Goblin Kingmaker [Private]

Game Master ChazzAtron5000

Kingmaker with an all Goblin party, because Humans are lame.


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Once I get read up on the first part of the adventure and your backgrounds, I'll write up some nice flavor text to start things up. For now, I'm just starting the thread and posting the character creation rules in case you forgot.

- Race: Goblin
- 20 point build
- 3 traits, one has to be racial
- 2 extra skill points per level
- HP after first level will be half plus roll the other half, like 1d8 will be 1d4+4 (this will be the same for animal companions and eidolons)
- Max GP for first level

New Goblin racial trait:
Mutation - Due to an unexplained genetic and/or behavioral and/or magical experiment, you no longer suffer a -2 to charisma. However, the experiment took its toll on your mind, so you suffer a -2 to wisdom instead.


And thus our journey begins! Book 1: Stolen Land.

The Stolen Lands have long resisted attempts at colonization. Wedged between the River Kingdoms and Brevoy, the approximately 35,000 square mile swath of wilderness has a long history of being regarded as stolen - from and by whom depending on the point of view. In Brevoy, the lands are considered stolen from that nation's southern expanse by bandits and barbarians variously from Numeria, Iobaria, or the River Kingdoms. In the River Kingdoms the general impression is that Brevoy allowed the lands to fall into the hands of monsters and worse in order to rob the lords of the River Kingdoms or more lands to rule. Even within the wild lands themselves, lands are stolen and conquered in constant struggles between bickering tribes of centaurs, kobolds, fey, trolls, bandits, lizardfolk, boggards, barbarians, and more, all constantly skirmishing to expand their holdings while not ceding their own lands to the enemy.

In truth, the Stolen Lands belong to no one, and are stolen from no one. Many have tried to claim them, but the abandoned ruins that dot the swath of wilderness stand as testaments to the difficulty of ruling these savage lands. They have remained wild with a fierce tenacity, a haven for monsters, criminals, and dangerous secrets, and as such have posed a menace to their neighboring nations as long as anyone can remember.

The swordlords of Restov have sent agents and colonists into the disputed region to explore, settle, and, if need be, conquer. The establishment of colonies would bring freedom from banditry and raids along Rostland's southern border, in addition to the resources and clout needed to make a play for a higher station in Brevoy's complicated political scene. If all goes well, the just return of the Stolen Lands to Brevic control could well give Rostland the footing it needs to challenge the Surtova hold on the crown.


Lord Flateroy, one of the more... eccentric underlings of the Lord Mayor of Restov, came up with a rather unique plan to assist with this endeavor. One of his experiments included seeing if goblins could be made civilized. This met with varying degrees of success, fortunately, the prolific goblin birth rate provided ample supply. The idea that goblins could be, for a lack of a better word, domesticated, instead of having to constantly waste gold and manpower to purge them from the countryside had the support of the swordlords, though the exact details have been left vague "as to keep the secrets safe from spies."

When the decision to send agents to the Stolen Lands was being debated among the swordlords, Lord Flateroy saw this as a great way to practically test some of his more hopeful goblins. Many were skeptical, but others desired to see actual return on the experimentation investment. As fate had it, a lone goblin outside of the experiment applied to aid in Restov's bold plan. The goblin had been vouched by the local church of Sarenrae and seemed adamant about proving that goblins could be more than just ostracized (pyro)maniacs. Lord Flateroy knew this was just what he needed to sell the idea of letting his experiments out and to keep them on track. Worst case, the goblins would reduce the bandit population before running off. As the experiment was a close guarded secret, there was also an extra measure of plausible deniability for the swordlords.


You are gathered together by Lord Flateroy on his estate. Three of you know each other, or at least have lived in an around the estate with each other since as long as you can remember. One goblin, astride a wolf, is unfamiliar to you.

"You have been gathered for a mission, one of which you are uniquely capable of completing," began Lord Flateroy. "Smezut, Ramses, and... Xzin," Lord Flateroy's scowl was noticeable when reaching Xzin's name, "are the best and brightest of my pupils. It is time you were tested outside of my supervision."

