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

  • 901 to 950 of 1,413 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

    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.

    Glen:
    Roswitha tells Glen everything she can figure out per Pinvendor's spoiler above.

    "You can snuggle Bubbles and I'll snuggle you, and we'll all fit into the bed together like spoons nesting in a drawer. The blanket goes over us and we all stay cozy. And most importantly, we all stay on the bed. Right? Would you like to hear a story to help you sleep?" Roswitha makes them all ready for sleep, even washing Bubbles' face and paws along with Arielle's and her own.


    16/16 HP | Init +3

    "A story? Yes, tell one! Bubbles likes stories very much."


    16/16 HP | Init +3

    Miyari:
    Miyari wrote:

    Her ears flick lightly and she gets down on a knee in front of Arielle. "I will not press you. I just wanted you to know that I am here for you, and that I am here to help you. I have known loss and I have known grief, and I know that sometimes it helps to have a friend."

    The catfolk leans in to whisper, "And sometimes, when we searching, it is good to have friends too." While Miyari has a habit of not smiling, she does lightly tap her own forehead to Arielle's instead (like her mother sometimes did to her) and then rises up to her feet.

    Before Roswitha leads her away, Arielle gazes back at Miyari, her eyes again becoming that strange sparkly opalescence. Again the faintest of whispers comes from the girl.

    "Miss Kitty...I like you." The girl reaches up and touches Miyari's face.

    Before Miyari can really respond, Roswitha comes to collect Arielle and take her to bed, and the girl moves away.


    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.

    Before settling in to sleep, Roswitha tries to enlist Kalica and Miyari in an effort to get decent baths, and starts her story for Arielle as she works. She sets a large, shallow tub before the fire, puts a pot of water on to heat, and fetches well water to fill the tub the rest of the way. While the water heats, she retrieves soap, hairbrush, tooth powder, night clothes, and a couple of towels from her pack, then closes the door to the smithy for privacy, sharing utensils and supplies with any of the other women who wish to bathe.

    She unbraids her hair and brushes it, then attempts to persuade Arielle to let her brush the tangles from her hair, even brushing Bubbles' fur if that helps Arielle's attitude. Once the water comes to a boil, she pours it into the tub to heat the cool water already nearly filling it, then helps Arielle out of her shift and to wash. She bathes herself as well, and helps Arielle sponge some of the worst of the dirt from Bubbles' fur. If Arielle has no other clothing, she washes and wrings out the girl's shift, hanging it near the fire to dry and warm while the child bathes. For herself, she brings a fresh change of clothing to sleep in and to wear the next day, washing out her own dirty clothing when the baths are done and draping the garments on chairs near the fire to dry overnight.

    When she and Arielle and Bubbles are clean, Roswitha tousles perfume into her damp hair, then brushes and braids it. She does the same for Arielle if the girl seems interested, and will even touch Bubbles with a bit of scent if it pleases the child. After she gets the girl back into her clean shift, if Arielle has been cooperative and good, Roswitha brings out a chunk of a chocolate bar and breaks it into pieces for all the bathers - including Bubbles (who she assumes will give Arielle his share). When everyone is clean and dry (except for braids, which can dry overnight), she takes Arielle and Bubbles back to her little cell to sleep, bidding her companions a good night.

    Roswitha's Bedtime Story:
    Once upon a time, there were two little girls - just about your age - who lived in a little castle on a hill in the woods. Now, this wasn't a huge, fine castle fit for a king. It had started out as a fort to protect travelers - kind of like this one - but it was in such a good spot and was so safe that the ruler of the land decided to put his family there. They made the castle fancier than a fort, of course, but it wasn't a magnificent fairyland or anything.

    So these two little girls were the daughters of the lord and lady of the castle. They had rooms of their own to sleep in, and maids to dress them, and pretty clothes, and toys, and tutors to teach them all sorts of things, and soldiers to guard them. Sometimes, they got to go outside of the castle riding or hunting or on a picnic, but most of the time, they were inside learning how to be ladies and how to run a household. Because they were always supposed to be married to a boy from another family. Because the girls didn't have a brother, the oldest daughter would stay to take over the rule of the land after her father died. Her husband would have to leave his family and stay at the castle. The younger girl would have to leave and live with her husband's family.

