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.


3,001 to 3,050 of 8,044 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Ok, but it's not charging, but moving, or am I missing something else?

There appears to be a straight line, with nothing in the way, between his starting location and dog four, so I had intended for him to charge. If you feel that he could not, due to the terrain or the presence of flankers, or whatever, just drop the attacks to the bite attack, and bump his AC back to 22. He might have a better chance of surviving the AoOs he just provoked with an AC 22 anyway. :)


Ok, thanks for the clarifications. I agree you can charge even if you draw AoOs and even if you're hit. I guess now my question becomes whether using Acrobatics can be done as part of a charge.


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
Ok, thanks for the clarifications. I agree you can charge even if you draw AoOs and even if you're hit. I guess now my question becomes whether using Acrobatics can be done as part of a charge.

Yanno, I have no idea. Under Acrobatics, it says that it's 'part of the move action,' and doesn't require an action of its own, but a charge isn't exactly a standard move action... Your call. I'm fine either way.


Davor is up.


Round 2 - Janku and Kalsgrim
Janku's Spiritual weapon continues to pound away at the creature he had attacked previously. The hammer damages the beast as it lands on a hip.
"Well as usual it's a good thing I moved over next to you". From Janku's fingers spread thorny vines knitting the worst of Krigers injuries together, and the fine scent of roses filling the air. (Janku, Kriger is the red dot... I’ve put you beside him this time.)

Seeing Janku going to Kriger's aid, Kalsgrim turns to the outflanked Ember in an effort to help. Two shafts fly and land deep in the beast’s neck, but fail to bring it down.

Round 3 - Servayn, Kriger and Davor
Ember attempts to spring out of reach of the hounds surrounding him, and make a pounce attack on the one attacking Servayn instead. As it moves, it turns it back on the beasts and they snap at it.

Secret Rolls:

1: 1d20 + 5 ⇒ (11) + 5 = 16; 1d8 + 1d6 + 1 ⇒ (7) + (4) + 1 = 12
5: 1d20 + 5 ⇒ (5) + 5 = 10; 1d8 + 1d6 + 1 ⇒ (8) + (6) + 1 = 15

Fortunately, both attacks miss and Ember leaps in a flurry of biting and slashing on the offending beast. All the eidolon’s attack land as the beast had opened itself when charging. Blood flies everywhere, but the beast still stands. (22 damage, DC for Acrobatics is related to CMD, +10 for a full move instead of a half move. If you charge, you can’t use Acrobatics (charging is very restrictive, so I would rule that way). I’ve decided that Ember would want to charge no matter what, so it didn’t use Acrobatics and just sucked the AoO. Let me know if that works.)

Servayn takes a 5 ft. step backwards and throws glitterdust (Will DC 17 negates blindness, 4 rounds duration, save each round) to blind the pair of hounds in front of Davor.

Secret Rolls:

Will DC 17
2: 1d20 + 5 ⇒ (18) + 5 = 23
6: 1d20 + 5 ⇒ (19) + 5 = 24

A rain of sparkles come down on the two beasts, for an instant they blink, but seem to shake off the effect of the spell.

Kriger's eyes fly open and the first thing he notices is the demon dog right next to him. "Oh crap!" He immediately stands up, grabbing his axe.

Davor attacks once more, (1d20 + 8 ⇒ (4) + 8 = 12) but fails to hit.

Round 2 - The Beasts
As Kriger gets up, the beast in front of him takes a bite.

The two beasts Ember had left behind follow in pursuit, charging the eidolon, while one of the beasts tries to circle Davor.

