Kingmaker: A Tale of Doom and Destiny

Game Master pinvendor

Exploration Rules:
Brevan Charter for the Greenbelt wrote:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.

In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than
simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables above. For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Exploring the Stolen Lands:

Traveling (Time to cross 1 hex)
Party Speed. . . .Plains. . . . All Other Terrains

  • 15 feet. . . . .11 hours. . 16 hours
  • 20 feet. . . . .8 hours. . . 12 hours
  • 30 feet. . . . .5 hours. . . 8 hours
  • 40 feet. . . . .4 hours. . . 6 hours
  • 50 feet. . . . .3 hours. . . 5 hours

    Exploring (Time to fully explore 1 hex)
    Party Speed. . . Plains. . . Forest or Hill. . Mountain or Swamp

  • 15 feet. . . . 3 days. . . 4 days . . . . . . 5 days
  • 20 feet. . . . 2 days. . . 3 days . . . . . . 4 days
  • 30 feet. . . . 1 day . . . 2 days . . . . . . 3 days
  • 40 feet. . . . 1 day . . . 1 day . . . . . . . 2 days
  • 50 feet. . . . 1 day . . . 1 day . . . . . . . 1 day

  • Quests!:
    You have unlocked the Quest feature! I will place a new spoiler in the header for you to keep track of quests. Please be aware that some quests may be expected to range over a long span of time in this campaign while others will be more time sensitive and require quick action. Any time you wish me to add a clue to a quest, please call it out and I will place it inside the header. See example below.

    Quest: Deliver a fair amount of fangberries to Bokken.

  • Clue: Fangberry thicket 50 miles or so to the southwest of Bokken's hut.

    Quest: Locate Bokken's "crazy" brother.

  • Clue: Man turned bandit may have encountered someone fitting this description. Rumored to be part of Kressle's gang.
  • Clue: Last rumor places Bokken's brother somewhere to the south.

    Quest: Special (Ali) Locate a dragon gizzard and a golem keystone.

    Quest: Wanted: Bandits! The bandits in the Greenbelt need to be shown that their actions will not be tolerated!
    Reward: The Swordlords of Restov are offering 400 gold once proof that bandit activity in the region has been driven down.

  • Clue: Capture or defeat several to help cull the threat of banditry in the area around Oleg's Trading Post.

    Quest: Find the lair of the Sootscale Kobolds and ensure that they aren’t going to continue being a threat any way necessary.
    Reward: The Swordlords of Restov will provide a reward of 800 gp once the kobold activity is under control.

  • Clue: The Sootscale Kobold Clan dwells in a cave somewhere in the Kamelands.

    Quest: Wanted: Tatzlwyrm Head!
    Reward: 600 gp for a relatively undamaged tatzlwyrm head.

  • Clue: Grub claims to have seen one in the forest to the southeast.

    Quest: Wanted: Slay the legendary Tuskgutter!
    Reward: My prized masterwork longbow and the last of my enchanted arrows for hunting to whoever can finally kill Tuskgutter. If you can bring me the monster's head, I promise I'll even share the head cheese I plan to make out of this trophy.

  • Clue: (?) Every Greenbelt hunter has a story about Tuskgutter, each wilder than the last! Look at me! I lost my leg to the accursed Hog from Hell. Whoever manages to kill the ill-tempered beast will get a nice reward from me old, retired Vekkel Benzen.

    Quest: Oleg’s been under a lot of stress lately, and Svetlana would love to cook him his favorite meal (moon radish soup) to help him relax. Unfortunately, moon radishes are relatively rare. Bring Svetlana a basket of moon radishes.
    Reward: Svetlana is ready to pay a 250 gp reward to anyone who can bring her enough moon radishes to make soup.

  • Clue: A whitish radish which locals say glows during the lunar equinox. This is just a myth.
  • Clue: A patch grows somewhere between 15-20 miles south of the trading post.

    Quest: Although his wife claims it’s not a big loss compared to what the bandits could have taken, Oleg knows the theft of her wedding ring has distressed her. She’s forbidden him from risking life and limb to recover it, but if anyone else can find the ring and return it to him, he’ll be very grateful.
    Reward: Oleg promises 1,000 gp in trading post credit if his wife’s ring can be recovered.

  • Clue: A plain brass wedding ring set with a single pearl.
  • Clue: The bandits were the last to have it, but they might have lost or sold it already.

