor healing potion: 1d8 ⇒ 6

Trophy room, he says aloud to no one in particular as he moves to the double doors. I would guess we'll find Lady Jamandi behind these.

Unless Tessa hears something concerning, Graham will open the doors once the rest of the group has come into the trophy room.


Linzi stayed behind in the guard-held great hall. There was some healing to attend to, and some morale that needed boosting there. By my reckoning, Graham still has one potion, Teela has one, and Selina now holds 4. Graham is at 16/19 after the potion effects.

This trophy room appears secure. No sounds are heard from the southern door. Quintessa can't be sure, but there are muffled sounds from the double doors. She can't make out what they are, but maybe its footsteps on a hard floor or something.

Graham pulls the double doors open revealing a room with a large recessed area sunk into the floor. Racks containing practice blades and stands holding suits of padded armor line the north and south walls. The sunken area is about 2' below the rest of the floor's surface with steps on the north and south ends.

Currently bodies litter the floor of this dueling chamber. There are about half a dozen dead Aldori guards and about twice that many slain Black Tears scattered around this chamber, but what grabs your attention most is what's occurring in the center of the sunken fighting area.

Lady Jamandi alone stands wielding a flaming dueling sword against a pair of frost giants. Though the giants are similarly undersized like the one in the scullery, they still tower over the single lady standing against them. Both giants seem to be wounded with blood flowing from several wounds, while the Lady Jamandi seems mostly undaunted.

As soon as you take in this scene, and think to help, the southwest door into the dueling chamber opens, and a group of Black Tears led by an auburn-haired woman in long black coat holding a greataxe come storming into the room.

Without taking her eyes from her deadly foes, Lady Jamandi calls out to you. "Great timing! That's their leader with the axe; take her out while I deal with these oafs!"

BOSS FIGHT!!!

Secret Checks:

Tessa Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Initiative:

Volodmyra: 1d20 + 7 ⇒ (19) + 7 = 26
Blue thug: 1d20 + 3 ⇒ (19) + 3 = 22
Red thug: 1d20 + 3 ⇒ (5) + 3 = 8
Green thug: 1d20 + 3 ⇒ (17) + 3 = 20
Yellow thug: 1d20 + 3 ⇒ (17) + 3 = 20
Graham: 1d20 + 5 ⇒ (15) + 5 = 20
Quintessa: 1d20 + 4 ⇒ (5) + 4 = 9
Teela: 1d20 + 6 ⇒ (4) + 6 = 10
Selina: 1d20 + 6 ⇒ (19) + 6 = 25
Alvis: 1d20 + 6 ⇒ (13) + 6 = 19
Jaethal: 1d20 + 4 ⇒ (5) + 4 = 9


Boss Fight - Round 1

26 Volodmyra (delays)
25 Selina
22 Blue Thug
20 Green Thug
20 Yellow Thug
20 Graham
19 Alvis
10 Teela
9 Quintessa
9 Jaethal

As the fight seems to begin, Lady Jamandi holds her own against the frost giants, and directs you to stop Volodmyra, the commander of the Black Tear assault force. That commander, wielding a great axe and dressed in a long black coat over mail pauses at the doorway upon seeing your group, and motions to those behind her to enter the room first.

Selina is up first for the good guys. The map, which is going to be quite busy, is also updated


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Selina stows her dueling sword, draws her light crossbow, and takes a shot at the leader (within 80' range).

Round 1:
◈ Interact ◈ Interact ◈ Attack
Crossbow shot: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 ⇒ 8


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Since I doubt that I carry the crossbow loaded on my hip or back, the proper order of actions may be drop sword at her feet (free), draw crossbow, load crossbow, and shoot. Selina does that then. Up to DM.


Boss Fight - Round 1 - continued

26 Volodmyra (delay)
25 Selina
22 Blue Thug
20 Green Thug
20 Yellow Thug
20 Graham
19 Alvis
10 Teela
9 Quintessa

9 Jaethal
8 Red Thug

Selina drops her dueling sword, readies her crossbow and fires at the leader across the room. Her aim is true, and the bolt buries itself deep in the left shoulder of Volodmyra causing her to wince angrily in pain.

From the doorway, a trio of Black Tear thugs rush towards your group. They each stop between the leader and the fighting pit, and fire from their hand crossbows, each loosing one bolt. One fires at Selina, one at Graham, and one at Quintessa. All the shots fly wide of the mark, two sticking in the wall beside the double doors.