Secret Rolls:

1: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26; 1d8 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4 charging
2: 1d20 + 5 ⇒ (10) + 5 = 15; 1d8 + 1d6 + 1 ⇒ (5) + (1) + 1 = 7
3 AoO: 1d20 + 5 ⇒ (3) + 5 = 8; 1d8 + 1d6 + 1 ⇒ (7) + (5) + 1 = 13
3: 1d20 + 5 ⇒ (3) + 5 = 8; 1d8 + 1d6 + 1 ⇒ (6) + (4) + 1 = 11
4: 1d20 + 5 ⇒ (4) + 5 = 9; 1d8 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9
5: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16; 1d8 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4 charging
6: 1d20 + 5 ⇒ (6) + 5 = 11; 1d8 + 1d6 + 1 ⇒ (4) + (6) + 1 = 11

Most attacks miss out, all but one on Ember. One of the pursuing beasts found an opening and tore up its calf (-4 hp to Ember)

Map
Group 3 (Janku and Kalsgrim) is up, then Group 1 (Servayn, Davor and perhaps Kriger) can post again.


Please note that I will have to be more strict on the posting, especially during combat. If you take too much time to post your combat action, I will skip your turn. Of course, if you can't post, let us know in advance and we'll find a way to take it into account.


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

Janku moves to G3 and channels, using selective channeling to leave out the three enemy withing range of his channel.

2d6 ⇒ (3, 6) = 9 CPE

The smell or roses fills the air, and petals fall from the sky, soaking up blood, and filling cuts and gashes.


(AC 18, hp 15 of 77) Summoner 9

After Kal's move

Servayn steps back a pace from the fiery hound before him into E/4.5 and attempts to hamper the two new arrivals with another quagmire incantation.

Grease (Ref DC 16) in DE/5.5, DE/6, E/5.5 and E/6, the squares occupied by hounds 5 and 1, and the two squares south of them

At the same time, Ember steps a pace into the position that Servayn just left DE/4.5 and unleashes another flurry of attacks on the hound in front of him.

Ember Full Attack on #4, no charge bonus, AC 22, hp 11
Bite attack 1d20 + 5 ⇒ (4) + 5 = 9
Claw attack 1 1d20 + 6 ⇒ (17) + 6 = 23
Claw attack 2 1d20 + 6 ⇒ (18) + 6 = 24
free trip attempt if bite hits 1d20 + 5 ⇒ (17) + 5 = 22

bite damage 1d6 + 2 ⇒ (4) + 2 = 6
claw damage 1 1d6 + 2 ⇒ (1) + 2 = 3
claw damage 2 1d6 + 2 ⇒ (4) + 2 = 6


Davor's previous extra attack from Haste (2 rounds left): 1d20 + 8 ⇒ (19) + 8 = 271d10 + 6 ⇒ (9) + 6 = 15

Davor, with furious speed, manages to land another blow at the most injured beast. His flail crashes with great momentum on its head and sends the beast crashing to the ground, lifeless. Beast 2 is down.


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

Whoops! Forgot the old Spiritual Weapon attack.

1d20 + 7 ⇒ (7) + 7 = 14 Attack

1d8 + 1 ⇒ (3) + 1 = 4 Damage


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

Already ticked off from falling like a ton of bricks from being ripped to shreads by the creature, "Alright demon dog, THIS time it really is my turn!" He yells as he swings his axe toward the creature in rapid succession.

+1 Greataxe w/PA: 1d20 + 7 ⇒ (9) + 7 = 16
Damage w/PA: 1d12 + 13 ⇒ (2) + 13 = 15

+1 Greataxe w/PA: 1d20 + 7 ⇒ (8) + 7 = 15
Damage w/PA: 1d12 + 13 ⇒ (11) + 13 = 24

I know we are still waiting for Kalsgrim, but I figure my action shouldn't affect what he's gonna do. If so, I can repost something different.


Kalsgrim continues to try and help out the beseiged Ember, firing again at beast 1.

To hit 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d8 + 3 ⇒ (2) + 3 = 5
To hit 1d20 + 7 ⇒ (2) + 7 = 9
Damage 1d8 + 3 ⇒ (4) + 3 = 7

Wow. Just wow.


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

I COMPLETELY forgot about bless. For some reason I had a feeling that was cast and decided to check to see. Sure enough, on the previous page, there it is.