    Quest: Capture Falgrim Sneeg, alive if possible.
    Reward: Kesten can arrange a reward of four masterwork weapons of the capturer’s choice if Falgrim is delivered alive. If he’s delivered dead, Kesten can only promise two weapons.

  • Clue: Falgrim fled into the Greenbelt to become a bandit.
  • Clue: Falgrim is described as an older Varisian with graying hair and an very unruly beard. He is a former mercenary, and those who fought with him say he possesses an unnerving calm in the face of violence.

    As you can see, definitive clues and uncertain clues shall be listed as black and light blue respectively. Once you're certain of a clue, tell me, and I will update the color.

  • Roll20
    RC Totals & Misc.

    Initiative:
  • Currently not in combat

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    Ephemeral GameMaster
    Glen the Goblin wrote:
    "Well if somehow you find yourselves in the Greenbelt perhaps you will seek us out."

    The woman looks at Glen with bemusement that he continues talking to her. Then she suddenly smiles and bursts out a laugh. "Well, my small friend, I don't see that as too likely. My charge, the Lady Nevyl, is not terribly keen on such outdoor excursions (which is how we ended up here tonight)."

    She sticks out her hand. "My name is Leona del Estarrio." Her grip is strong and sure.

    I don't think I have named her yet, so hopefully I'm not forgetting...


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Perception: 1d20 ⇒ 12

    Roswitha smiles to see Arielle amused by the dominos and pretending to play with her bear. I guess being forced to spend time with the children in the castle did some good. Score one for mother's foresight. she muses while she politely sips her very fine wine for the toasts.

    R. would make polite conversation with N., but not much more. She'd be ready to help get Arielle and her stuff back to their room whenever Miyari is ready to go.


    Ephemeral GameMaster
    Spirit of Pinvendor wrote:

    For those who wish it, much small talk and boasting over the coming expedition occurs. Maeger Varn and a few of the hardier drinkers will continue long into the night. Most people in the lounge will retire after a couple of hours. Arielle and Bubbles curl up in her chair and fall into a deep slumber after a time. Some discussion of her is made, but nothing alarming nor more curious than those inquisitive as to her presence with such an assorted lot though the topic quickly changes as often happens with those inebriated.

    Morning will come before long, and everyone will soon find themselves waking in one of two rooms in the Pig & Steer. Another day's journey awaits.

    Pretty sure everyone who said they wanted to post has done so. Going to move us along...but if anyone has anything else, you can sum it up in a spoiler as OOC description if you wish, and I will respond with anything that updates you or gives you information as necessary.

    RPT: 1d100 ⇒ 75

    Wow, only a 2% chance of this one, lol.

    Dreaming:
    That night each of you dream about the white-robed elf. You see her ahead of you walking in a hilly wilderness. Everything beyond her or what would be the distance is surrounded by mist. You can tell it is daytime only by all the ambient light. You feel the need to call out to her, but she doesn't seem to hear you. You begin to run, and yet you never get closer...she's always about the same distance away.

    Something catches your foot and you fall heavily to the earth which trembles and suddenly gives way. As a chasm opens up, a monstrous maw is waiting to swallow you, but someone has your hand and pulls you back from being consumed.

    Now it is night and you stand on cliff overlooking all the Greenbelt. Some kind of ruins surround you, and you see her again, the pale elf her golden hair blowing in unfelt wind. A light glows in her eyes and blurs the lines of her face, but you see her mouth moving and her words are in your mind.

    Then suddenly the sun rises, and its rays are in your eyes blinding you Even Ali sees all these things. When you look up, you see Arielle standing on the edge of the cliff holding Bubbles. Wordlessly she points to something far in the distance. Somehow you can see this place as you stand so high above. There is something glowing there...all other details are indistinct. Before you can stop her, Arielle jumps over the cliff. The ground tumbles from under your feet and you fall down, down, down, down...

    The words the pale elf speaks have one of the following effects. Each character will roll 1d100 on the following table to receive one and mark it on their character sheet. If not used, the effect will expire in one week's (seven days') time.