Lord Flateroy turned to the unknown goblin, "This is Skaz. He is unlike you in that his tutelage occurred outside of my purview and thus, should have much to teach you."

Envelopes were handed to each of the goblins. "Inside are charters giving you the authority to map and explore the Greenbelt along with ridding it of banditry and other unlawful behavior you encounter."

The specifics are explained with maps and long winded discussions.

With the specifics detailed, Lord Flateroy left you with this, "I expect spectacular results, of which I would like to remain informed. Though you may be on your own for quite some time, I would be a valuable ally in your adventures."


Leaving Lord Flateroy's estate, you travel until you arrive at an abandoned border fort on the southern edge of rural Rostland. The owners, Oleg and Svetlana Leveton, accepted a charter from Restov some months ago to rebuild the fortification into a trading post.

Customers are few and far between, consisting mostly of trappers, hunters, and an eccentric local hermit, but the trade in furs, jerky, and the occasional magic potion are enough to keep the Levetons in business.

Oleg's Trading Post is surrounded by a 10 foot tall wooden palisade with 20 foot square watchtowers at each corner. Each watchtower is armed with a run-down catapult left over from the site's original use as a border fort. The only entrance through the palisade is a 30 foot wide wooden gate. The catapults are repairable, but not without the appropriate tools and many weeks of work.

Specific locations within the palisade are listed in brief below. Reference the map on Roll20.

A1. Market Yard: This open area is where trade takes place. The two tables near the fire pit are used to display wares and serve food to visitors, while bulky trade goods are offloaded into the storage pen.

A2. Guest House: Oleg rents out the beds in this guesthouse to anyone who wishes to stay the night at the rate of 5 sp a bed per night. A rustic breakfast and filling dinner is included in that price.

A3. Stable: Oleg keeps his jittery horse Claptrap here. He rents out the other stalls to visitors' steeds at a rate of 2 sp per stall per night. A day's worth of feed and water are included in that price.

A4. Storage Pen: This fenced area has a wooden roof to keep off most of the rain and snow. Trade furs and other goods are stored here until enough build up to warrant a trip to the city to sell them off. The pen is currently empty.

A5. Middens: Three 3 foot deep composting pits and middens.

A6. Main Hall: This squat but solid wooden building is Oleg and Svetlana's home and the storeroom for the trading post. The double doors leading out into the market yard can be barred but not locked.

Oleg gruffly observes you as you enter the trading post, then returns to patching the roof of the guest house.

You're greeted warmly by Svetlana as you enter the trading post, who has prepared a hearty stew, warm bread, and has even opened a bottle of wine.

"Thank you for coming to our aid. Please, sit and enjoy this meal I've prepared."

And no, this is not the time to roll for initiative.


Tbenox is also present with the rest of the party. Ignore the fairy dust. Oleg and Svetlana are human... sort of forgot to point that out.


"Ugh." Tbenox grunts as he climbs up a chair he can only describe as being "for giants."

"Appreciate the food...even if it's..y'know...human food."

Even for a "civilized" goblin, the ritual of eating is something others would view in a state of shock and awe. The mere idea of using utensils is abhorrent, chewing is completely optional and the sounds...oh, the sounds. Slurping, smacking, cracked bones, belches, farts- these are almost as important to the goblin as the consumption of the meal itself.

Fortunately, Tebenox, being somewhat read in the lifestyles and etiquette of humans is able to hand out a half hearted apology to his hosts, not only for himself but for his comrades as well. "I'll... try a bit harder...at least if you're in the room."


Xzin Rag-mag Xzin-xzoran

Xzin joins Tbenox at the table and quickly takes to the bread and begins shredding it and mixing it into the wine directly. "Yes, thankful you should be for the great Demonic Horsecaller Xzin has come to bring forth his armies to explore this land! Of course that is what we have been bound to do by the papers demanding us. But yes, yes we will saves you all and stop these bandits!"

At this point Xzin mixes the wine and the stew together using the tankard and bowl. "But what can you tells us of the area? Benevolent explorers need to know where to start. For the glory of Dragonscale Throne!"