So, with that, add +1 to both attacks. Unless, of course, it's expended. I'm really not sure how long it lasts.


Round 3 - Janku and Kalsgrim
Janku moves and channels, using selective channeling to leave out the three enemy withing range of his channel. The smell or roses fills the air, and petals fall from the sky, soaking up blood, and filling cuts and gashes. (+9 hp to all)
His spiritual morningstar takes another swing, but misses.

Kalsgrim continues to try and help out the besieged Ember, firing again at a beast. His arrows shoot short and end in the dirt.

Round 4 - Servayn, Kriger and Davor
Servayn steps back a pace from the fiery hound before him and attempts to hamper the two new arrivals with another quagmire incantation.

At the same time, Ember steps a pace into the position that Servayn just left and unleashes another flurry of attacks on the hound in front of him.

Secret Rolls:

1: 1d20 + 5 ⇒ (13) + 5 = 18
5: 1d20 + 5 ⇒ (13) + 5 = 18

The beasts remain on their paws as they quickly find their balance. Ember’s claws bite deep in the beast’s flesh, bringing it down.

Already ticked off from falling like a ton of bricks from being ripped to shreads by the creature, "Alright demon dog, THIS time it really is my turn!" He yells as he swings his axe toward the creature in rapid succession. His blow cleanly cuts the beast’s torso and leaves him lying dead in the dirt. You get a move action if you want because you didn’t need that second attack.

Davor attacks the remaining beast using his increased speed, (1d20 + 8 ⇒ (4) + 8 = 12; 1d20 + 8 ⇒ (6) + 8 = 14) but both attacks are dodged.

Round 4 - The Beasts

Secret Rolls:

1: 2d4 ⇒ (2, 1) = 3
5: 2d4 ⇒ (4, 2) = 6
6: 2d4 ⇒ (2, 2) = 4
5 Acro: 1d20 + 8 ⇒ (4) + 8 = 12

One of the beasts in the Grease steps forth, not falling, and bites viciously at the exposed human, while the other inhales and exhales furious fire at both Ember and Servayn. Meanwhile, the one engaging Davor tries once more to find a place to sink its fiery teeth.

Secret Rolls:

1: 2d6 ⇒ (5, 4) = 9
5: 1d20 + 5 ⇒ (1) + 5 = 6; 1d8 + 1d6 + 1 ⇒ (4) + (6) + 1 = 11
6: 1d20 + 5 ⇒ (5) + 5 = 10; 1d8 + 1d6 + 1 ⇒ (4) + (2) + 1 = 7

The attacks are clumsy, but the flames engulf Ember and Servayn (-9 hp to both, Reflex DC 14 for half, unless you have evasion...)

Status
Spiritual Weapon, ends after Janku’s round 4 action.
Bless.
Haste (Kriger, Davor, Kalsgrim and Janku), ends after Servayn’s round 5.

Map
Group 3 (Janku and Kalsgrim) is up, then Group 1 (Servayn, Davor and perhaps Kriger) can post again.


(AC 18, hp 15 of 77) Summoner 9

Were Servayn and / or Ember in range of Janku's channeled energy? I tried to work it out on the map, but it depended on which intersection he centered it on, and I didn't want to assume in my favor...

Ref saves vs. doggy breath
Servayn 1d20 + 3 ⇒ (13) + 3 = 16
Ember (has Evasion) 1d20 + 5 ⇒ (2) + 5 = 7

Ember attempts another acrobatic twist, but ends up taking the blast full-on, and drops to the ground with an angry snarl, smoldering and having lost any sign of his previous amusement.

Servayn turns aside and manages to minimize his exposure to the fiery blast, but still ends up choking from the hot smoke and ash.


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

If you go diagonally, then across, both should be in the 30' range.

Smiling, and with a little of his old blood lust showing through Janku moves forward to attack with his real morning star, while his spiritual one continues it's assault.