    Oracle's Wisdom:
    • 01: On any one decision, receive the benefits of the spell divination with 100% accuracy.
    • 02-09: You choose to roll 2d20 for any roll and take the better result. This must be chosen before making the roll. Once used, this benefit expires immediately.
    • 10-24: On the next roll of 1d20 you are required or you choose to make (that I approve), roll 2d20 and take the worse result. Once used, this penalty expires immediately.
    • 25-29: On any one roll of a 1d20 that you and another player must make for the same reason (i.e. skill check, save, damage from a multi-target attack), you may swap your result with that player's, and you must both accept your new results. Once used, this benefit/penalty expires immediately.
    • 30-39: You may take 10 in a circumstance you would not normally be able to do so. Once used, this benefit expires immediately.
    • 40-44: You may take 20 in a circumstance you would not normally be able to do so. Once used, this benefit expires immediately.
    • 45-59: On the next roll of any kind, add 1 to the result of the roll. Once used, this benefit expires immediately.
    • 60-76: On the next naturally successful skill check you make, you must replace the result as if you took 10. This temporarily allows you to take 10 even if you could not. Once used, this penalty expires immediately.
    • 77: Choose the result of your next roll up to the second highest number of that die. Once used, this benefit expires immediately.
    • 78-85: On the next naturally failed skill check you make, you must replace the result as if you took 20. This temporarily allows you to take 20 even if you could not. Once used, this benefit expires immediately.
    • 86-95: On the next three attacks you make, they are automatically natural 20s and impart all benefits as if you had rolled it. Roll to confirm for critical effects as normal.
    • 96-99: You have an invisible pugwampi spirit familiar that has an area effect of personal affecting you for the next three days.
    • 100: You have an invisible pugwampi spirit familiar that has an area effect of everyone within 100 ft affecting you for the next three days.


    Ephemeral GameMaster

    The mist from the prior evening has dispersed and the road looms long. Some of the party most likely nurse sore heads and acrid stomachs from the drinking the night before, but most were able to sleep the worst away and only need to continue hydrating to overcome the effects while on the road west.

    Other than an odd dream the night before, nothing happens while traveling on the road though travellers other than the expedition are much more scarce today than yesterday. As twilight comes the road continues curving slightly to the southwest. A small road forks off to the north.

    Perception DC 15:
    Some kind of structure is visible on the horizon to the north at the end of the well-worn path away from the road.


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    1d100 ⇒ 64
    Perception: 1d20 + 7 ⇒ (3) + 7 = 10
    Naturally that check had to fail. ;P

    For the rest of the night, Armin does not go out of his way to speak to anyone, evidently content to enjoy his drink and the company of those already present. The wine was weaker than what he typically indulged in - the Kellids had liked their strong drinks - so he simply drank in excess to compensate. All the while, he never quite let his guard down, still haunted by the memory of frothing mouths and maniacal laughter...

    Late into the night, the inebriated android returns to the Pig & Steer, where he sleeps like a rock and lets the nanites in his bloodstream do their work. For him, the night is a restless one - an odd thing to say, for someone of his kind.

    Gonna post a bit more when I get home.


    Female Catfolk Time thief / 1

    Until the night dies down and she needs to return to her own room, Miyari makes sure to accept and enjoy any drinks that she can get her hands on. As a result, at least she assumes, she has a bit of an odd dream.

    Oracle: 1d100 ⇒ 55

    Perception: 1d20 + 3 ⇒ (14) + 3 = 17

    Miyari's recollection of the dream remained hazy through much of the day, but there are some images that linger in her imagination for a bit longer, at least until she is distracted by something in the distance. She gestures off in the northward direction and says, "Does anyone else see that, off in the distance? There's some kind of building... I may just be seeing things, though. "


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Oracle: 1d100 ⇒ 2
    Perception : 1d20 ⇒ 1


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    Glen gladly takes the woman's hand "Glen is most pleased to make your acquaintance!" At Leona's response that lady Nevyl is not terribly outdoorsy Glen grins and says jokingly "Not to worry friend, when we're done with it the Greenbelt will be a bustling metropolis, a lady of her stature would be remiss to miss it."

    Glen happily spends the night chatting with Leona, and whoever else is willing to talk with the ugly sack of potatoes. He's careful not to over-drink wanting to keep his mind sharp, and will periodically check on Arielle to make sure she's doing alright.

    Oracle: 1d100 ⇒ 56
    Awaking Glen furrows his brow and mutters to himself "Glen has been having quite strange dreams recently... He's fairly certain she has not lept off a cliff, but he should go check on Arielle."

