Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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April 6, Frog meat = 124 rations. After the day of exploring you have 120 rations. Hex 'J' heading to 'M,P,19,20'. With the map recovered you will be able to travel twice as fast, only taking up a 1/2 a day.

Survival: 1d20 + 8 ⇒ (15) + 8 = 23
With the guidance of Krazok and the map you are able to explore quickly. Soon the group comes upon a den of some kind. Whatever lives in it is not present at the moment.

K nature DC 13:
It appears to be a good sized boar's den.

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Knowledge(nature): 1d20 + 5 ⇒ (18) + 5 = 23

Blienka looks at the den.
Appears to be the home of a boar. A big one from the looks of it.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Should we just leave it alone? It isn't harming anyone."

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka shrugs:
As with the other denizens of the Stolen Lands, I would prefer leaving it alone. The questions is whether we will just have to deal with it at a later time if settlers or others should happen to decide that this is a good place to make their home.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Well I hope settlers would realize we won't clear the land of everything with teeth and claws. Boars are part of the natural order. A boar will probably move on or leave a settlement alone. Regular people can deal with a boar too if it is a problem. It might be quite some time before someone actually moves into this specific spot. It would be a shame to kill it just because some day someone might decide to put a farm here. "


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

"So we move along then?" He says as he handles his axe.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Let's keep going."

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka nods her head:
Then we leave it be and mark it on the maps. If we need to find it, we come back.

Unless there is a surprise attack by the boor, which I am guessing is a strong likelihood, Blienka is ready to move on.


Luckily the boar is still away as you leave.
April 6, 2nd half of day, Frog meat = 124 rations. After the day of exploring you have 120 rations. Hex 'M' heading to 'P,19,20'. With the map recovered you will be able to travel twice as fast, only taking up a 1/2 a day.

Krazok marks the boar's den and you move out. You note that this area is likely the boar's stomping grounds and tread carefully. You still don't see it and head West.

Much more beautiful woods with some marshy land. Furthest to the west of this Hex you can smell the distinctive smell of the skunk river but don't see it. Towards the end of the day the group can hear a series of quick, yipping barks. Heading to the sound you can see an open pit in a clearing.

Upon closer inspection within 5 feet of the pit's edge:
You see that the pit has claimed a ... furry creature. But possibly you as well, DC 15 Reflex save prevents a 20 foot fall.

If you got within 5 feet... K Nature DC 5:
It appears to be a trapped dog.

If you got within 5 feet... K Nature DC 12:
With its strange coloration you believe the beast to be a large marsupial carnivore, a thylacine. If you drop a tree into the hole, it will likely ascend and run off.

If you got within 5 feet... K Nature DC 17:
you may look up brush thylacine... Let me know if you can't find it. You know all about them and this is one. It will likely attack unless fed before rescued.

DM notes:

25 hp
AC 14
Bite +5 1d6+4 (19-20)

19. Is gnomes


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Hey, do you hear that? I hear something barking. Maybe a dog or coyote. Over there in that pit!"

Valisia dismounts and approaches the pit.

Kezelia waits nearby.

Reflex save DC 15 Valisia: 1d20 + 4 ⇒ (11) + 4 = 15

"Auugh, whoah, hey watch out, the ground is treacherous here!"

Barely saving herself due to her natural reflexes, she peers into the pit.

"There is some animal in the pit."

Valisia, Knowledge Nature: 1d20 + 4 ⇒ (13) + 4 = 17

"Its a big dog? No wait, umm I forget what these are called. There was a book once... Hold on don't tell me, wait! I know this...Umm Rycameen, no. Thylaspleen.. ugh, thats not it. Thylacine! Its a thylacine, its a rare kind of wolf thing, but its a marsupial. It looks ok, but looks hungry, awww poor thing.."

Valisia, unrolls a big hunk of dried frog meat and hurls several large slabs of it into the pit while making calming noises. "sick of frog meat anyhow..." (-3 days of frog meat rations).

"Let's see if we can befriend it. Krazok stay back you will probably frighten it." With her tiny form Valisia peers over the edge of the pit and tosses as much meat in as the creature will eat.

"We can probably rescue it. Hey Krazok, why don't you put that axe to work and chop up a log or dead tree. We can lower it down so that it can climb out. "

Valisia watches the thing to see how it reacts to her. Maybe it has a pouch I could ride in! She cackles and chuckles to herself at the sight and slaps her knee, snorting. Oh boy that's a good one. But maybe....