1d20 + 7 ⇒ (8) + 7 = 15 Spiritual Weapon
1d8 + 1 ⇒ (6) + 1 = 7 Force Damage

Move to H2 (If necessary invoke Freedom of Movement}

1d20 + 7 ⇒ (18) + 7 = 25 Morning Star Attack
1d8 + 3 ⇒ (7) + 3 = 10 Damage


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

Cool. Then on the move action, will go to space that's next to E 5. It's like, E 1/2 - 5. I should be diagonal from Servayn on the SE side. And diagonal from #1 on its NE side. So, having said that, Kriger is probably in the breath blast range, so will roll for that.

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17

As Kriger manages to move next to Servayn in rapid fashion, he makes it just in time to get flamed on. "Whoa! That's a nasty little habit you demon dog's got!" He says as he swings at the beast caught in the grease.

+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage w/PA: 1d12 + 13 ⇒ (1) + 13 = 14

+1 Greataxe w/PA: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage w/PA: 1d12 + 13 ⇒ (7) + 13 = 20


See aid from the others flowing to Ember, Kalsgrim turns and tries to help Davor. He launches two arrows at beast 6.

To hit 1d20 + 8 ⇒ (20) + 8 = 28
Damage 1d8 + 4 ⇒ (8) + 4 = 12
To hit 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d8 + 4 ⇒ (7) + 4 = 11

Possible crit 1d20 + 8 ⇒ (18) + 8 = 26
Damage 2d8 + 7 ⇒ (4, 1) + 7 = 12

Armor Class 18, Hit Points 39/39, Bless, Haste.


Servayn Krolz wrote:

Were Servayn and / or Ember in range of Janku's channeled energy? I tried to work it out on the map, but it depended on which intersection he centered it on, and I didn't want to assume in my favor...

As Janku said, yes they were.


Beast 6 is down. Davor and Servayn are up.


(AC 18, hp 15 of 77) Summoner 9

Servayn and Ember concentrate their attacks on the hound before them, attempting to bring it down.

Servayn thrusts his morningstar into the hounds face, attempting to distract and harry the beast, distracting it from Ember's attack sequence. Aid Other, +2 to Ember's attacks on #5 if Servayn can hit AC 10

Aid Other 1d20 + 5 ⇒ (5) + 5 = 10

Ember Full Attack on #5, no charge bonus, AC 22, hp 11
Bite attack 1d20 + 7 ⇒ (18) + 7 = 25
Claw attack 1 1d20 + 8 ⇒ (12) + 8 = 20
Claw attack 2 1d20 + 8 ⇒ (18) + 8 = 26
free trip attempt if bite hits 1d20 + 5 ⇒ (16) + 5 = 21

bite damage 1d6 + 2 ⇒ (4) + 2 = 6
claw damage 1 1d6 + 2 ⇒ (3) + 2 = 5
claw damage 2 1d6 + 2 ⇒ (3) + 2 = 5


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

the effects of hate I believe gives a +1 to attack, AC and a extra attack at highest bonus.

attack 1: 1d20 + 9 ⇒ (20) + 9 = 29

crit confirm: 1d20 + 9 ⇒ (5) + 9 = 14

damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17

if crit confirmed

crit damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


Round 4 - Janku and Kalsgrim
Smiling, and with a little of his old blood lust showing through Janku moves forward to attack with his real morning star, while his spiritual one continues it's assault. The force weapon hits the beast and makes it yelp, while the real morningstar also crashes through its shoulders.

Seeing aid from the others flowing to Ember, Kalsgrim turns and tries to help Davor. He launches two arrows at the beast. These finally seal the beast’s destiny and it lays on its side, inert.

Round 5 - Servayn, Kriger and Davor
As the flames engulf Kriger, Ember and Servayn, Ember attempts another acrobatic twist, but ends up taking the blast full-on, and drops to the ground with an angry snarl, smoldering and having lost any sign of his previous amusement.
Servayn turns aside and manages to minimize his exposure to the fiery blast, but still ends up choking from the hot smoke and ash.