    Perception: 1d20 + 4 ⇒ (11) + 4 = 15

    "No Miyari, I see it as well, something is there to the North."


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Roswitha didn't think she'd had that much wine, but it had been rather excellent - far better than she expected to find in the wilderness - and she hadn't watered it as thoroughly as usual. It had certainly made her dream odd, disturbing things. Whatever the cause of her discomfort, the next day found her trudging along next to Stem with one aching head and two aching feet. She was surprised to find that she could drop into a kind of half-doze even while marching along the road, as long as she kept a hold of the donkey's pack so she moved in the right direction.

    She was in a twilight haze as twilight set in, and completely missed the building her companions were discussing.

    "It isn't surprising to find an inn about a day's journey from town, is it? I mean, it's a rather logical place to put one. Maybe they have rooms available."

    Her feet applauded that idea.

    If you have 1111 hit points at level 1, you might be a min-maxer. Fixed.


    Ephemeral GameMaster

    I realized I made a boo-boo in the Oracle's Wisdom table. The 45-59 and the 77 levels are a roll of your choice, not "next roll" as stated.

    This means Miyari is not required to spend it on the Perception roll above.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Night before:
    Spending the evening having a couple of drinks with Ruvius and his friends, Ali is soon quite tipsy from the potent brew and with only a slight frame & slimmer meal to absorb the wine.

    However he generally keeps very quiet whilst trying to lure out more stories of the noble houses and brave deeds like his mother used to tell him.

    Oracle: 1d100 ⇒ 80
    Perception: 1d20 + 1 ⇒ (19) + 1 = 20

    Feeling worse for wear in the morning despite his youth, Ali sets out with the others and walks all day very bleary-eyed. A trifle quieter than the previous day as the group gets further away from civilisation, he also checks the horizon with a poor vision as the shadows of afternoon lengthen.

    "An Inn?" Ali's voice is light, but questioning of Miyari & Roswitha's vision, compared to his own misted sight.


    Ephemeral GameMaster

    Ali's shorter range of vision prevents him from seeing the distant structure, but he does notice there are quite uniform footprints walking north and south. Off to one side of the fork, Ali sees what appears to be the remains of a signpost that has been neatly chopped. The top portion which presumably held information has been removed leaving just the stump of the post behind. The cut is fairly recent as the stump shows only a small amount of weathering.


    Ephemeral GameMaster

    Alright folks, in case it's not clear, you need to decide what you're doing. Heading north, pressing on, or making camp. Let me know. :)


    Female Catfolk Time thief / 1

    "Whatever it is, it might be worth taking a closer look," says Miyari of the structure, "Unless the rest of you would prefer to look elsewhere. I doubt it's an inn way out here, but maybe a farmhouse or something and we could stay in the barn with the owner's permission."


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    "One second..." Ali says moving to the side of the road where he's spotted the stump of the signpost. Crouching down and tapping the sawn (?) end, he glances nearby into the underbrush looking for the rest of the sign.

    "Seems like, if it's an Inn, someone don't want visitors...." Ali says a trifle confused, but still wanting to go to the building.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Roswitha releases Stem and joins Ali at the truncated post, trusting the beast will stay with the group.

    A chill passes over her as she fingers the cut end and peers towards the buildings, unable to make them out distinctly. "That's odd, Ali," she softly agrees, "Maybe they don't want company. Or maybe some prankster or competitor stole their sign. It might be a funny sign that somebody wants for a trophy or conversation piece. Not a good joke, but people are like that."

    She ponders a moment, then shrugs. "We could go ask. The worst they could do is tell us to go away and set up camp. Right?"


    Ephemeral GameMaster

    The unnamed expedition turns north leading their animals and weary feet to trudge towards the distant structure.

    GM sekrits:
    4d20 ⇒ (9, 14, 13, 4) = 40

    Perception (sight) DC 12 (except Ali):
    A humanoid shape emerges from behind a smallish bush about 100 ft away and begins running north. One can barely see crouched in the bush's shadow are some other shapes.

    Perception (hearing) DC 17:
    The sound of hurried whispering and then someone's running footsteps faintly come from the north.

    Perception (smell) DC 20 (Miyari 10):
    There is more than one humanoid nearby. The smell of unwashed bodies mingles with the scent of leather and metal. A faint breeze makes it difficult to determine exactly how many there are.