    This made the younger girl sad, and also made the older girl feel like she owned everything. If her sister picked up anything in the castle, like a silver cup to drink from, the older girl would tell her to leave it alone, that it wasn't hers. This doesn't sound too bad, but it happened day after day, many times each day, until the younger sister felt like she didn't belong anywhere. But the older girl never did that in front of their parents - only in front of servants and tutors.

    Sometimes the older sister teased the young one until the littler girl was so angry she couldn't stand it anymore. Then the older sister would run to her mother and let the little one catch up and start hitting her. The mother would be shocked at the temper of the littlest girl and scold her, give her extra lessons, send her to bed without dinner - things like that.

    So the older girl made sure her little sister knew that she wasn't wanted there, or needed, or welcome. And the worst part was, the younger sister knew it was true. They were going to send her away with a strange man when she got older, and nothing would change that.

    So one night, when the girls were studying the stars, they were outside on the balcony of the castle with their tutor. He was pointing out the stars, mostly to the older girl, and telling their names, who they belonged to, what they ruled over - things like that. The little girl, who had been badgered mercilessly by her sister and was half-crazed by it, was nearly asleep, staring up at all the stars, and pretty soon it seemed like she was floating among them, waaaay far away, up in the sky. And it was so pretty and peaceful with nobody else around...

    Then suddenly her sister tapped her on the shoulder because it was time to go in. And the younger girl, scared out of her wits, yelled something strange and flung out her hand to knock her sister's hand away - only something dark and swirling shot away from her hand, struck her sister, and started burning the older girl!

    The little girl was horrified and didn't understand how that had happened. The older girl screamed and screamed, even after the burning stopped and the healer came, and wanted the younger one sent away now. The tutor had a long talk with the parents, and the girls were separated. Nobody was sent away, but the younger girl wasn't allowed in the old playrooms and school rooms where she and her sister used to be together. Both were schooled separately and told never to say anything about the younger girl's weird power.

    Are you sleepy yet? OK, I'll keep going.

    So one day, a young man was brought to meet the older sister. The younger one spied on the meeting from another room - there was a spyhole behind a painting, just like in the plays! - and thought the young man was the handsomest boy she'd ever seen. But that was the man her sister was supposed to marry, so she watched as the two went riding together and danced and sang and got acquainted. The younger sister was happy to see that the young man didn't seem to like her older sister, but it didn't matter - they were engaged by their families and they were going to be married.

    Then, one day when they were out riding in the woods, they were attacked by hobgoblins, and the older sister was carried away! The young prince was hurt and knocked out, but lived, while the guards all died. After nobody could find her for weeks and weeks, even with rewards posted up and down the land, the girl's parents called her in one night and talked to her.

    "Your sister is gone, and we don't know if she's alive or will ever return to us. This marriage is contracted for the summer, so the ceremony must be held before the first day of fall. Without your sister here, the duty falls to you to marry and live here, to rule over the people and produce heirs for the future. We're sorry, but there's no choice."

    She was introduced to the young man, and the two took an instant liking to each other. They began to ride together - close to the castle - and dance and talk and dine together. And guess what? They fell in love! They were very happy that the wedding was going to be soon, and the younger sister got to pick out her wedding jewelry and the decorations for their living quarters and the wedding dress was adjusted for her.

    And so the wedding day came... excuse me, I have a little cough... and the bride and groom were walking to the chapel, when there was an awful ruckus. A group of the most horrid-looking people - all beat up and bloodied, in armor and carrying weapons - rode into the courtyard and dumped a dirty bundle of rags at her father's feet. It was the older sister, rescued from the hobgoblins. What? No, my wet hair is dripping down my face. Where were we? Oh, right. So the wedding went on an hour or two later with the older sister restored to her rightful place. Isn't that a great happy ending? The younger sister? Well, she... got angry. And she, um, left. But the older sister and her new husband got to stay in the castle and have everything, just like she had always told her little sister. And all because a group of brave adventurers went looking for her for the reward money.

    Oh, I'm not sure what they thought of the whole thing. I know the lord had to pay the reward, of course, but the I... well, I don't know how they felt. Happy, I suppose. Their daughter was back, right?