All the rest of the party is up now! Selina's sword is on the floor near her feet.

Blue crossbow vs Selina: 1d20 + 6 ⇒ (2) + 6 = 8 miss
Green vs Graham: 1d20 + 6 ⇒ (2) + 6 = 8 miss
Yellow vs Quintessa: 1d20 + 6 ⇒ (3) + 6 = 9 miss


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

It takes longer to get to Red than Graham had expected, but he is shortly in the thug's face all the same. You will live to regret your choices...for about ten seconds or so.

rapier: 1d20 + 8 ⇒ (16) + 8 = 24
piercing: 1d6 + 2 ⇒ (6) + 2 = 8
plus Deadly, if a crit: 1d8 ⇒ 7

Stride x2, Strike.


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Teela walks into the room with her harp in hand. "Now this is what I call a party! Let's goo!" she shouts as she plucks a few cords on the harp and starts her song, all the time looking menacingly at the man in a duel with Graham.

"The fire is wild, the rage is deep, one black eye, busting teeth"

Performance, Lingering Composition: 1d20 + 7 ⇒ (5) + 7 = 12
Intimidation, Demoralise: 1d20 + 7 ⇒ (8) + 7 = 15

❖ Stride, ⟐ Lingering Composition, ❖ Courageous Anthem, ❖ Demoralise vs red

Can't roll 20's all day, sorry. Just some +1's for now.


Boss Fight - Round 1 - continued

Graham moves into the hall, following the direction of Lady Jamandi, and engages with the nearest of the Black Tear thugs. The resulting blow is well-aimed Graham's rapier skewers something vital and the thug is dead from the first strike.

Teela enters the room beginning a similar inspirational song adding a bit of vim and vigor to her allies, including the lady of the house, during this encounter. Then she shouts at the nearest remaining thug, and you can see him start to be very uncertain of the himself. Yellow is Frightened 1

I moved you close enough into the room via Stride to affect Yellow with Demoralize instead of the dead guy. Quintessa and Alvis are up still.


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Quintessa's eyes widen as Graham charges forward, having intend to cast a spell before he left her side.

"Graham, hold on!" she calls after him as she rushes to catch up. Moving quickly past Teela, she closes the distance and places a steadying hand on Graham’s shoulder. "Your blade, let me see it!"

Without hesitation, she reaches for his rapier, her fingers tracing a pattern down its length. Blue ethereal runes flare to life along the blade. She steps back, releasing the weapon. Runic Weapon

"Go now! Show them why they should’ve stayed in the shadows."

Stride, Runic Weapon.


I will give Alvis till tomorrow to make his post, or I will run him to keep things moving along.


Boss Fight - Round 1 - concluded

26 Volodmyra (delay)
25 Selina
22 Red Thug
20 Green Thug
20 Yellow Thug
20 Graham
19 Alvis
10 Teela
9 Quintessa
9 Jaethal
8 Blue Thug

Quintessa moves into the dueling room, standing slightly behind Graham. She casts a spell on the fighter's outstretched rapier, infusing it with magical striking rune for a limited time. The weapon glows bright blue as the spell fills it.

Alvis, who moves rather slow, moves up into the room, past Graham and Tessa, and into melee range with the nearest thug, raising his shield to ward likely blows until the judging hand of Abadar can fall on these knaves.

With foes close by now, the leader of the Black Tears smirks grimly and strides ahead, next to Alvis. Once adjacent, she raises her mighty axe well over her head, bringing it down in a driving overhead smash. But Alvis' wooden shield absorbs the blow, quaking under the strength but saving any damage.

Jaethal enters the room, casting a healing spell on the Lady Jamandi, who shouts at her to support your team instead. Despite her protestation, the sword-smith looks much better for the healing. She drives a blow at the Orange Giant, killing it. She then sidesteps a heavy fist from the other, and takes a merely glancing blow from a second fist.

Red Thug enters the room behind their captain, firing its hand crossbow at Graham. The bolt hits the half-elf, wounding him a bit more since he still had some damage from the prior fight.

End of Round 1

Graham takes 4hp dmg and is at 12/19hp but he does get the benefit of striking rune for one minute. Volodmyra moves down in the initiative count and Lady Jamandi seems to be holding her own. On to Round 2.

