Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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As the month of Neth sets in, and the days grow shorter with the promise of cold and possibly snow, the fate of the Barony remains uncertain as its coffers shrink like water drops on a hot stove.

Furthermore, vague rumours of violence south has spread among the population and farmers are less inclined to venture that way.

At the last council, a decision was made to go forth and explore the lands south. The group gathers and prepares for an expedition...

Check the map. The main areas for exploration are: The Deeper Forest, East of Tuskwater Lake and West of Tuskwater Lake. You can also go on the lake to access directly the deeper reaches of that area.


I think if a threat were starting in the Deeper Forest, we might rely on Adam to let us know. Why don't we start exploring the area east of Tuskwater lake and then make our way west if we don't find anything there?


(AC 18, hp 15 of 77) Summoner 9

Servayn, eyes bloodshot from going over tally sheets with Oleg, agrees heartily. "Yes, to the lake! Or, wherever. Away the Hells from here for a spell! I thought running a kingdom was going to be all ermine-trimmed bedsheets and mistresses peeling me grapes!"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger throws a grape in his mouth. "Grapes? I got some grapes here, Servayn. There a might good." He says as he throws another one in. "Mmmm! Mmmm!" He tosses in another. "Sounds good to me, Kals! Let's go clear us out some bad guys!" He slaps Servayn on the back as he finishes off the last grape.


AC 24 (25) HP 30/30 AP 8/8

"Yes lets venture forth". "I fear if I ever need to raise a cathedral to Milani, I'll have to raise the money myself".


Hey Servayn, I'm sure trolls won't mind peeling your grapes for you... You might though.Sally forth then! I'll hold this fledgling kingdom together while you're away."


It is a cold and brisk morning as the group of nobles sets forth on horseback. The landscape has changed in no small way. As you make your way south, on the brand new road that has been recently built, you are amazed at the transformation civilization can have of a piece of land that, a few months back only, needed to be "reclaimed".

You spend the night at a farm on the edge of the Barony, then start before dawn, only to be welcomed by a cold rain and a northbound wind that sprays your face and makes it hard to see. You are now a long way from Providence and a growing sense of luxury. The mud and the rain outline the unforgiving nature of the untamed world that spreads before you. You spend that night near the crossing at the junction of the Thorn and Gudrin rivers, with a relentless rain sending you freezing under tent and blankets.

The next morning greets you with a steel sky. Everything seems muted and lethal as you make your way to the Stag Lord's Fort. It's ruins lie still on the hill looking over a dark purple Tuskwater Lake. Its half standing walls convey a different sense of solemness now that the months have passed. You can still see with vivid clarity the battle where you laid down the bandit lord. A fierce battle it had been...

The exploration starts only the next day, with Kriger leading the small group as it explores the land east of the lake. Hills follow hills and only the howl of nearby wolves breaks the monotony of the day's exploration.

Do you plan on spending the night or coming back every night to the Fort? Also, Kriger needs to roll a Survival and a perception (+2 for each member who has it as a class skill).


(AC 27 (w/mage armor), hp 62 of 62)
Other Mastermind wrote:
Do you plan on spending the night or coming back every night to the Fort? Also, Kriger needs to roll a Survival and a perception (+2 for each member who has it as a class skill).

Servayn has Perception as a class skill. Ember has both as class skills, but might not be eligible to help, or, in his case, willing to help...

Ember returns the howls of the wolves, roughly at first, but becoming fairly convincing by the end of the day...

At Servayn's querying look, he replies, "What? Wolfs good eating. Maybe they come to us..."


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Perception: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22
Survival: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31

That's +2 from Servayn and Davor for Perception. And +2 from Davor for Survival. Also, if we are in forest terrain, add another +2 to each because I did not.


One of the low hills has a dsitinct shape. It's a little too perfect Kriger would say. As you approach it, it does, in fact, look a little too circular for its relative flatness.

K. history or local?

A crack can be seen at its base, leading to the darkness below...

Updated Map


(AC 18, hp 15 of 77) Summoner 9

Knowledge (local) 1d20 + 4 ⇒ (7) + 4 = 11

Servayn suddenly says, out of the blue, "Oh, did I mention that the kobolds will be mining stuff and sending us tribute from some mines their tribe lives in? Or did I totally forget to mention that?"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger looks to Servayn with a scolding look for a moment, relaxes his visage and shrugs. "I have no idea. What I do know, is that, this goes back under-stinking-ground." He points at the opening in the hill. "And that's troll dung. I hate the underground." He complains.