    Anyway, that's my story. The younger sister? I'm sure she's out here somewhere, probably hauling water and filling kettles and doing all the things that servants used to do for her. But you know what? Everything she has and everything she does is hers now - not her sister's and not some man that she was supposed to marry. So even if she's not happy about what happened, she's free. And that's a good thing, right?

    Oh, I don't know. Maybe they're worried about her. They did love her, and she loved them. But they have what they needed - a future for their land. The rest... I guess it doesn't matter.

    And now, time for bed! And if that story hasn't made you sleepy, little Arielle, nothing will! Here comes the tickle monster, look out!


    Ephemeral GameMaster

    Roswitha: I am pretty sure that deserves 5 RCs at least.


    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.

    :o For recapitulating my backstory? :o Woweez, thanks!


    16/16 HP | Init +3

    Roswitha, but anyone can read:
    Arielle fusses over bathing and having her hair brushed, but she becomes complacent and allows Roswitha to do it. Ironically enough, she scolds Bubbles as if he is resisting having the grime and what appears to be blood cleaned out of his faux fur when Roswitha washes his face and his paws. The teddy bear himself says nothing and makes no moves to prevent this cleaning. His single glass bead eye reflects the light of the forge embers eerily however...

    She quietly allows Roswitha to finesse her hair in whatever creative way the sorcerer manages. She reaches up and grabs at the braid trying to feel the shape since she can't see it, probably mussing it slightly.

    Roswitha may not be too surprised to discover the the yellow dress the girl wears is currently her only clothing aside from her undergarments. While the clothes dry, Roswitha will need to be creative in how to keep from having a ni-ni Arielle running around the smithy. Not that the girl doesn't have some modesty, but she seems much less concerned about her state of undress than the average female would in the company of male humanoids.

    When it comes to story time, Arielle nibbles at her piece of chocolate in tiny bites making it last a nearly the whole time Roswitha tells her story. It isn't until she's done that Roswitha notices the piece she gave to Bubbles is gone, and there appears to be a smear of chocolate on his stitched mouth.

    She lowers her head, and then asks Roswitha,

    "Will the younger sister ever go back? Will she destroy the older sister to get was almost hers? Does she want that?"

    There is an odd fervency in the girl's hushed voice, a quiet menace wholly new. In the bare light of the cell, Arielle's face is covered in shadows and for once, her eyes are very difficult to see.


    Ephemeral GameMaster

    The party retires most finding a room and using the provided beds to sleep and unwind.

    Everyone may roll Perception at the following levels.

    • Armin: DC 15
    • Glen: DC 18
    • Everyone else DC 20
    If you have any kind of special senses (Smell, Hearing) you may add +2 to your roll.

    Perception check successful:
    If Hearing allowed success:

    There is a slight sound of sand under very careful footsteps outside the smithy, particularly the opening with the propped wooden shutter.

    If Smell allowed success:

    The scent of unfamiliar humanoids within a closer proximity than the passing patrols begins to fill the smithy.

    If in Line of Sight:

    A covered humanoid head with its mouth also swathed in cloth peers over the lip of the opening. Upon seeing Armin's proximity, the head immediately drops back out of sight.


    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.

    Arielle:
    Taken aback by the child's question, Roswitha is too flustered to answer smoothly. "Go back... destroy? I... well, she's got a lot of work to do before she can go back. She, uh, wants to be better off than her sister, right? To show her sister that she won. More power, more money, better man..." she says faintly, then realize how unsuitable a discussion this is for a child.

    "I'm sure the younger sister will get over being angry and go back to her family, Arielle..." But the lie is hard to get out and Roswitha can't make up any more fiction. "Now, time for sleep."]

    She lies awake a long time.

    Perception: 1d20 ⇒ 14


    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

    Perception: 1d20 + 7 ⇒ (5) + 7 = 12

    The idea was to stand guard. To at least feign the ridiculous notion of falling asleep against the wall. Sleep was, after all, not a necessity for the android man. Unfortunately, standing around for hours on end only bred boredom. The solitude did not exactly help, either. And when one was bored and alone, the mind tended to wander. This had not always been the case for him, of course. But the truth was, Armin was not quite sure of whether he wanted to dream again. Not after what happened the last few times.