Volodmyra Overhead Smash: 1d20 + 11 ⇒ (3) + 11 = 14
Blue Thug crossbow vs Graham: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing Dmg to Graham: 1d6 ⇒ 4


Boss Fight - Round 2

25 Selina
20 Green Thug
20 Yellow Thug (frightened 1)
20 Graham (12/16hp remain, runic weapon 10 rds)
19 Alvis
10 Teela
9 Quintessa
26 Volodmyra (after delay)
9 Jaethal
8 Blue Thug

Selina is up now for the good guys


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Round 2: Selina

Selina fires back her light crossbow at the Blue Thug, who shot her.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 ⇒ 8
Shield spell


Boss Fight - Round 2 - continued

25 Selina
20 Green Thug
20 Yellow Thug (frightened 1)
20 Graham (12/16hp remain, runic weapon 10 rds)
19 Alvis
10 Teela
9 Quintessa

26 Volodmyra (after delay)
9 Jaethal
8 Blue Thug

Selina's sharpshooting from the trophy room as she reloads the crossbow and fires a true shot striking the rearmost thug in the throat and killing them instantly.

Dropping its hand crossbow, Green Thug draws out a dagger and moves to engage with the partially wounded Graham. It successfully lands a knife thrust in the midsection of the fighter, causing more wounds and putting Graham in some jeopardy.

Yellow Thug shifts to the side of Alvis and tries to slash and stab twice but both times the cleric of Abadar interposes his shield, and knocks the strikes aside harmlessly.

Graham is hit again for 6hp dmg and is at 6/16 now. Graham, Alvis, Teela, and Quintessa are all up now.

Green Dagger vs Graham: 1d20 + 6 ⇒ (14) + 6 = 20
Yellow Dagger vs Alvis, frightened: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Yellow Dagger vs Alvis, MAP, frightened: 1d20 + 6 - 4 - 1 ⇒ (3) + 6 - 4 - 1 = 4
Piercing Dmg to Graham: 1d4 + 2 ⇒ (4) + 2 = 6


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

Teela continues with her tumultuous song to bolster her companions. "Feel my pulse! My heart beats! So I hold it back, but the storm runs deep.

As she does, Graham can feel his wounds closing. (for 1d10 + 4 ⇒ (6) + 4 = 10 hit points)

Performance, Lingering Composition: 1d20 + 7 ⇒ (9) + 7 = 16

⟐ Lingering Composition, ❖ Courageous Anthem, ❖❖ Soothe on Graham

And I'm out of Rank 1 spells for the day. No more emergency heals from me, ladies and gents. Also don't forget about Courageous Anthem, everyone. Looking at you, Selina.

+1 status bonus to attack rolls, damage rolls, and saves against fear effects


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Well, we'll just have to win faster, won't we? :-P

Graham winces at the knife wound, then feels the wound close almost as quickly from Teela's song. I'll have to thank her later, he thinks, preferring to focus his attention at present on the very real foes they face.

rapier (courageous anthem, runic weapon): 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
piercing (courageous anthem, runic weapon): 2d6 + 2 + 1 + 1 ⇒ (4, 4) + 2 + 1 + 1 = 12

plus Deadly, if a crit:
1d8 ⇒ 2

Based on Selina's result, I'm going to presume that drops Green. GM can adjust additional actions as necessary.

Graham moves past the remaining thug to engage the leader. Wouldn't want you to feel like you're not being paid attention to, don't you know!

rapier (courageous anthem, runic weapon) vs. off-guard foe: 1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
piercing (courageous anthem, runic weapon): 2d6 + 2 + 1 + 1 ⇒ (2, 2) + 2 + 1 + 1 = 8

plus Deadly, if a crit:
1d8 ⇒ 7

Strike, Stride (movement triggers reactions), Strike.


Boss Fight - Round 2 - continued

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Green Thug
20 Yellow Thug
20 Graham (6/16hp remain, runic weapon 10 rds)
19 Alvis
10 Teela
9 Quintessa
26 Volodmyra (8hp dmg)
9 Jaethal

Teela continues spinning her stirring anthem, but this time it seems to resonate differently carrying on even if she stops playing. She then turns the music into a healing spell that restores some Graham's vitality, taking him from the edge of falling.

With his newfound hit points, Graham fells one of the Black Tears, and then moves to circle behind the axe-wielding leader. She sweeps her greataxe around as the half-elf gets behind her, but that reaction attack misses. Sliding into place, Graham stabs the leader in the back, scoring a hit that draws a well of red blood on her back.

She did get an AoO but missed. Graham downs one and hits the boss. Alvis and Quintessa are up now.