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Krazok watches happily as Valisia is taking care of the situation. As she almost slips into the hole he moves forward to help her but she didn't fall in. Axe behind him now in the dirt he moves back and takes his time to clean the blade and handle.

At the mention of him moving back, he goes back to his Axebeak and rubs it down, especially on the underside of its neck. It coos a bit. He then looks around at the different trees around and begins cutting down an older tree that looks like it has not seen its best days.

An hour or two later he calls out, "Hey Kelizia and Blienka, could you please give me a hand with this dead tree?"

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka was going to approach the edge of the pit, but after receiving Valise's warning, she stays back from the edge.

Seeing Valisia work to calm the strange creature, Blienka helps Krazok with his work on moving the tree. As they do, she mentions to Krazok.

If Valisia is unable to get the creature out, I can pray for a variety of spells that should calm the animal and let us get it out tomorrow. Unfortunately today I have my usual spells that are directed toward any combat we might find ourselves in.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

"Ah... we could do that or we could use those combat based spells and my axe." He says with a bit of chuckling and a wink. "I am open to whatever you both want to do. We could wait it out, lets ask Valisia."

Once they get the dead chopped tree near the edge of the pit Krazok asks, "Do we want to wait out the night, feed the thing more frog meat, and in the morning Blienka can use a calm spell on the thing before letting it up, or just take our chances now?"


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Let's wait until the morning. Keeping it calm will stress it less, and maybe we can permanently befriend it!" Valisia smiles eagerly. "I wouldn't want to take it from its natural home, but if it is friendly maybe the life of adventure is what awaits it."

"Morning it is!" Valisia gets ready to set up camp. "We can look around here a bit. Do we think its a good idea to mark this pit or put up a sign in the mean time? It's sort of dangerous. How did this pit form anyhow? Was it dug as a game trap I wonder?"

Valisia paces around wondering aloud and trying to do ten things at once.


Survival DC 15 or Craft Trap DC 12 or Int DC 14:
With the scattered branches around the hole and the large mound of dirt 40 feet away, you are pretty sure this pit was made at least partially.

The group waits the night... 1d20 ⇒ 9... Who makes dinner? untrained cooking profession check? ;) With the four of you shifts can easily be taken, does your Eiolion even sleep?


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

After he/us have collected enough tinder from the dead tree and dead wood from the area Krazok spits up a little fire to get the campfire going, then he asks "More frog kabobs or does someone else want to make dinner?"

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

When Blienka wakes in the morning, she prays to the Eternal Rose asking for several spells likely to be of assistance with the thylacine. <-- Charm Animal and Calm Animal

She then moves carefully toward the edge of the pit and attempts to charm the creature, if this does not work, she will use Calm Animal as a backup.

--> She will actually just memorize Charm Animal, and then repray for other spells if needed.

Will DC16 to avoid the Charm Animal should the critter seek to avoid it.

Once it is charmed, she will carefully climb into the pit and work to get it out.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

Valisia works on dinner the night before. using some herbs she gathered earlier in the day, she tries a new twist on the frog meat.

Campfire Cooking: 1d20 + 4 ⇒ (17) + 4 = 21

"Check out these spicy frog meat fritters!"

Kezelia doesn't need to sleep or eat, but she disappears as soon as Valisia sleeps (or goes unconscious). She gets resummoned every morning.

In the morning Valisia washes the taste of the frog fritters from her mouth with some fresh water and then prays to the deities for guidance and divine aid during the day ahead. (gimme spells!)

Once the group is ready to take on the pit project she waits above wringing her hands eagerly, while Blienka works her animal magic.


After being well fed and then a night of rest, the thylacine is in a better mood the next morning. Krazok and Kezelia lower the felled log slowly to not startle the creature more than needed. They then help Blienka down to the log after the beast is charmed. The thylacine climbs up with the aid of your group docile and friendly. Though after a few quick smells, If no handle animal check is done, the thylacine trots off.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Ok friendly thylacine, who wants to be my permanent friend?"

Casting Guidance and Tap Inner Beauty

Handle Animal: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Handle Animal: 1d20 + 2 ⇒ (17) + 2 = 19

Unsure of what she is doing, Blienka tries her best to work with the wild animal, offering it more food and working to befriend it.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Perhaps by keeping it interested and distracted with something we can keep it around and it will quickly learn that it can get all the food it wants by staying with us. It won't have to work for any."