"Oleg, oh Oleg! Come down here and greet the brave adventurers we were told of!" Svetlana exclaimed excitedly. "Finally, those bandits will get what's coming to them!"

Oleg gruffly sets down his hammer and comes descends from the roof of the guest house. With his arms crossed across his chest and a furrowed brow, Oleg asks, "And just what do you pint-sized protagonists think you'll be able to against the local "tax collectors"?"

Svetlana replenishes the bread and the wine - although the second bottle appears to be the "peasant" vintage.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Surprised at the human's attempted use of alliteration, Smezut briefly stops equally shoving food into his mouth and into his backpack, pockets, under his shirt, and into in shoes.

"I'll do better than just tell you!"

Smezut spits out some food and jumps up the table.

"We goblins four have come from afar
We come to rip, and break, and scar!
Fill our face with food and beer
You will see the bandits smeared
across the forest and in your camp!
Their blood will run and our coins will grow
all will cheer the goblins forever mo!"


Skaz uses the distraction of the song to surreptitiously shovel food on the ground for Varg, whom he was using as a foot rest.

Oleg maintains his gruff demeanor, but was noticeably tapping his foot to the beat of Smezmut's epic ballad. Oleg chuckles,"Well, at the very least you might make them soil their smallclothes. Might give you enough time to shiv them with those toothpicks your packing."

With a sigh, Oleg begins to describe the issues with the local "tax collectors".

Below is the information Oleg has regarding the local bandits.

The bandits' first visit was 3 months ago - they threatened to burn down the trading post and abduct Svetlana for their own amusements back at their camp if the Levetons didn't agree to hand over all of the furs and trade goods they'd accumulated over the past month from hunters and trappers.

Since then, the bandits have returned twice more, each time within an hour of sunrise. The Levetons have learned to have their "taxes" ready and hand them over quickly - the bandits usually seem eager to return to their camp somewhere in the Greenbelt, which makes Svetlana think their camp is about a day's ride away.

The first time the bandits visited, there were a dozen of them - 10 lower-ranking thugs led by a cloaked man armed with a bow, and a woman who carried two hatchets. The woman did the majority of the talking on that first trip, and her black sense of humor and the way she smiled when she spoke of what fate would await Svetlana if the Levetons didn't comply frightened Svetlana all the more. The woman also seemed to be particularly sharp and observant, whereas the man seemed to be a bit more crude and foolish. This, plus the fact that the woman quite nearly lopped off Oleg's right hand in a cruel bit of mockery, convinced the Levetons that she was the most dangerous of the bandits. As it was, the woman took Svetlana's wedding ring right off her hand and put it on as payment for "not shortening Oleg's reach".

On the second and third visit, only the crude hooded man accompanied the bandits. The second visit, he came with six men, and on the third, four. The Levetons suspect that the bandits have let down their guard and think the owners of the trading post are completely cowed.

The next attack is tomorrow.

The generic bandits are armed with longbows and shortswords, and wear leather armor.

The hooded man is armed with a composite longbow and a dagger, and wears leather armor.

The woman is armed with 2 masterwork handaxes and 4 daggers, and wears studded leather armor.

The bandits ride light riding horses, and bring 2 additional horses with pack saddles to carry loot.

PC/companion tokens have not yet been created, but when they are please forward them to me so I can put them on the roll20 map. You can log on to roll20 and enter the Goblin Kingmaker game, which is queued up to the map of Oleg's Trading Post. Descriptions of areas are posted here in the opening text. At this point, the Levetons are hoping you will do something about the bandits. They will help you, within reason.


Male Goblin Ranger (Skirmisher) / 1

Ramses quietly looks in on the conversation. He mutters only one word. "Justice"


Moving forward as described in chat.

As you discuss your ideas, the Levetons provide input about the immediate area to the best of their knowledge. They seem less than happy at first when you discuss allowing the bandits to collect the monthly tax, but in the end they agree that having the bandits attacked seemingly at random by goblins in the woods would lessen the likelihood of retaliation. The Levetons invite you to stay in the guest house free of charge, and provide breakfast in the morning.