Volodmyra Reactive Strike vs Graham: 1d20 + 11 ⇒ (2) + 11 = 13


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

Alvis a bit shocked by recent events follows the others numbly until reaching the room where the Lady Jamandi is locked in mortal combat. As soon as they enter more foes pour in. In spite of the sick fear roiling in his abdomen, Alvis moved to engage a thug, raising his shield. As the fight continued, Alvis now in position keeps his useful shield up. He yells, "Face the justice of Abadar!" to the thug as he swings his morningstar.

Morningstar To Hit: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 Morningstar Damage B: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 (Versatile P) Bard bonus

Actions: Raise shield, Demoralize, Attack Yellow thug.


Boss Fight - Round 2 - continued

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Yellow Thug
20 Graham (16/19hp remain, runic weapon 9 rds)
19 Alvis
10 Teela
9 Quintessa
26 Volodmyra (16hp dmg)
9 Jaethal

Alvis, now toe to toe with the axe-wielding boss, keeps his shield raised and swings at the remaining thug with his morningstar, but the nimble thug sidesteps the attempt. His shout at the miscreant does seem to frighten it, especially given the way his allies have mown through the Black Tears so far.

Yellow is frightened one next round. Quintessa is up.

Alvis Intimidate vs Yellow DC 12: 1d20 - 1 ⇒ (20) - 1 = 19


Female human sorcerer 2 | HP: 22 | AC: 15 | F: +5 R: +5 W: +7 | Speed: 25' | Perception: +5 | Hero Points: 2

Lady Quintessa eyes lock onto the female Black Tear commander who is now flanked by Graham and Alvis. Her expression hardens as she raises her hand, and a fiery glow begins to emanate from her palm.

"You think to burn this house down with your treachery? Let’s see how you handle the heat yourself!"

With a swift motion, she unleashes a searing wave of fire directly at the Black Tear leader.

Forge DC17 Fort - Damage Fire: 3d6 + 1 ⇒ (6, 6, 3) + 1 = 16

Afterwards, she summons her protective shield in case retaliation comes her way.

◈◈Forge on white, ◈Glass Shield

Oops. I forgot I took Sorcerous Potency. Tessa gets a bonus on spells that do damage or heal.


Boss Fight - Round 2 - concluded

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Yellow Thug
20 Graham (16/19hp remain, runic weapon 9 rds)
19 Alvis
10 Teela
9 Quintessa
26 Volodmyra (16hp dmg)
9 Jaethal

Quintessa conjures a gout of super-heated energy that bursts into flame on and around the Black Tear leader. The target steels herself against the blast and comes out the other side, wounded but not incinerated by the blast. Quintessa finishes by pulling her magical glass shield to help ward her from any counterstrikes.

Smoldering from the spell, Volodmyra steps back from the flanked position, and spins her greataxe in an arching sweep that strikes at both Graham and Alvis. However, her swinging strikes end up just short of both foes, doing no damage.

From the rear, Jaethal casts a healing spell on Teela, who is the worst injured of the party even though she has stayed out of the melee so far in this room.

Lady Jamandi continues her fight against the remaining frost giant, who tries to grapple her in its massive hands, but she sidesteps the grasp, and deals a telling blow to the side of the giant, who reels in pain.

Teela is healed to full HP. The bad guy boss keeps missing...On to Round 3

Volodmyra DC 17 Fort: 1d20 + 11 ⇒ (13) + 11 = 24
Volodmyra Strike vs Alvis: 1d20 + 11 ⇒ (4) + 11 = 15
Volodmyra Strike vs Graham, MAP, sweep: 1d20 + 11 - 5 + 1 ⇒ (8) + 11 - 5 + 1 = 15
Jaethal Heal on Teela: 1d8 ⇒ 4


Boss Fight - Round 3

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Yellow Thug
20 Graham (16/19hp remain, runic weapon 9 rds)
19 Alvis
10 Teela (lingering composition 2 rds)
9 Quintessa
26 Volodmyra (24hp dmg)
9 Jaethal

Selina is up to lead off the third round


Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇

Round 3: Selina

Selina strides to get closer, reloads her crossbow, and shoots the yellow thug.

Crossbow attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 ⇒ 5


Boss Fight - Round 3 - continued

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Yellow Thug
20 Graham (16/19hp remain, runic weapon 9 rds)
19 Alvis
10 Teela (lingering composition 2 rds)
9 Quintessa

26 Volodmyra (24hp dmg)
9 Jaethal

Selina pushes into the dueling chamber, reloading her crossbow as she comes. She fires once more, again scoring a hit against Yellow, but this time it does not fell the Black Tear, only wounds him.