Dragging a piece of frog meat along a piece of string Valisia tries to get the creature to follow it, but it seems like Blienka knows more what she is doing.


Valisia, I can't find Inner Beauty, please give me a link or tell me what it does.

With the offering of more food the thylacine sticks around for now.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

Tap Inner Beauty

Basically +2 to my handle animal


You believe that the creature now is indifferent towards most of the group and friendly towards Blienka. You also believe it will follow around as long as it is well fed.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"I guess we can move on for now."

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka reaches down and scratches the creature behind its ears.
Seems like it has adopted us.

She looks over at Valisia:
Afraid you may have to eat something other than frog meat. I know you love the stuff.

She then looks into the wild.
Suppose we should see what else the Stolen Lands hold. I am sure it is not going to just be rescuing trapped friendly animals.


April 7, 1st half of day, Frog meat = 105 rations. After the day of exploring you have 101 rations. Hex 'P' heading to '19,20'. With the map recovered you will be able to travel twice as fast, only taking up a 1/2 a day.

Another pretty nice day until you hear the sound of unintelligible cursing echoing through the woods. Just visible through the trees, a small wagon sits mired in the middle of a swiftly flowing river as the waters threaten to overwhelm its sides. Two ponies hitched to the wagon flounder
in the swirling waters, close to panicking. Two more wagons sit safely on the far bank.

DM notes:

Creatures: A group of gnome explorers has been surveying and mapping the Stolen Lands, looking in particular for an ancient, abandoned dwarven outpost rumored to be located in the region. They’ve chosen this site as a good place for their base camp, but while they were setting up their tents, a band of kobolds attacked the group. The gnomes managed to drive the kobolds off, but not before the kobolds caused a lot of damage and panicked two ponies that unfortunately were still hitched to the gnomes’ supply wagon. The ponies rushed into the river, where the wagon swiftly became lodged in the muddy bottom. The gnomes have been unable to get the wagon unstuck and now stand powerlessly on the shores, watching as the powerful currents threaten to wash the wagon, its cargo, and the ponies downstream. The expedition is made up of 9 gnome explorers under the leadership of the flamboyant Jubilost Narthropple, a wealthy gnome explorer, mapmaker, and raconteur. Narthropple stands atop a small hillock next to the river, his eye blackened and helmet askew from the fight, shouting out conflicting orders and growing more furious (and scared) with each passing round that the wagon is in danger. While Narthropple is much too proud to ask the PCs for help, the other gnomes are not, and they call out

for aid as soon as they see the PCs, as long as the PCs don’t immediately appear to be bandits or worse. If the PCs wish to help the gnomes, they have 6 rounds to act before the wagon is lost. Those helping must first make DC 10 Swim checks to reach the stranded wagon. Before it can be moved, however, the ponies must be unhitched and led to shore, requiring a DC 12 Handle Animal check or a wild empathy check (the frightened ponies are considered unfriendly) to calm them. Once the ponies have been unhitched, the wagon can be moved with a DC 26 Strength check (up to four PCs can aid the main character on this check, potentially adding up to +8 on the check). If the PCs can save the wagon and ponies, the gnomes cheer in delight and invite the PCs to have a meal with them. Narthropple has drawn up quite a collection of maps of the southern Greenbelt during his quest for the lost dwarven outpost. The maps show the location of every Landmark site in the Greenbelt and can contain up to five other encounter sites (Standard or Hidden) that you wish to direct the party toward. Narthropple’s maps do not show the location of the owlbear lair (area V) or the site of the troll lair (area R)—it’s this latter location in particular that Narthropple is eager to find. Narthropple’s maps could be very useful

to the PCs, but the eccentric gnome refuses to part with them unless he is first made helpful through Diplomacy (Narthropple’s starting attitude is indifferent, and he considers his maps important secrets, adding +5 to the DC), at which point he will agree to sell his maps for 1,000 gp per encounter site marked on the maps. If the PCs successfully saved his wagon and ponies, he will sell his maps for half that price. Alternately, if the PCs have discovered Hidden sites not on Narthropple’s maps during their explorations, they can trade knowledge of those locations on a one-for-one basis for the locations of sites known to the gnomes. If told about the PCs’ town or invited to relocate his base camp there, Narthropple rolls his eyes and points out that he didn’t head up into the wilderness just to sleep in a bed. While he’s a good candidate for a national leader (particularly in the role of Marshal), Narthropple resists such a nomination as long as possible if there are regions on his maps of the Greenbelt that are still blank.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"We need to help them!"