    After considering it carefully, I've decided that when Perception checks for different senses are for the same result essentially, one check is all that should be rolled. Going forward I will be very specific if Perception spoilers are for different things and require their own checks. Otherwise, like in this case, assume only 1 roll is needed.


    Female Catfolk Time thief / 1

    Perception + Oracle + Mote: 1d20 + 3 + 1 + 1d4 ⇒ (3) + 3 + 1 + (3) = 10

    Miyari walks northward, humming something to herself distractedly. She looks to Glen and asks, "What do you think it is over there?"

    She pauses a moment and sniffs the air, speaking low for the benefit of her companions, "I smell some people... unclean, probably bandits based on the scent of leather and metal, armoured I presume. I can't tell the numbers."


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "OK, so telling us to go away might not be the worst thing they can do. If your nose is right, we have 3 options - proceed on and get well away from here -- at night, set up camp nearby and hope they aren't bandits, or walk into the lion's den with open eyes and hope for the best. Any preferences?" Roswitha sighs. "My preference is for a cushy inn and a foot rub, but that seems unlikely."


    Ephemeral GameMaster

    Two figures detach themselves from the bush. One ignites a torch, the speed suggests either magic or alchemical assistance.

    "Halt! State your business!"

    In the gloom and the new torchlight, the insignia of the Brevoian Army is visible.

    Knowledge (local) DC 15:
    Now that you think about it, you remember something about an army border fort in this region. Why was it called again? Oh yeah, Fort Serenko.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "Ah, so good to see peacekeepers on the road. We're charter travelers bound for the Greenbelt. I feared we would be beyond the protections of civilization," Roswitha replies, "Do you know of a safe place to stay the night, or to set up camp?"


    Female Catfolk Time thief / 1

    Miyari seems surprised when two figures come out of the bush. She sniffs the air again lightly and then says, spotting the Brevoian insignia, "Oh, hello. I'm Miyari, we're travellers heading down on a charter to the Greenbelt." Naively, perhaps, she figures the soldiers will understand such a mission, especially given that they are presently in Rostland.

    Know(local): 1d20 + 7 ⇒ (12) + 7 = 19

    "We saw a structure in the distance and were hoping to perhaps get shelter for the night. Can't be too careful, can you? We thought maybe it was a farmyard, and we could sleep in the barn or something, but it seems it's..." She considers for a moment with a tilted head, "Are we approaching Fort Serenko? My apologies, but as Roswitha says, if you have any suggestions for local spots to stay in safety, we would be quite appreciative."


    Ephemeral GameMaster

    The soldier who addressed the party scowls. "Aye, this is the path to Fort Serenko..." he says rather reluctantly. "I'm Sergeant Mercurio and this is Private Jessup. The Fort is on limited access at the moment. Only ones allowed are military personnel and..." He cuts off when Roswitha and Miyari mention charters.

    Private Jessup remains quiet except for a slight hiss through his teeth. He and Mercurio exchange glances.

    Sergeant Mercurio's eyes narrow. "Did you say you're a charter expedition,?" he asks harshly with unbridled suspicion. "You'll have to prove that!"

    Sense Motive DC 12:
    Both of these men are very, very anxious and seem rather put out to have encountered anyone out here in the night.

    Perception (all senses) DC 20:
    There is still at least one humanoid by the bush.

    Edit: Mercurio is human, and Jessup is a half-orc. Their uniforms while clearly worn and sweaty appear in good repair and unaltered indicating they are most likely legitimate.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Sense Motive: 1d20 ⇒ 9
    Perception: 1d20 ⇒ 10

    "Prove it for what? If the Fort is limited access, we can simply stay nearby," Roswitha replies mildly. She makes no move to comply with the suggestion to prove their mission.


    Female Catfolk Time thief / 1

    Sense Motive: 1d20 + 1 ⇒ (1) + 1 = 2
    Perception: 1d20 + 3 ⇒ (12) + 3 = 15
    +8 for scent makes that 23

    Miyari sniffs the air again and pulls her scroll case from her pack, eyes turning for a moment towards the bush. She appears troubled for a moment. "If I must prove it, it's not so difficult. That's rather precious to me, though, so I'd like it back right away once you get your look."

    She shrugs to Roswitha and then offers the scroll to Mercurio. "I'm not sure why I would need to prove such a thing, though. I'd imagine travelers of any stripe would be treated amicably," says Miyari, sure as always to sound pleasant. "But if my word is insufficient, this should help."