Roll a survival check to locate the trail left by the bandits, and a stealth check to avoid accidentally running into them during the process. As long as you don't screw the pooch, we'll move on to the ambush site, discuss the plan there, and roll any necessary rolls prior to combat (like stealth and such).


Rolls for Skaz and Varg:

Skaz Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Skaz Stealth: 1d20 + 13 ⇒ (13) + 13 = 26

Varg Survival: 1d20 + 5 ⇒ (10) + 5 = 15
Varg Stealth: 1d20 + 6 ⇒ (19) + 6 = 25


Male Goblin Ranger (Skirmisher) / 1

survival: 1d20 + 5 ⇒ (14) + 5 = 19
stealth: 1d20 + 12 ⇒ (15) + 12 = 27


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Survival: 1d20 + 5 ⇒ (10) + 5 = 15
Stealth: 1d20 + 13 ⇒ (6) + 13 = 19


Xzin Rag-mag Xzin-xzoran

stealth: 1d20 + 17 ⇒ (3) + 17 = 20
survival: 1d20 - 3 ⇒ (3) - 3 = 0


Male Goblin Ranger (Skirmisher) / 1

stealth should be 32


Rolls for Tbenox

Survival 1d20 - 1 ⇒ (20) - 1 = 19
Stealth 1d20 + 10 ⇒ (3) + 10 = 13

Edited


You follow the lead of those more attuned to the outdoors in the group, easily finding the likely path the bandits use on their monthly tax collections. This is confirmed as the bandits pass by on horseback, 3 in front of 2 pack horses with 1 in the rear. Only a hooded bandit has a weapon out, a composite longbow. They do not seem to be paying much attention to their surroundings as they pass Tbenox's inferior hiding spot, as they don't notice the pair of ears protruding from a sapling. The bandits joke among themselves, each sharing their own crude opinions of what would happen to Svetlana when Kressle decides to let them finally have their fun.

"Heck, Kressle might even join in. She's one crazy wench when she ain't sharpening her axes," one bandit jokes.

The hooded bandit shouts out, "Will you shut it already?! Kressle's likely to sharpen her axes on your backside if she hears you lot talking like that."

"Ah, c'mon Happs, lighten up. Just because she gave you that shiner the last time you tumbled doesn't mean you have to take it out on us. Besides, not enough women in these woods," grumbled the bandit.

The bandits continue towards the trading post. They will likely return soon, but with plenty of time for you to plan a surprise for their return trip.

As per the chat, set yourselves up on the map. Climbing up trees won't require a check since you have plenty of time, and the max height you can climb is 15 feet. Doing so will provide concealment (and thus the ability to make a stealth check), but will also provide concealment for both incoming and outgoing ranged attacks (but not melee attacks). You can also hide behind a tree trunk if you wish to stay on the ground. Please denote if your hiding place will be in a tree or on the ground.

The bandits will arrive at the top of the map, and move one section per round until you attack. Assuming your stealth checks aren't botched, you will get a surprise round against the bandits. The map is long enough for you to set up in such a way that you are both in front and behind the bandits if you so choose. I will allow you to decide the order of actions for the surprise round. Afterwards, it will be initiative, which I will roll for everyone and repost at the top of every round.


Skaz will be mounted, hiding behind a tree. I leave it up to you to decide where.

Skaz Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
Varg Stealth: 1d20 + 6 ⇒ (5) + 6 = 11


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut finds a nice sturdy tree and climbs near to the top and makes sure his crossbow is loaded and ready to go.
After some thought, he realizes the great fun it would be to watch the humans horses fall on them, and decides he will surprise them with a well placed grease spell.

1: Smezut climbs 10ft up a tree. (token placed on roll20)

2: Smezut hides and prepares to cast grease during the surprise round

Stealth: 1d20 + 13 ⇒ (13) + 13 = 26


Xzin Rag-mag Xzin-xzoran

Xzin is in a tree, and placed on the map

Stealth: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36

I have actually managed to hide in the wind itself.