As Kriger manages to move next to Servayn in rapid fashion, he makes it just in time to get flamed on. "Whoa! That's a nasty little habit you demon dog's got!" He says as he swings at the beast caught in the grease.

Servayn and Ember concentrate their attacks on the hound before them, attempting to bring it down. Servayn thrusts his morningstar into the hounds face, attempting to distract and harry the beast, distracting it from Ember's attack sequence. Ember slashes through the hound, reducing it to shreds as it bleeds out and stays down.

Davor makes sure that the beast laying at his feet stays down. (I had mentioned previously that number 6 was down...)

Round 5 - The Last Beast

Secret Rolls:

1 Acro: 1d20 + 8 ⇒ (5) + 8 = 13

The last beast, seeing its packmate being slaughtered, maneuvers out of the grease and slips at full speed in the night.

Status
Spiritual Weapon has ended.
Bless.
Haste has ended.


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

I'm guessing the battle is over?


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

Ember surges forward ten paces (avoiding the enspelled area) and yowls at the fleeing hound.

Not attempting to pursue, just doing the threat display thing.


Kriger Eilifsson wrote:
I'm guessing the battle is over?

Unless you try to pursue.


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

Nope.

As the last dog takes off into the night, Kriger looks around at the others. Resheathing his axe and dusting off his hands, a smile forms. "That went pretty good, huh?!" He slaps Servayn on the shoulder. Then placing his hands on his hips, he again looks around with a confused look on his face. "Now... what were we doing before these demon dogs showed up?" He asks.


Let's finish setting up camp. I doubt that beast will be back on its own, but the sounds of battle may have alerted other predators in the area. We'll have to keep a sharp watch overnight. If you can stand it, I'd recommend sleeping in some sort of armor tonight.


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

"I wouldn't sleep any other way! Well, except this one time, there was this nun and..." He stops, remembering Kalsgrim and the code most like him adhere to. Smiling, and unable to come up with anything proper to finish that sentence, "Yep," is all he manages as he gets back to setting up camp.


(AC 18, hp 15 of 77) Summoner 9

"Another whiff of your lady's rose-scented favor would be much appreciated, if you have it in you, father." Servayn says to Janku. "I have led a charmed life, and never known such pain as I feel now." Indeed, he thinks, Let's see if I can go another twenty years without again being set on fire...

Ember lopes back into view from the darkness and snorts his amusement, "Wimp."


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

"Certainly my friends gather around, and I shall bring forth the blessings of the lady of roses for all to benefit".

2d6 ⇒ (6, 2) = 8 CPE
2d6 ⇒ (4, 3) = 7 CPE
2d6 ⇒ (2, 5) = 7 CPE

That leaves two in the bank for emergencies. Does anyone need more, as I've got some cures to convert left?


(AC 18, hp 15 of 77) Summoner 9

"I am now blissfully free of burns and holes in my skin," Servayn says, "My thanks to you, and your lady."

Ember sneezes at the heady scent and gently snaps as a drifting illusory rose-petal drifts near his snout, but also nods his appreciation for the healing.


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

Nope, I'm good. That's exactly what I was down.

As the burn marks soothe over and the bite marks close up, "Thanks Janks! That feels much better! HA! HA!" He slaps him on the shoulder.


(AC 18, hp 15 of 77) Summoner 9

So he does that to everyone, thinks Servayn, I should purchase some sort of spiked shoulder-pads...


I could use lay on hands if anyone is still down to preserve Janku's spell selection.


Secret Rolls:

1d100 ⇒ 69

The Greenbelt, 15th of Neth, 4710
Map of the Greenbelt
The evening passes like a whisper and sleep procures a sense of renewal. Towards the end of the night, a northern wind rises and the air gets much colder. Winter is coming to the Greenbelt, though it should be a month still until snow, though the old ones would recall years where Neth procured an early blanket of white to the area.

The Gudrin river can be safely crossed from where you stand, bringing you much deeper south, into the wilder part of the Greenbelt. West means Tuskwater Lake.