    And so, Armin leans against the wall by the shutter, very much awake, but oblivious to his surroundings regardless. Those women... Have I been dreaming awake? Or is this all still a dream...? Somehow, things in Numeria had been so much simpler.


    16/16 HP | Init +3

    Perception: 1d20 + 1 ⇒ (1) + 1 = 2

    The young girl snuggles against the sleepless Roswitha very comfortably. She makes soft breathing sounds and is clearly sleeping deeply, Bubbles wrapped in her arms.


    Ephemeral GameMaster

    Miyari's Perception: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
    Ali's Perception: 1d20 + 1 ⇒ (4) + 1 = 5
    Kalica's Perception: 1d20 + 7 ⇒ (2) + 7 = 9
    Glen's Perception: 1d20 + 4 ⇒ (20) + 4 = 24

    In the event you would prefer to make your own roll, I will allow a roll to preempt the ones here if they are posted within the next two hours.

    An unexpected scent causes Miyari's eyes to snap open from her dreaming. See spoiler above.

    Glen happens to be coming around the corner of one of the work room shelves when he catches sight of something outside. See spoiler above.

    Both Glen and Miyari may act in the surprise round of combat!


    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

    Getting a damp wash-cloth in his room, he has a quick soldiers wash before nervously looking around the room as if the nightmares or whistlingman will manifest out of the shadows. Used to shadows, they usually were of little consequence but this evening they seem to take a sinister feeling. Folding his hard leather jerkin, that gets a quick clean, over the back of one of the chairs.

    Ali eyes the bed a trifle nervously, before getting ready to sleep.

    Perception: 1d20 + 1 ⇒ (4) + 1 = 5


    Ephemeral GameMaster

    Glen's Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
    Miyari's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

    String of GM rolls, begin panicking now: 20d20 ⇒ (3, 19, 5, 7, 1, 9, 14, 15, 15, 14, 1, 12, 2, 3, 15, 15, 11, 9, 5, 8) = 183

    Glen sees the covered head peek up again. After seeing no movement from Armin, it gets bolder. The humanoid's torso is now visible and begins to climb through the shuttered opening. The forge embers cause a glint of light on the drawn steel in the figure's hand. Another figure appears behind as if waiting its turn to climb in the window.

    In the meantime, Glen can hear a quiet rustling coming from the massive chimney of the unlit forge behind him. Miyari begins to smell unknown humanoid scent mixing with the smell of disturbed ash and soot.

    Surprise Round

    Glen and Miyari may post any time. Each round that passes, players may make a Perception check DC 20 as before. Armin your DC remains 15 unless attacked, then you're automatically aware, naturally. Once your character awakens, roll Initiative and join the encounter.

    Add the following bonuses if applicable, stacking as necessary:

    • +2 for special senses
    • +4 for sounds of combat; this does not include stealthy attacks made on unaware targets
    • +4 for allies calling out a warning


    Female Catfolk Time thief / 1

    Miyari rolls out of bed with a start, sniffing the air with a wild look in her eyes. She rushes out of her room and calls, "Something's off here!"

    Instead of reaching for her sword, she flexes her hands so that her dagger-like claws are exposed, a low rumbling growl climbing up through her throat.


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

    Glen furrows his brow at the intruders coming in through the shutter, this didn't bode well bared weapons meant there was very little chance these figures were coming to make sure the group had enough blankets. Glen was certain they had not noticed him in the shadows, but they had definitely noticed Armin, and that steel in the figure's hand could well be in the large man's neck in the next few seconds.

    It would give away his position, there was hardly any choice in the matter, maybe a sudden voice coming from seemingly nowhere would startle these strangers long enough for Armin and the companions to act. Fortuitously Miyari burst out of her room just as Glen was about to call out. Armin is likely to hear her just as well as if Glen himself called out. The little goblin carefully loads his crossbow getting ready to fire at the intruders.

    Surprise round action load crossbow.