Male Goblin Ranger (Skirmisher) / 1

Ramses goes in front of the bandits and climbs 15ft into the tree to have clear site all the way down the path. He notches an arrow in his bow ready to shoot.

stealth: 1d20 + 16 ⇒ (16) + 16 = 32


Tbenox is using his height [dis]advantage to hide in the foliage.

Stealth 1d20 + 10 ⇒ (15) + 10 = 25


You wait hidden among the trees for the bandits to return. Sure enough they do, exactly the same as before only with the pack horses laden with trade goods you saw just this morning at the trading post. As the bandits continue their joking, unaware of your presence, the lead horse lets out a scared whinny. The bandit riding the lead horse looked about and asked, "What, do you smell something girl?" The bandit looks around, then pulls his shortsword as he says, "Damn wolves, always spooking the horses... gah!!!"

Lead bandit's Perception: 1d20 ⇒ 12

Skaz directs Varg to step up and attack the lead bandit Handle Animal: 1d20 + 9 ⇒ (17) + 9 = 26, fighting with Varg Ride: 1d20 + 13 ⇒ (9) + 13 = 22, aiding Aid Another: 1d20 + 6 ⇒ (8) + 6 = 14 the wolf's attack roll on the bandit Bite: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 1 ⇒ (4) + 1 = 5. The bandit yelps out in pain as Varg's teeth sink into his leg, falling to the ground as the wolf violently shakes his new chew toy Trip: 1d20 + 2 ⇒ (17) + 2 = 19.

The horses have scent, but I figured that goblin wasn't something they would automatically know (to be bad). Wolf on the other hand is a bit of an issue. Given that Varg can't compete with your super stealth, I allowed the lead bandit a chance to see him as the horse approached and smelled the predator (I placed Skaz prior to rolling, and having the horses start smelling Varg 30 feet out would have been annoying). The bandit did Varg, but other than that bandit having time to draw his shortsword, it won't really effect your ability to conduct your surprise round. Since Varg was spotted, I decided Skaz would jump out to attack immediately. He was rather successful (since his damage is garbage until he gets dervish dance I just had him aid the wolf), and I decided that it made sense to still allow for a trip attack on the bandit. He rolled good, so the bandit was dismounted and is now prone. You may now take your surprise actions as you see fit. If you are in a tree and using ranged attacks, I'll give you a +1 for raised positions. Ramses, the prone bandit is close enough to you that because of your raised position, I will not be giving him any bonuses vs. ranged attacks for being prone.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut casts grease on the ground under the rear bandit.

The 10' area is on the map. The DC to beat is 14.


Rear horse Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Rear pack horse Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Rear bandit ride check Ride: 1d20 + 1 ⇒ (19) + 1 = 20

As a puddle of pig fat is conjured between the two rear horses, the rear horse loses its footing and falls to the ground. The rider manages to dismount without being caught under the horse's body.

Damn, horses have some good reflex saves. Didn't expect the bandit to land on his feet; guess he was lucky.


Xzin Rag-mag Xzin-xzoran

Xzin opens forth a portal to the eternal horse aether, summoning one of his followers seeking to exact justice.

attack: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 1d4 + 2 ⇒ (1) + 2 = 3


Male Goblin Ranger (Skirmisher) / 1

Ramses targets the prone bandit.

attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 + 2 ⇒ (3) + 2 = 5


Tbenox emerges from the bushes with a smirk on his face. "Perfect" he thinks to himself.

A dissonant array of colors springs forth from Tbenox's hand. "Ahahahahhahahahaha he screams

DC 15 Color Spray on the bottom bandit, his horse, the hooded bandit, his horse and the pack horse above the hooded bandit.


Pack horse Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Hooded bandit horse Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit horse Will Save: 1d20 + 1 ⇒ (13) + 1 = 14
Hooded banditWill Save: 1d20 + 1 ⇒ (14) + 1 = 15
Bandit Will Save: 1d20 - 1 ⇒ (12) - 1 = 11

Tbenox pops out from a bush, a flash of pretty lights shooting from his fingertips. The front pack horse and the second bandit along with his horse fall to the ground. The hooded bandit's hood seemed to block the lights, and his horse was looking the other way.