I got neither of those checks.


Troll dung? Is it... fresh?

Kalsgrim would know troll dung from ambrosia, and doesn't have either of those rolls either.


AC 24 (25) HP 30/30 AP 8/8

Staring at the low symmetrical hill Janku racks his brain to see if it seems familiar.

1d20 + 7 ⇒ (8) + 7 = 15 Knowledge History


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

"Trolls...hmm." he takes a moment to consider his knowledge of Trolls "We need fire and acid? Anyone have alchemists fire or powerful fire and acid spells? These filthy things regenerate."

Knowledge Nature: 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19 to detect strengths and weaknesses of Trolls.

Good thing they're not like trolls in the Drizzit books I've been reading where they can apparently regenerate from a severed arm.


(AC 27 (w/mage armor), hp 62 of 62)

"Troll wasn't eat-able. Don't like trolls." Ember grumbles.

Servayn whispers an invocation, and Ember's scales darken with magical reinforcement.

mage armor +4 AC for Ember for the next 4 hours.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger looks around at the others with a scowl. "No, no, no! Going back underground is as fun as troll dung! That's not troll dung, that's...well...I'm not exactly sure what kinda dung that is, to be honest." He scratches his chin.

LOL! I'm sorry fellas, but I never even realized how that sounded. I was just saying how crappy it is having to go back underground. My bad. But it's good for a laugh, right? :)

Unless of course, OM actually decides to throw one at us.


Janku wonders if that might not be an old tomb, shaped like a hill...

What next?


Well, I don't think we can leave this unchecked. Especially if some later settlers might stumble across it.

Kalsgrim will dismount and hand his reins over to Kriger before walking over to the crack in the mound, bow ready.


Marching order?


The crack leading into the darkness... Can a man go through it standing? Do we need to crawl in? Single file? So far, I think it is only Kal who has gone to the entrance to peer inside.


While the passage is narrow, Kal notices that it quickly leads to a tiled floor. You could probably stand, but single filed.


AC 24 (25) HP 30/30 AP 8/8

"Ware". "This looks like it could be a tomb".

How about Davor(darkvision), Kriger, Kalsgrim, Servayn, and Ember, with Janku pulling up the rear as usual. That gives us a slow guy at each end, Firepower close to the front, and my high AC at the rear?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Works for me.


This is one of those situation where no one is certain as to what to do. In those cases, I would ask that you all post to at least say you're good with it.

We could also put a deadline, so I can move the story forward as well. I'll update tonight if possible. (It's morning atm.)


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Davor draws out his sword in preperation, not knowing what'll come next.
"Whatever it in there will not stand long before us." he grinned as he looked back at the group, all too proud to go first. "Anyone able to skin creatures?"


Let's see what's down there first. If Janku's right and this is a tomb, there may not be worldly shells to skin if we survive.

I'm great with Janku's suggestion.


Davor leads the group inside. Light quickly gives way to a looming darkness as he crosses the threshold of the mount. His darkvision allow him to notice that the earth under his feet is covered by what must have been pretty tiles of ceramic. all this is but a souvenir though, as pieces are broken and, for the most part, covered by a thick slippery and nauseous layer of guano...

He looks up into the darkness and sees the myriad of tiny creatures, all packed nervously away from the world, waiting for darkness, or for an excuse...

Davor, please roll Stealth, Knowledge (nature) and Handle Animal.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

whoops, didn't know I was being waited on. I'm not going to enjoy these rolls...

Stealth:1d20 - 3 ⇒ (2) - 3 = -1 Apparently Davor screams "Oi, I'm trying to sneak around here!"

Knowledge (nature):1d20 + 6 ⇒ (8) + 6 = 14 +5 to this roll if monster related due to monster lore

Handle Animal: Handle Animal is a untrained skill that you need ranks in to use it so can't roll.


As Davor enters the chamber, he slips slightly in guano, his armor clashing loudly. A tremor moves through the bats and, as one, they take flight, their numbers making them look like a massive dark sail snapping in the wind.

secret rolls:
1d20 + 2 ⇒ (12) + 2 = 14

Please roll initiative and 1st round action if you have above 14. All except Davor are outside the chamber, Kriger is 15 feet from Davor, with Kalsgrim and Servayn at 20, Ember and Janku at 25. The bats are 15 feet up until their initiative.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

1d20 + 5 ⇒ (2) + 5 = 7 not my day.


(AC 18, hp 15 of 77) Summoner 9

Initiative 1d20 + 6 ⇒ (5) + 6 = 11

Ooh, a swarm! With Lukasz on indefinite break, this should be fun...