    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

    Ali turns over in bed, after the long walk his legs are tired and glad to be free. Though the stresses of the day cause a troubled sleep, that combined with the dreams. Darkness slips heavily upon his shoulders and claws like branches against his face - unseen and unheard.

    Tossing in the bed, the covers half slip off & half constrict; an act which makes it's way into the unpleasant dreams.

    Perception: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 +4 if there's any combat sounds


    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.

    Supr round perception: 1d20 ⇒ 18 vs DC 20-4 (Miyari calling) = 16: success.

    Roswitha wakes from her uneasy slumber with a start, trying to figure out who is yelling before realizing it is the usually soft-spoken catwoman.

    Done until Round 1.
    Init: 1d20 + 4 ⇒ (1) + 4 = 5


    Female Elf Ranger/2

    Perception: 1d20 + 4 + 7 ⇒ (18) + 4 + 7 = 29 (+ 4 if combat)

    Kalica lurches from her bed and grabs her sword in one swift motion. Her eyes are filled with fire and she has an iron grip on her sword.

    "I'm on it Miyari!" She shouts out with determination.

    I hope whatever is coming has a death wish because that wish is about to be delivered in full. She thinks secretly, grinning wickedly.


    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

    Perception (Miyari's warning): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

    Armin's eyes open suddenly, far too fluidly for someone just roused from slumber. They shift side to side, before falling upon the one crawling through the shutter. The weapon in his hand immediately catches his eye.

    "What do we have here...?" the android asks, not yet taking any sort of action against the intruder.


    Ephemeral GameMaster

    Armin's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
    Kalica's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16

    Arielle's Perception: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21
    Arielle's Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

    Surprise Round End

    Sneak 1: The man with the kerchief on his face finishes clambering in and hops onto a barrel while eyeing Armin. Hopping down, the man begins to circle around the sleeping android then Miyari's shout rings through the room. The man freezes for a second surprised then quickly tries to get into a position to attack.

    Fighter 2: The second man at the opening climbs over swiveling his legs like a gymnast over the pommel horse, a sword in hand and eyes trained on Armin who now regards his fellow.

    Perception 13:
    There are faint sounds of scraping a rustling as something begins to maneuver down the unlit chimneys of the forges. Also something seems to be outside the main door as well.


    16/16 HP | Init +3

    As Roswitha bolts up, Arielle makes a fussy sound and rubs her eyes. Bleary eyed-she frowns with a furrowed brow.

    "What's happening, Miss Rosweefa?" the girl asks sitting up.

    Bubbles continues to sleep soundly.


    Ephemeral GameMaster

    Combat Encounter Start

    Round One

    Going forward, Initiative will be visible at the top of each of the webpages for this gameplay thread. Just look for the spoiler under the Roll20 link up above. :)

    Initiative:
    26: Sneak 2
    24: Glen
    20: Armin
    16: Kalica
    12: Miyari
    10: Sneak 1
    8: Arielle / Fighter 2
    6: Fighter 1
    5: Roswitha

    Sneak 2: A figure carefully crouching emerges from the unlit forge near Glen.

    Sneak 2's Perception autofails on super stealthy goblin Glen.

    Thinking he's still unobserved, the figure begins to move while rustling from the chimney continues.

    Glen, Armin, Kalica, and Miyari are up!

    Don't forget the walls the map illustrations shows aren't there except for the outer walls and the walls for the sleeping cells.


    Female Catfolk Time thief / 1

    Miyari rushes to attempt to aid Armin against this sneak! She continues making noise in case anyone is not yet awake. "Attackers! Attackers!"

    Attack + flank + mote: 1d20 + 3 + 2 + 1d4 ⇒ (8) + 3 + 2 + (2) = 15
    Claw!: 1d4 + 1 ⇒ (1) + 1 = 2

    She swipes her claws at the sneaker.


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

    The figure emerging from the forge clearly had not noticed Glen, he came almost close enough to reach out and touch the little goblin moving in a slinking sort of manner indicating he thought he was still hidden.

    Glen leveled his crossbow at the figure and fired from his hiding spot.

    Catch the bolt: 1d20 + 6 ⇒ (8) + 6 = 14
    Sweet Catch: 1d6 + 1 ⇒ (2) + 1 = 3

    After firing the shot Glen heads back towards the others whom are waking and emerging from their rooms. "Careful, they're not just in the window, coming down the chimney's as well."