Yellow thug makes two slashing and stabbing attacks at the cleric of Abadar standing before him. The first stab scores a hit, but Alvis is able to interpose his raised shield reactively, and absorb all the force. The shield makes an awful cracking sound however, and is broken after the attack. The second attack misses.

Alvis shield takes the broken condition (unless you want to take the damage?) but saves him from harm. His AC drops. Graham, Alvis, Teela, and Quintessa are all up now.

Yellow dagger vs Alvis: 1d20 + 6 ⇒ (17) + 6 = 23
Yellow Dagger vs Alvis, MAP: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Piercing dmg vs Alvis: 1d4 + 2 ⇒ (1) + 2 = 3


Half-Elf Ftr2 | HP: 23/30 | AC: 19 | Fort: +7, Refl: +9, Will: +4 | Perc (E): +6 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 0/3 | Conditions: . |

Graham sucks up another reaction from Volodmyra as he maneuvers back into an advantageous position.

rapier (courageous anthem, runic weapon) vs. off-guard foe: 1d20 + 8 + 1 + 1 ⇒ (11) + 8 + 1 + 1 = 21
piercing (courageous anthem, runic weapon, Vicious Swing): 3d6 + 2 + 1 + 1 ⇒ (4, 5, 5) + 2 + 1 + 1 = 18

plus Deadly, if a crit:
1d8 ⇒ 8

Stride, Vicious Swing ◈◈.


Male AC 19 | 21, Fort +9, Ref +4, Will +9 HP 32/32 Perception +7 Cleric (WP) 2/Speed 15 feet

His quick action to block a blow belies Alvis' qualms. However, his poor shield pays the price. He drops the shield, continuing to berate the miscreant, swings on him, and steps to the side away from the dangerous Axe-wielding murder machine as his courage falters.

"The Master Swordlord is winning, and numbers turn against you, flee while you can."

Free action: Release Shield, Demoralize, Strike, Step right.

Morningstar To Hit: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 Morningstar Damage B: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8 (Versatile P) Bard bonus

Intimidate: 1d20 - 1 ⇒ (14) - 1 = 13 Demoralize yellow again.

Sorry Graham but Alvis is feeling a bit vulnerable right now.


Boss Fight - Round 3 - continued]

Courageous Anthem in play (+1 to attacks/Dmg)

25 Selina
20 Yellow Thug
20 Graham (16/19hp remain, runic weapon 9 rds)
19 Alvis
10 Teela (lingering composition 2 rds)
9 Quintessa

26 Volodmyra (24hp dmg)
9 Jaethal

Alvis tosses his broken shield aside, and smashes his morningstar into the side of the head of the wounded thug, dropping the last low-level foe. His warning shout at Volodmyra goes unheeded.

As Graham dances backwards trying to get behind the Black Tear leader, her axe finally finds home. The blade cuts Graham from neck to belly, laying open a major wound that drops the half-elf unconscious and bleeding on the ground.

Yellow Thug dies, but Graham is reduced to zero and gains Dying 2 condition, due to the critical hit. Since it happened on his turn, initiative does not change. He will need a recovery check if still at zero on his next turn. His actions do not occur, since he went down from movement. Teela and Quintessa are still up.

Volodmyra Reactive Strike: 1d20 + 11 ⇒ (20) + 11 = 31 critical
Crit Slashing Dmg vs Graham: 2d12 + 8 ⇒ (2, 6) + 8 = 16


Versatile Human Fortune-Teller Bard | HP 24 | AC 18 | F4; R7; W7 | Perc +7 | Speed: 25 ft | Bard DC 18 | Exploration: Search | ◆ ◇ ↶

"Feel my fury!" Teela continues her song as ice and snow particles appear near her harp. "You really seem lit up."

She then hurls the material at the woman that just sliced Graham.

⟐ Lingering Comosition, ❖ Courageous Anthem, ❖❖ Telekinetic Projectile

Performance, Lingering composition: 1d20 + 7 ⇒ (6) + 7 = 13
Telekinetic Projectile vs Volodmyra: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
TKP damage, Slashing: 2d6 + 1 ⇒ (3, 6) + 1 = 10

I don't think the lingering composition is in effect at the moment, since the DC is "usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances." Unless the DC was 16, whhich seems low. I don't know what level Jamandi is.

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