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    Delayed post is delayed. :/

    Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
    Perception: 1d20 + 7 ⇒ (7) + 7 = 14

    Armin is more or less oblivious to the men's motives, paying them little mind as the others explain their business. He had not woken up with so much as a headache, but the odd dream he had almost seemed to dominate his attention span, even as the day went on. As such, he only pays half attention to the soldiers, having apparently lost interest when it became apparent that they weren't bandits.


    16/16 HP | Init +3

    Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

    As the soldier reaches for the offered paper, Arielle suddenly asks,

    "Why are you so nervous, Mister Sirgent?"

    Sergeant Mercurio starts at the sound and looks at the little girl incredulously. Then he straightens and snatches the thick charter parchment from Miyari's hand.

    "Gorum's iron balls!" he curses. "I thi-think this is real! We have to take them to Captain Farsi!"

    Private Jessup spits into the dirt but says nothing.


    Ephemeral GameMaster

    "Harkum!" Sergeant Mercurio barks. A rather squat woman pops up from behind the bush and approaches.

    "Signal for riders," He says sourly.

    "Harkum" produces a storm lantern which she lights and uses the shutter to flash a series of lighted code towards the structure to the north.

    To the party, Mercurio says, "I'm sending for an escort. They'll take you to see the Fort Commander. You've really chosen an awkward time to appear, charterfolk."

    Private Jessup spits again as if in agreement.


    Female Catfolk Time thief / 1

    "Awkward?" repeats Miyari, reaching out her hand to get her charter back, "We could move on to elsewhere if you'd prefer, we have no shortage of camping gear after all. But what makes it so awkward?"


    Ephemeral GameMaster

    "Orders, ma'am," Harkum replies matter-of-factly as she shutters the storm lantern. "All personnel at and around Fort Sarenko have been ordered to eva-"

    "Lock it up, Corporal!" Sergeant Mercurio barks. He gives the woman a hard look. "Suffice to say, it's no business of civilians what is awkward, but it is for the command to determine if your appearance is what you claim it to be. You're going to the Fort. If you resist now...for your sake, let's just hope you have no reason to resist going to the Fort."

    Miyari is able to retrieve her document without having to chase the soldier down.

    The torch flame snaps as a quick gust of wind blows through. Private Jessup spits in agreement.

    The torchlight is quickly becoming the only light in the increasingly darkening night. Soft glows begin to appear along Fort Sarenko's fortified walls. A faint rumble of sound and a tremor underfoot suggests the approach of several horses.


    Female Catfolk Time thief / 1

    "It is plenty the business for civilians to inquire what is awkward, when it is them, apparently, who have created the awkward situation!" protests Miyari, tucking the scroll case back into her bag once it is returned to her. "Understand, that I wish this, whatever it is, to go as amicably and as smoothly as possible, but without information there's not much I can do."


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Sense Motive: 1d20 + 5 ⇒ (13) + 5 = 18
    Ali listens intently as the military pair emerge from the twilight and demand information, he steps nervously next to Kalica and taps the crook of her arm in caution as the tale of troubles in the local area gets more involved.

    'Evacuate??? What's going on? This must be more than simple bandit activity.' Ali thinks worriedly; feeling the slight trembling in the ground of hooves.

    Turning to glance around for the shapes of the forth-coming cavalry; "They going to escort us?" He asks...


    Female Elf Ranger/2

    Oracle Roll: 1d100 ⇒ 93

    Perception: 1d20 + 7 ⇒ (7) + 7 = 14

    Perception: 1d20 + 7 ⇒ (3) + 7 = 10

    Local Knowledge: 1d20 + 1 ⇒ (18) + 1 = 19

    Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14

    Perception: 1d20 + 7 ⇒ (12) + 7 = 19

    Catching up on my dice Rolls then reacting to the situations in order.


    Female Elf Ranger/2

    The Night Before:
    Kalica found the smirk on the Elf's face rather odd but didn't take mind of it. She cautiously kept an eye on Ali and after the festivities were over she retired to her room. The night was not restful, however, because of a very odd dream. When the morning arrives, she wakes up quickly, packs her things and ready's Blossom for the journey. She is eager to be out of the town and on the road again.