    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

    Roused from his "slumber," Armin reaches for his greatsword and tugs it off the leather thong holding it onto his back. He did not know who the sneak was or why he was there, but what he did know was that he was armed. In other words, he was fair game as far as he was concerned. The android takes a huge, graceless swing at their opponent.

    Attack (Flanking, Power Attack): 1d20 + 4 + 2 - 1 ⇒ (6) + 4 + 2 - 1 = 11
    Damage (Power Attack): 2d6 + 4 + 3 ⇒ (2, 1) + 4 + 3 = 10


    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 leans down to whisper to the girl. "I'll go see what is happening. You stay here and protect Bubbles. In fact, why don't you two hide under the bed in the shadows, and we'll see if Miss Miyari can find you? It'll be fun!"


    Ephemeral GameMaster

    Round One Botting

    The angry elf rushes from her sleeping quarters, sword in hand. Her eyes latch onto the darkly clad attackers in the front. But there were sounds...

    Kalica's Perception: 1d20 + 7 ⇒ (20) + 7 = 27

    Whirling, Kalica sees a man climbing from the cold forge just outside of Ali's room. "Dammit!" she snarls as she turns from the fight in the main area.

    Kicking Ali's closed door, Kalica yells, "Ali! There's fighting out here! Wake up!"

    Ali gets a +8 bonus on his next Perception check to awaken.

    She rushes into the forge area but knows if she fully engages, the figure will be able to attack her before she can control her momentum. Instead she stops short where she has more control and better footing. Grabbing a nearby work stool, she hurls it at the figure in an attempt to perhaps knock the man out.

    Flying stool: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
    damage: 1d6 + 2 ⇒ (4) + 2 = 6

    But the unbalanced stool spins oddly, and the man simply swats it aside with what appears to be a longsword.


    Ephemeral GameMaster

    Round One Continued

    • Sneak 1 nimbly dodges Miyari's scratch attack using the movement to avoid the swing of larger humanoid Armin as well. He spins and tries to use the distracting motion to stab Armin in the kidney.

      Deadly hit: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
      damage: 1d4 ⇒ 3
      Flanking sneak attack: 1d6 ⇒ 4

      Fortunately for the bloodrager, the rogue's attack is hindered when the man slips slightly on some loose nails on the floor.

    • The warrior who just climbed in swings his longsword around in a vicious arc attempting to decapitate Armin.

      Slash: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
      damage: 1d8 + 3 ⇒ (5) + 3 = 8

      Armin is reflexively able to dodge back to avoid a lethal blow, but the blade still slices his chest setting it aflame with pain.

    • The attacker near Kalica curses that his approach wasn't unseen. After swatting away the stool, he suddenly charges attempting to push the elven ranger back. Kalica attempts to skewer him before he can succeed.

      Bullrush: 1d20 + 3 ⇒ (17) + 3 = 20 v. Kalica CMD 16
      Kalica AoO: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
      damage: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15

      Both succeed in their desire. The man pushes the elf back but mostly only because the weight of his now twitching body is much heavier than the slender ranger's frame. She pushes the man off in disgust to finish dying in the quickly expanding pool of his own blood.

    Arielle and Roswitha are up!


    16/16 HP | Init +3

    Arielle squeezes Bubbles to her chest with both arms. In just her shift, she looks even more fragile.

    "OK," she whispers. Roswitha catches a slight glimmer of refracted color as the tiny beam of light coming through the small window slit catches the girl's eyes.

    She clambers down from the bed with Bubbles in tow, and she disappears under the simple bed.


    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 snatches the thin blanket askew to hide some of the area under the bed, grabs her crossbow from where it leans against the wall, and loads it. She moves to the door and... out of action. Will yank it open and enter combat next round.

    Done.


    Ephemeral GameMaster

    Round One End

    The sneaky figure thinking he's unseen yelps as Glen's crossbow bolt tears into his arm. His head spins and tracks the goblin as Glen moves away quickly.

    "They are awake!" he calls out.