Thus ends the surprise round. Below, initiative:

Smezmut: 1d20 + 5 ⇒ (4) + 5 = 9
Ramses: 1d20 + 6 ⇒ (2) + 6 = 8
Skaz: 1d20 + 7 ⇒ (13) + 7 = 20
Xzin: 1d20 + 4 ⇒ (17) + 4 = 21
Tbenox: 1d20 + 10 ⇒ (5) + 10 = 15
Bandit: 1d20 + 5 ⇒ (12) + 5 = 17
Hooded Bandit: 1d20 + 2 ⇒ (7) + 2 = 9
Unmounted Horses: 1d20 + 2 ⇒ (14) + 2 = 16

Order:
Xzin
Skaz
Bandit
Unmounted Horses
Tbenox
Smezmut
Hooded Bandit
Ramses


Xzin Rag-mag Xzin-xzoran

Xzin calls forth another creature from beyond while his previous continues it's assault.

Fly: 1d20 + 8 ⇒ (16) + 8 = 24

Beak: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8; Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25; Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21; Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw Crit Confirmation: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19; Crit damage: 1d4 + 2 ⇒ (2) + 2 = 4

I will either summon the next one on the hooded bandit (if still up) or the back guy (if hooded guy drops)

Beak: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9; Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20; Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24; Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Xzin's Pygmy Flying Horses tear into the rear and hooded bandits, severely wounding the hooded bandit and nearly knocking out the rear bandit.

The rear bandit, seeing he is the only one left standing, throws down his sword and surrenders.

You may do what you want with the bandits. The hooded bandit is messed up, but not quite dead. Skaz has two spell slots available for CLW, and can stabilize the two bleeding bandits. Your charter did say that the punishment for banditry was death - either through battle or hanging. It would be well within your purview to tie them up, question them, and hang them for their crimes afterwards. Or you can just slaughter all of them. I will update the loot list shortly.


You quickly put the bandits to the sword. The surrendered bandit attempts to flee as he sees the lack of mercy, but is quickly shredded to death by Xzin's pygmy flying horses. Ramses and Skaz round up the horses as the rest begin to strip the bandits bare of all valuables. Knowing looks among the group result in the group's decision to find the dead bandits' camp before they're missed and their friends have time to react. With only a guess based off of the direction the bandits were heading, you head off into the wild.

Later the same day, you reach the forest proper. Your newly acquired horses make the journey much faster. Varg is able to sniff out the trail, with the help of Skaz looking for horse tracks. You find a nice place to rest the night of the bandit ambush. The next day, you believe you are getting closer and search the area. By the evening, you locate the bandit camp as they are having dinner. You are able to scout the immediate area and find a hiding place for the horses with little issue.

See the map on roll20 and the descriptions below:

The Thorn Ford camp is relatively large, and well defended by numerous hidden platforms placed in the trees. The camp itself is about 60 feet from Thorn's north bank - a path winds alongside a shallow creek that leads directly up to the campsite. This path continues for another 200 feet north of the camp before turning into a game trail.

K1. Clearing: The bandits created this semi-permanent campsite by cutting themselves a small clearing. Tree trunks and logs serve as chairs, all centered about a stone-lined campfire. A heap of kindling and smaller sticks lies nearby. The bandits generally prefer to sleep under the stars, but a number of folded tents are stored under the platform at area K2 for wetter nights.

K2. East Watchpost: A wooded platform 20 feet off the ground gives a great view of the campsite and the trail to the west. A rope ladder allows access, but if pulled up to the platform, access from below is possible by climbing one of the nearby trees (DC 15). Tents, firewood, food, and other supplies are kept under a canvas tarp below this post.

K3. West Watchpost: This post is identical to the east watchpost, save that no supplies are stored below it.

K4. The Logs: Two thick logs lie positioned alongside the forest trail. The logs can be used as cover or be rolled across the trail to create obstructions.