    While traveling on the road she withdraws within herself and says little to her traveling companies still trying to figure out what the unsettling dream meant. When her and her companies notice the structure off in the distance at first she doesn't know what to make of it until the figures step out from the bushes and she notices their attire. She then remembers Fort Serenko is not far off and they must be part of the attachment there.

    Kalica is very turned off by their rude attitude and stares at them with utter disgust but does her best to bite her tongue aware that yet another human lurks near the bushes like some pathetic cockroach trying to avoid notice. Ugh...why must they travel in pairs? She thinks to herself.

    Feeling the tap on her arm from Ali she leans towards him and whispers in

    Elvish:
    Do not fear little one. I do know of a Fort near by so they are telling the truth. It is best we go willingly. There is no need for my sword to drink blood today.

    She does her best to put Ali at ease. She then responds to their "guides" in a very flat and sarcastic tone, "Please, lead on. I am eager to see who commands such confident and courageous soldiers in our mists."


    Ephemeral GameMaster

    For my three that are affected by the Whistling Man's curse, don't forget to roll your Will Save for the day. :)


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Will: 1d20 + 2 ⇒ (3) + 2 = 5


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "Surely the fort will be a safe place to stay for the night," says Roswitha, "Our brave soldiers will see to that."


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Will Save: 1d20 + 4 ⇒ (8) + 4 = 12

    "I dun't really knew yer language Miss Kalica. 'Hap you could teach it t' me?" Ali replies scuffing weathered but sturdy boots against the loose gravel, though his lips quirk upwards at Roswitha's comment - taking it to be a wry and sarcastic tone often taken by father when dealing with erasable fur-traders.


    Female Catfolk Time thief / 1

    "I wish I spoke more languages," says Miyari, "It would be quite handy. Though I did pick up elven because my parents spoke it. Apparently, the Jati did a lot of trade with elves."

    She gestures to the soldiers and says, "Please, lead the way."


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    "Glen knows a few languages as well, though Elven isn't one he has taken up, perhaps he should learn as well." The little goblin looks up to the soldiers "Yes, please show us in, perhaps we can assist with your situation."


    Female Elf Ranger/2

    Kalica...just grumbles and lets out a heavy sigh.

    "Yes, please, noble soldiers lead the way!" She replies sarcastically trying to sound like some pathetic damsel in distress unconvincingly.


    Ephemeral GameMaster

    Sorry for the long delay.

    Several horsemen draw near, all fully armed wearing very well polished armor so the regalia is hard to miss even in the simple torchlight.

    Knowledge (nobility) DC 12:
    Their tabards bear the unmistakable mark of the Issian Guard, a regiment directly under the control of the King of Brevoy. The regalia contains a sole image of a red dragon much like the one on the Brevan flag, but without the shield.

    Sergeant Mercurio becomes very placid and his demeanor is emotionless. Private Jessup's look becomes downright surly, and this time his expectoration has much more meaning.

    Sense Motive DC 12:
    The sergeant has become very wary and is doing his best to hide it.

    "Lieutenant Geralt," Mercurio says with a very proper salute. "A pleasure to see you on watch, but the riders from the fort will be here soon to take these travelers before Captain Pfarsis."

    GM rolls:
    2d20 ⇒ (6, 14) = 20

    Sergeant Mercurio clumsily emphasizes the word travelers almost for the party to overhear, but the newly arrived lieutenant's eyes narrow. Clearly, he understood something was to be hidden. Nonetheless he returns the salute crisply.

    "Indeed, Sergeant, it is a good night. My men and I will see these fine folk to the fort. We will convey them to Captain Pfarsis as needed."

    Mercurio struggles to hide his frown, but he snaps a salute and says nothing further. Turning to the party, he gestures to the lieutenant and his men who begin to circle the group.

    "Go with Lieutenant Geralt then." With his back to the horsemen, his eyes seem to be trying to say something.

    Perception DC 18:
    Mercurio is tapping the pommel on the hilt of his sword with his opposite hand. Make a Knowledge (local) DC 10.

    Knowledge (local) DC 10 if Perception succeeded:
    This gesture is an easily recognizable Brevan soldier warning of caution.

    The man addressed as Lieutenant Geralt has a narrow face with thin lips. He is the only one of the horsemen currently helmetless, exposing long chestnut hair tied back in a ponytail. The tie is done in a neat military bow knot, and its color is red matching the tabard regalia. For those with strong noses, his scent would make an animal wary.