    Notable:

    • Ali only one still asleep.
    • Armin takes 8 damage.
    • Sneak 2 takes 3 damage.
    • Fighter 1 killed by Kalica the Manslayer.


    Ephemeral GameMaster

    Round Two Start

    • Sneak 2: The man angrily chases after the little goblin. He pulls something out of his tunic hurling it towards Glen.

      Tanglefoot bag: 1d20 + 3 ⇒ (15) + 3 = 18 v. Glen's Touch AC 16.

      Tanglefoot Bag:
      CRB wrote:

      A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

      A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

      "Ha! You little maggot! I'm going to stick you good!" the man snarls gleefully as the bag of sticky tar bursts all around Glen.

    • Glen: Give me a Reflex save.

    • Ali: Wake up! Roll your Perception DC 20 with a +12.

    • New enemies: The front door bursts open, and two figures come into the smithy. Scrabbling sounds come from the two unlit forge chimneys, and soon after more enemies appear. All attempts at stealth have been forgone.


    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

    Ali turns over in bed, unused to such soft covers and calls out; "Can I have 5 more minutes!" In a high voice.

    Perception: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19


    Ephemeral GameMaster

    @Kalica: About movement.


    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

    Armin lets out a snarl, gritting his teeth in both pain and anger. The provocation is all it takes to incite the countless nanites in his blood to unleash their power, bequeathing their host with strength and vigor beyond his normal threshold - under no circumstance could they allow his destiny to be compromised. Outwardly, the bloodrager's eyes flash dangerously in the most literal sense possible, shedding blue-white light that shines with such intensity that it might burn a hole right through the target of Armin's ire.

    His grip on his sword's hilt tightens and with a vicious backswing he aims for the neck of the warrior that attacked him, in an attempt to return the favor.

    Attack (Rage, Power Attack): 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
    Damage (Rage, Power Attack): 2d6 + 7 + 3 ⇒ (1, 2) + 7 + 3 = 13


    Female Elf Ranger/2

    Kalica the Manslayer rushes at Sneak #3 with all her might and slashes down with her sword in one smooth motion.

    Power Melee Attack: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (Using oracle ability to hit)

    Damage: 1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16


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

    Reflex: 1d20 + 7 ⇒ (12) + 7 = 19

    Glen squeaks as the bag erupts gooey gunk all over him "Gah this villain has expunged some kind of resin on Glen. It is... unpleasant and hardening." He quickly reloads his crossbow, and shoots off another bolt though he's distracted by the sticky goo.

    Bolt attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8


    Ephemeral GameMaster

    Round Two Continues

    • Armin: The android's attack drops the man leaving a deep gash in his side. The fighter falls clutching his wound, his weapon falling from nerveless fingers.
    • Sneak 3: The newly emerged rogue barely had time to take in the elf charging at him before the glint of steel in the low light writes a crisp line across his throat. There is a sting at first almost like a burning welt. But then the inability to breathe creates panic followed by the pain of blood filling his own lungs. The man collapses and is doomed to die if no medical assistance follows swiftly. His two young children and wife will never know how he met his end.
    • Regular guy? (Now Mage): The unarmored man standing next to the fighter entering through the front doors sees the rogue's ruthless death and charges forward.

      "Callio!" he shouts. Anger on his face, he raises a hand drawing some lines in the air and muttering words. The air displaces and a whistling sound is heard as his spell manifests.

      magic missile: 1d4 + 1 ⇒ (2) + 1 = 3

    • Fighter 3: The warrior next to him gives a shout as well and charges forward hurling a javelin at Kalica at the end of his run.

      javelin: 1d20 + 2 ⇒ (11) + 2 = 13
      damage: 1d6 + 2 ⇒ (4) + 2 = 6

    The ranger merely twists her head, and the javelin sails past. But the force of the mage's spell is like a punch in the gut surprising and angering the pretty elf.

    Miyari is up.

    Tanglefoot duration: 2d4 ⇒ (3, 4) = 7


    Female Catfolk Time thief / 1

    Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11

    Miyari hops up to get up onto the table, her landing perhaps not the most graceful, and she ends up hunched in an unbalanced position when she swings her claws at the sneaker before her.