K5. Wagon: An old, broken-down wagon sits here. The bandits occasionally use it as part of a set-up to dupe travelers.

I am keeping track of the days on the calendar, and your location on the exploration map. Since you went straight for the bandits, I updated the map but will wait to show it for when you begin the exploration part of your adventure. Skaz made the tracking checks so you don't need to worry about it. Now you can plan your assault on the bandit camp - you can set up an attack while they eat or wait until it is dark out. The bandits are identical to the ones you killed earlier. Kressle is armed as described by Oleg. I put your tokens on the map so you can plan how you want to do things. Note that if you wait until night things will change - bandits will change location, it will be dark, etc. Once the plan is made, we'll make appropriate checks and move on.

Skaz Survival Aid: 1d20 + 2 ⇒ (18) + 2 = 20
Skaz Survival Aid: 1d20 + 2 ⇒ (14) + 2 = 16
Varg Survival: 1d20 + 7 ⇒ (19) + 7 = 26
Varg Survival: 1d20 + 7 ⇒ (13) + 7 = 20


You wait for the cover of night, since humans can't see in the dark. The bandits don't do much during that time. One guard climbs the East Watchpost (K2) with a hooded lantern and takes watch, longbow in hand. Kressle and one of the bandits go under a tree while the last two curl up against logs.

Roll20 shows their positions. Light is coming from the campfire and from the hooded lantern. The yellow aura is normal light, and the orange is dim light (I realize it is a bit weird looking, deal with it). Discuss your plan of attack, and I will tell you if any checks are needed. Same surprise round initiative as last time unless something comes up - decide the order you want. Then I'll do initiative. A stealth check will likely be needed.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut explains that he would like to sneak around the top of the camp and surprise Kressle and the bandit sleeping near by with some grease and fire.

He will first cast grease, hopefully not waking them, then start chucking alchemist fire.

Stealth to get into position.

Stealth: 1d20 + 13 ⇒ (18) + 13 = 31


Male Goblin Ranger (Skirmisher) / 1

Ramses moves in and climbs the tree to get a clear view of th camp. Pulling his longbow out and aiming it at the guard on watch.

stealth: 1d20 + 16 ⇒ (2) + 16 = 18


Bandit on watch Perception: 1d20 ⇒ 15

Ramses takes his position and notices the bandit on watch pick his nose, obviously oblivious to the goblin not 10 feet away in a nearby tree.

He does, however, see a wolf dart under the trees towards the campfire.

Skaz isn't going to scream out, because that would probably wake the other bandits which are much easier to hit when asleep. The bandit on watch can't call out yet since this is the start of your surprise round. Take your actions in the order you want.


Xzin Rag-mag Xzin-xzoran

Xzin moves into position ready to summon another servant to the battle.

Stealth: 1d20 + 17 - 1 ⇒ (3) + 17 - 1 = 19

Will summon a celestial eagle on the surprise round at specified location

Eagle Attack 2/ smite evil: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage + smite evil: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7 if not evil, subtract 1 damage


Male Goblin Ranger (Skirmisher) / 1

Ramses takes aim and shoots the bandit on guard.

attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 3 ⇒ (3) + 3 = 6


Tbenox makes a wide berth around the camp using the cover of night to avoid detection. While moving he casts mage armor to ready himself for the inevitable combat. He moves into position

Stealth 1d20 + 10 ⇒ (7) + 10 = 17

Afterward, he waits with eager delight to push the limits of his arcane abilities.

im planning on readying an action to color spray anything that wakes up and moves in my general direction. I'll expend a point from my arcane reservoir to set the DC at 16.


A flying pygmy horse appears above a sleeping bandit, his screams of pain rousing the others from their slumber. The bandit on watch notices a poorly fired arrow flop on to his perch and sees the perpetrator in the nearby tree.