    "Good evening, gentlefolk. As stated, I am Lieutenant Humboldt Geralt. As the sergeant has seen it fit to refer you to the fort commander, I will see it done. Please come with me." he gestures politely towards the nearby structure. He smiles, an action that does not reach his watchful eyes.

    "Oh, and Sergeant Mercurio." Geralt says almost sweetly. "Please do signal the fort riders they may return as I have the travelers in my charge now."

    Stone-faced, Mercurio hesitates for only a split second before motioning to Harkum who quickly produces her signal lantern and begins flashing a message once again.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    K(n) DC 12: 1d20 ⇒ 14
    Sense Motive DC 12: 1d20 ⇒ 7
    Perception DC 18: 1d20 ⇒ 18
    K(l) DC 10: 1d10 ⇒ 6

    Nothing useful - going to grab dinner. RP in a bit.


    Female Catfolk Time thief / 1

    Sense motive: 1d20 + 1 ⇒ (5) + 1 = 6
    Perception: 1d20 + 3 ⇒ (1) + 3 = 4

    Miyari considers the words a few moments and thinks nothing of it, instead deciding to try and strike up conversation as she is being led off to the fort commander. "Where do you hail from, Lieutenant... Geralt was it? I, ah, hope you can let us know what we are to expect? I haven't had such a tense greeting since I came home a bit inebriated and slightly past curfew."

    She was sloshed, and she returned home while her mother was eating breakfast.

    "But I'm sure that if there's anything wrong, we can help to sort it out," she adds.


    16/16 HP | Init +3

    Sense Motive: 1d20 + 1 ⇒ (4) + 1 = 5
    Perception: 1d20 + 1 ⇒ (8) + 1 = 9

    Arielle simply sits on Blossom staring down into the dirt clearly oblivious to the activity around her.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "Lead on, Lieutenant. We will follow. Please pardon our slowness; it's the end of a long day and we are a bit footsore." She tugs Stem into motion and follows the Lieutenant, pausing a moment as she passes the watchmen. "Thank you for your help, Sergeant Mercurio, Private Jessup, Harkum."

    She proceeds in some confusion, listening to Miyari pump the lieutenant with interest. Are the military always so hostile to one another? They seem legitimate, all of them. What's going on here? She can't tell if it's the people or the faint echo of whistling inside her cranium that are making her jittery and suspicious, but she doesn't like this at all. Still, there's no graceful way out. Best to proceed with open eyes. We've done nothing wrong. We're good citizens of the realm!


    Female Elf Ranger/2

    Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

    Perception: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

    The tension in the air is so thick Kalica could cut it with a knife, well in her case...a sword. Preferring, not to cause any more issue than is necessary, she hops on Blossom to sit behind Arielle to give her some reassurance. She grabs the reigns and gives Blossom a light tap with her heels to give the signal to pick up the pace.

    She then whispers in Arrielle's ear, "Do not fret or be bothered by such men. They are all show and no substance." She laughs softly and then continues on following the pompous men.


    16/16 HP | Init +3

    Arielle seems to start as if she had been lost in thought. She blinks as she looks around seeming to see the new arrivals for the first time.

    She emits a small fussy-type sound and presses back into Kalica's torso, her brow drawn together in what can only be considered distress.

    "I don't like them, Miss Kalica," the girl whispers.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Know (Noble): 1d20 + 2 ⇒ (20) + 2 = 22
    Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15
    Perception: 1d20 + 1 ⇒ (10) + 1 = 11
    Know (Local): 1d20 + 2 ⇒ (7) + 2 = 9

    "Reet, Lieutenant." Ali says scuffing his heavy worn shoes against a patch of moss to clean them before starting off. He nods at the Sergeant and Private in a motion of gratitude, then looks to the companions about the potential bees nest they're entering.


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    Sense Motive DC 12: 1d20 + 1 ⇒ (7) + 1 = 8
    Perception DC 18: 1d20 + 7 ⇒ (14) + 7 = 21
    Oracle's Wisdom: Perception DC 18: 10 + 7 = 17 :|

    What in blazes is this all about? Armin wonders with a frown. He holds his tongue, attempting to gauge the situation, but missing all sorts of social cues in the process. All in all, the android seems distant... more so than he had been when his companions were mere strangers to him.

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