Pale clouds are slowly rolling across the blue ceiling to the north as you stand there, ready to explore, but where?

Once a decision is made, let me know your marching order. Whoever's leading the operation will roll Survival and Perception. Those who have ranks in either allow for a +2 bonus.


(AC 18, hp 15 of 77) Summoner 9

"West, I think," Servayn says, "We can check that the Stag Lord's Fort has not attracted some new and unwelcome guests, and then explore the regions west of that, or return northward."

Kriger might be best at finding our path. Servayn has +8 Perception and +5 Survival (and ranks in both, so +2's to the leader.)


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

"One direction is as good as the other to me". "West it is".


Kalsgrim nods at Servayn's suggestion. It would be good to make sure no force has occupied the fort in our absence, to make sure we don't have an organized enemy at our back as we go into the new territories south and east. Kalsgrim looks to Kriger, his expression indicating he fully expects Kriger to lead the way, and that he has every confidence he can and will do it well.


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

"Westsounds good." Davor nods as he puts his bloodied sword away."I have heard tales of great monsters and beasts that live out here."


A reminder: You spent the previous night at the fort...


(AC 18, hp 15 of 77) Summoner 9
Other Mastermind wrote:
A reminder: You spent the previous night at the fort...

Doh! Dumbass is me! But hey, at least we're guaranteed to find signs that somebody has been there! :)


Too late to edit my previous post, so...

As comfortable as it may be to return to the fort, I think we should press on. Kriger, let's follow the river further to the east, looking for any menaces that may threaten Frieland on the north side of the river, and in the process find some fords we can use to cross to the south.

Though he was talking to Kriger, he looks around at the others to see if there is any differing opinions. If no one offers a different course, we'll head off to the south until we get to that river half way down the hex, then follow it to the east.


Please check the map again. You're coming from the east and are at a ford that allows to go south.


Ah, my bad. I thought we were about a hex and a half south, along the river that comes straight out of the east side of the lake.

Then let's head straight south across the plains and hills. Eventually, we should find the lake shore coming up to the west, and we can follow it to the river that comes out of the east side of the lake.


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 stands there waiting for Kalsgrim and the others to make up their mind. "West, south, east. Are you sure you wanna go south now? You know you left out north?" Kriger smiles real big as he slaps Kalsgrim on the shoulder, "Only foolin'! Alright, south it is!"

Survival: 1d20 + 14 + 2 + 2 ⇒ (9) + 14 + 2 + 2 = 27

Perception: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36

The other +2 if favored terrain(plains) applies. If not, disregard.


Ok give me a bit of time to figure out the map, etc.


(AC 18, hp 15 of 77) Summoner 9

Correct me if I'm crazy, but aren't we at the southern limit of our charter anyway? I picked west because it was, as far as I remember, the way we were suppposed to explore next anyway...


Good point, the first charter came down to about 4 hex deep. The new one doubles it. The group will veer back west once it reaches this approximate distance.

The Greenbelt, 17th of Neth, 4710
The last two days have been filled with easy riding and easy vanquishing, as your troop encountered very little resistance, but for a few isolated hell hounds and an owlbear.

The last night was interrupted by familiar howls from a nearby troll, but whatever it did, it didn't approach your camp.

On the morning of the 17th, you set forth again, proceeding west. From the top of a hill, Kriger spots the beginning of a large body of water, perhaps Tuskwater Lake. He also spots a strange darker patch of land north west, located between two hills. As you approach, the foul smell that starts tickling your nostrils tells of what is known as a mud bowl, an area of higher geothermal activity, and fouler sulfurous smells...

Map of the Greenbelt


(AC 18, hp 15 of 77) Summoner 9

Servayn keeps his crossbow at the ready, "This sulphorus hellscape seems like the sort of place that fire-breathing dogs might favor..."

3,001 to 3,050 of 8,044 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SdF's Kingmaker PbP All Messageboards

Want to post a reply? Sign in.