    Claw 1: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
    claw 1: 1d4 + 1 ⇒ (4) + 1 = 5
    Claw 2: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
    Claw 2: 1d4 + 1 ⇒ (3) + 1 = 4


    Ephemeral GameMaster

    Round Two Continues

    • Sneak 1: "Sh*t!" the sneaky little bastard hisses as Armin drops his fighting companion. He makes an even less dignified noise when Miyari's claws comes an inch from removing an eye. He steps away from the wounded but angry man knowing he's about to be pinned between him and the crazy catfolk woman.

      Like the one chasing Glen, he also deploys treacherous alchemy to slow his opponents.

      Throw tanglefoot bag: 1d20 + 3 ⇒ (17) + 3 = 20
      Tanglefoot duration: 2d4 ⇒ (4, 3) = 7

      Tanglefoot bag:
      PRD wrote:

      A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

      A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

    Reflex save from Miyari, please.


    16/16 HP | Init +3

    Roswitha thinks she may be hearing Arielle whisper to Bubbles under the bed.


    Female Catfolk Time thief / 1

    Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
    catlike reflexes (cat's luck): 1d20 + 5 ⇒ (19) + 5 = 24

    Miyari seems frozen for a moment after something is thrown at her but she springs away in shock soon enough!


    Ephemeral GameMaster

    Both Glen and Miyari are ambulatory, but both are moving at half speed for the next seven rounds.


    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.

    After a whispered "shhh" in the direction of the bed, Roswitha flings open the door and sees the sneaky person menacing Glen. Without thinking, she utters a few oddly hollow, echoing words and grips the thin air with her free hand. A sphere of whirling black coalesces there, which she flings at the menacing figure.
    Protean Goo, ranged touch: 1d20 + 3 ⇒ (17) + 3 = 20
    duration rounds: 1d3 ⇒ 1
    1 pt acid damage each round.


    Ephemeral GameMaster

    Round Two Ends

    • Gnome Fighter:[/b] A smaller female shape drops out of the forge chimney and runs around the corner with a bow in hand in time to see Roswitha's...stange attack. The figure's slightly luminescent eyes widen, before drawing down on the sorcerer and releasing an arrow.

      Flying arrow: 1d20 + 5 ⇒ (5) + 5 = 10
      damage: 1d6 ⇒ 6

      The arrow flies past Roswitha without damage.

    • Sneak 2: Reflex v. DC 15: 1d20 + 5 ⇒ (19) + 5 = 24

    Notables:

    • Ali still asleep.
    • Fighter 1 unconscious and bleeding.
    • Fighter 3 slain by Kalica.
    • Glen affected by tanglefoot bag effects for 7 rounds.
    • Miyari affected by tanglefoot bag effects for 7 rounds.
    • Sneak 2 affected by protean goo effects for 1 rounds.


    Ephemeral GameMaster

    Round Three Start

    Tanglefoot:

    • Glen: 6/7
    • Miyari: 6/7

    Sneak 2: The man grunts as the protoplasmic goo hampers his movements and burns his flesh.

    Sneak 2 takes 1 damage.

    He moves to intercept Glen and give him the promised sticking...with a short sword.

    Short Sword of Sticking: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
    damage: 1d6 + 2 ⇒ (6) + 2 = 8

    The little goblin still makes a difficult target for stabbings even hampered by the alchemical trap. The sword only manages to get sticky with the tanglefoot glue when the angry sneak tries to injure Glen.

    Glen, Armin, & Kalica are up!


    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

    After felling the warrior, Armin turns around to look at the sneak, having not forgotten the man's attempt to shank him. Stepping forward, he lets out a furious bellow as he aims for the man's neck - only to aim several inches too high.

    Greatsword Attack (RAGE, Power Attack): 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9


    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

    The sounds of battle reverberate throughout the room, although used to the sounds of a night-time forest & subsequently the hustle of Brevoyan town life - the youth finally awakes to the noise.

    Rolling out of bed he calls softly; "Keep it down, will you?"

    Perception: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30


    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

    Rolling out of bed Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

    1 to 50 of 1,413 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / KingPinMaker: A Tale of Doom and Destiny All Messageboards

    Want to post a reply? Sign in.