Initiative and Perception:
Smezmut Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Ramses Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Skaz Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Xzin Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Tbenox Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
Bandits Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Kressle Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Sleeping Bandit (next to Kressle) Perception: 1d20 ⇒ 4
Kressle Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Sleeping Bandit Perception: 1d20 ⇒ 7


Round 1:

Skaz
Tbenox
Bandits
Xzin
Kressle
Smezmut
Ramses

Currently, several of you haven't broke stealth. Each bandit will get a check on their action, otherwise, they won't notice you until you attack or move without making a stealth check.


Skaz steps up with Varg to attack the now awake, but still prone, bandit next to Kressle. Skaz is unable to assist, but Varg manages a glancing blow.

Dice:

Handle Animal: 1d20 + 9 ⇒ (1) + 9 = 10
Ride: 1d20 + 13 ⇒ (20) + 13 = 33
Aid Another: 1d20 + 6 ⇒ (3) + 6 = 9
Bite: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (1) + 1 = 2


correction: during the surprise round, Tbenox shoots at the prone sleeping bandit on the southern part of the map.

1d20 - 1 ⇒ (20) - 1 = 19

Damage 1d6 ⇒ 6

Confirmation 1d20 - 1 ⇒ (17) - 1 = 16

Damage added if crit confirmed 1d6 ⇒ 3


Tbenox leaps from his cover and moves into position. He instantly calls on his arcane reservoir, pushing his abilities. A radiant cone of color shoots from his hands.

DC 16 color spray, 1 point of arcane reservoir used to increase the DC by 1


The power of rainbows promptly returns Kressle and her bandit of the evening to their slumber.

Will Saves:

Kressle: 1d20 + 1 ⇒ (14) + 1 = 15
Bandit 1: 1d20 - 1 ⇒ (4) - 1 = 3


2d4 ⇒ (2, 2) = 4 for color spray tier 1 duration.


Seeing their leader put down with obviously powerful magics and two of their number badly wounded, the bandits (those still conscious anyway) surrender.

You can tie all of the bandits up, collect the loot, and decide what to do from there.


You learn some information from the captured bandits as the loot is being collected and loaded on to your horses.

1. Our boss is a monster of a man. Calls himself the Stag Lord. He's a deadeye with the bow, and I saw him crush a prisoner's hand to mush in one fist. Come to think of it, I've never seen him without his creepy stag helmet on - some of my friends think he ain't got no face under it, but not me - I think that creepy helm is his face!

2. It's hard keeping track of who's working for the boss, so we use a master phrase as a sort of password to get in the fort on the northeast shore of the Tuskwater, "By the Bloody Bones of St. Gilmorg, who wants to know?". And no, I have no idea who St. Gilmorg is.

3. The Stag Lord is a bloody drunk. All that booze we have is for him. He's half of what he used to be, and ain't never been right in the head. A few weeks ago he punched my horse for spittin' in the yard. Personally, I wouldn't care if he dropped dead tomorrow, but even drunk out of his mind he's still got a fair amount of fight to him.

4. The Stag Lord keeps a strange old man locked up in the basement. I suspect the old guy might actually be running the show, using the Stag Lord as a puppet, you know. I got a look into the old guy's eyes once, and it terrified me. He ain't someone I'd want to cross.

5. Yeah, we took the wedding ring from that wench in the trading post. It ain't here no more; just the other day a group of filthy Mites stole a couple of bags of our loot. They probably fled to their lair under the old sycamore tree, but we weren't too anxious to get our loot back since it was mostly copper and a few cheap-looking trinkets.

6. The Stag Lord is likely to grow more aggressive if he doesn't get his booze eventually. He isn't expecting it for a while, but would likely let his guard down if someone were to deliver it to him. And don't worry, there's some goblins in the ranks, so they won't immediately know you're up to no good.

7. The Stag Lord recalled three of the bandits from here once we reported how easy it was to collect from the trading post. Meaning, if you're keeping track, all the bandits that participated in the initial robbery of Oleg are either dead, captured, or back with the Stag Lord.

I will now move the roll20 map to the exploration map. The bandits did give you the locations of a couple of places, though you will still have to explore the hex to find the exact spot. This way at least you generally know where a couple of things are at.

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