Kingmaker - Taming the Stolen Lands by DM DoctorEvil

Game Master DM DoctorEvil

Jamandi Manor Battle Map

Loot Tracker


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Male AC 16 | 18, Fort +8, Ref +3, Will +8 HP 21/21 Perception +6 Cleric (WP) 1

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 Ftr1 | HP: 10/19 | AC: 18 | Fort: +6, Refl: +8, Will: +3 | Perc (T): +5 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 1 | 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 Ftr1 | HP: 10/19 | AC: 18 | Fort: +6, Refl: +8, Will: +3 | Perc (T): +5 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 1 | 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 16 | AC 17 | F3; R6; W7 | Perc +6 | Speed: 30 ft | Bard DC 17 | 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 1 | HP: 15 | AC: 14 | F: +4 R: +4 W: +6 | Speed: 25' | Perception: +4 | 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 16 | AC 17 | F3; R6; W7 | Perc +6 | Speed: 30 ft | Bard DC 17 | 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 Ftr1 | HP: 10/19 | AC: 18 | Fort: +6, Refl: +8, Will: +3 | Perc (T): +5 (low-light vision) | Speed 25 | Default exploration: Search | Focus points: -- | Hero Points: 1 | 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.

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