Initiative 1d20 + 2 ⇒ (19) + 2 = 21

Well, we're investigating, so...

Kalsgrim will run past Kriger and Davor calling out Get through quickly!


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

DM:

If this is the place that I think it is then you should know that the stats for the fighter inside the tomb are messed up. For instance ther eis no penalty for the broken chain mail when there is meant to be and the same for the broken weapon too. Just letting you know.


Davor:
Ok, thanks. Not sure whether I'll follow the module or not...


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Intiative: 1d20 + 8 ⇒ (9) + 8 = 17

"Oh crap! I'm right behind you, Kals! Let's go fellas! No time to waste!" He yells as he takes off, following behind Kalsgrim.

Edit: I have a lantern with some oil. We've got that.


Who has a light source? And what kind is it?


AC 24 (25) HP 30/30 AP 8/8

Janku carefully crafts his light spell so that it follows the outline of the rose on his new shield.


(AC 18, hp 15 of 77) Summoner 9

Servayn will also conjure light, on his belt, so that it won't be at eye level and distracting.

Ember immediately grumbles that it's right in his face...


Does that mean that Kriger and Kalsgrim went running straight into the darkness?


(AC 18, hp 15 of 77) Summoner 9

Quite possibly. Hope there isn't a chasm... :)


Yes, that is what it means. Kal will stop at the edge of dim light, so 40' from the nearest light spell.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

Davor has Darkvision I believe. Something good from that orc blood :p So I can see up to 60ft in total darkness.


Round 1

secret rolls:

Kal1d20 - 1 ⇒ (14) - 1 = 13
Kri1d20 - 1 ⇒ (4) - 1 = 3

Charging forth through the darkness, with little light to see, Kalsgrim moves across the room. Unfortunately, Kriger, following suit, is not so lucky and slips in a particularly warm patch of guano. (Kriger is prone)

The bat then descend upon both Davor and Kriger.

secret rolls:

Davor1d6 ⇒ 2
Kriger1d6 ⇒ 6

Their myriad hit and bite like millions of needle, bleeding the two adventurers (-2 hp to Davor, -6 to Kriger)

Updated Map
Everyone’s action, then the bats again. For now, Kalsgrim can’t see what lies ahead.


(AC 18, hp 15 of 77) Summoner 9

Servayn calls upon forces from the distant planes, and Ember looks up with a start as his form begins to drift apart. A moment later, a kobold sized figure of mist appears, and Servayn attempts to command it, despite being unfamiliar with the tongue of the elemental spirits of the air.

summon monster II SLA to conjure a small air elemental (+4 Str and Con for Augmented) and then a Linguistics attempt to tell the air elemental to assume whirlwind form and attack the swarm. GM's option if this is even an option, but, from the skill, probably DC 20 for the simple message, if possible at all. If he fails, it just attacks the swarm normally. 1d20 + 4 ⇒ (7) + 4 = 11

Meh, the elemental probably has no idea what his silly whirly pantomime is about and just attacks normally. Whirlwind could have rocked!

slam 1d20 + 6 ⇒ (17) + 6 = 23
damage 1d6 + 3 ⇒ (5) + 3 = 8


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Craaaaap! Stupid bats!" Kriger gripes as he stands and draws his flail.

Stand from prone; draw weapon.

AC 18; touch 12/ff 15; Hp's 26


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp

They're in my hair, They're in my hair!!! Anyway, I assume as they're bats they're tiny sized and are immune to weapon damage.

Davor will get up and run out of the swarm, heading towards the blue K (I assume Kalsgrim, deeper in the cave.) using all his movement this round, if allowed to get up from prone and just run.
"Rats with wings." he grunts as he attempts to get out of the swarm.


Only Kriger was prone.


Male Half-orc Inquisitor/6th, AC 21, 55/55 hp
Other Mastermind wrote:
Only Kriger was prone.

Okey, then just full round action of movement to get to blue K.


AC 24 (25) HP 30/30 AP 8/8

Janku goes running in after his friends his shield held high to prevent the bats from attacking his face, even with his helm visor lowered. And just for fun to see what happens, he casts Sound burst into the swarm once everyone else is clear.

.Doing his best to either aim so it misses much of the group, or waiting till they're all clear, then casting the spell.

"You two run ahead...Everyone else wait a bit before entering". "I might be able to help here".

1d8 ⇒ 2 Sound burst (20'Radius, Fort Save DC15 or stunned for a round also.)

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