Casting Enlarge Person on Krazok. Valisia rides her pony closer and then dismounts.

Shouting to the gnomes, "We will help!"


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Krazok leaps off his Axebeak just in time before the spell takes effect to double his size. He takes long strides heading towards the wagon.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

Valisia moves up, her small legs moving quickly to see what is going on exactly and if there is some way to help. "Kezelia, can you see if you can help Krazok?"


The gnomes stand powerlessly on the shores, watching as the powerful currents threaten to wash the wagon, its cargo, and the ponies downstream.

A gnome by himself stands atop a small hillock next to the river, his eye blackened and helmet askew as if from a fight, he is shouting out conflicting orders and growing more furious with each passing round.

The gnomes on the shore call out for aid as soon as they see your group coming to their aid.

Perception DC 10:
You believe there to be 9 gnomes besides the one on the hillock.

This will be in rounds. Any actions before are 'surprise' round.
Those helping must first make DC 10 Swim checks to reach the stranded wagon. Before it can be moved, however, the ponies must be unhitched and led to shore, requiring a DC 12 Handle Animal check or a wild empathy check (the frightened ponies are considered unfriendly) to calm them. Once the ponies have been unhitched, the wagon can be moved with a DC 26 Strength check (up to four PCs can aid the main character on this check, potentially adding up to +8 on the check).

Your group is presently 40 feet from the shore and then another 40 feet out into the river to the wagon.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Round 1

Krazok runs with his large strides to and through the water until it gets to his waist, then he dives in to get to the wagon.

swim DC 10: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka shakes her head as she sees the wagon and the gnomes distress.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Lets get to the wagon and save the horses. Then we can get the wagon out.

Swim: 1d20 + 8 ⇒ (6) + 8 = 14

Handle Animal: 1d20 + 2 ⇒ (15) + 2 = 17

With a little difficulty, Blienka swims her way out to the wagon and begins to calm the ponies.

Not sure if this is one or two rounds actions, but this is her planned course of action.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

Round 1

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Reaching the shore, Valisia spots the collection of gnomes on the hill. She considered wading into the water, but really she was far too weak to be of use and might not even make the swim.

"Hey!" She shouted to the gnomes, "Get down here now and help! Bring more rope!" She waves them down to the shore.

"Krazok get some rope around the wagon and toss me an end of it."

Kezelia can bring some of the rope back to me or throw it.

She starts casting a spell, and summons a dolphin 30' out in the river. The dolphin swims easily to the wagon and will help Krazok.

"Sorry Kezelia, I need more dolphins...."

Round 2

Dismiss Kezelia.

"Blienka, the ponies! I will help Krazok."

Holding the end of the rope she keeps its steady in her hand, not that it will do any good until she can implement Project Pony.

Round 3, 4, 5

Summon 3 more dolphins to help Krazok.

These are augmented counterpoised dolphins with 16 strength. Hopefully 4 of them are strong enough to help out, or at least prevent the wagon from going worse.

Round 6, 7, 8, 9,...

She yells at the gnomes who should be here by now, "Hook your rope to the ponies, create a train."

Summon augmented counterpoised ponies (str 17) and if the gnomes bring rope tie it to the rope we have to create a train of ponies (can summon a total of 6) to help pull the wagon out, or at least prevent it from being carried downstream.

"Go super strong ponies!"

That is the plan, might change it if things go poorly after a few rounds.


I like it, that plan should work. Doing the rolls off screen.

Krazok gets to the wagon not even needing to swim now that he is enlarged. He unhitched the ponies just as Blienka gets there. She calms them down and leads them away. Krazok begins to push the wagon is stuck. He tries again with the help of two dolphins, they are successful! They gain momentum as the dolphins multiply. Soon the wagon is safely on the other side with the gnomes. Valisia is alone on her side until Imrael brings the horses. The axebeak follows behind. The gnomes are cheering and thanking your group for the rescue!

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

After getting the horses safely ashore, Blienka looks down to the gnomes.
What brings you here? We have not met many with intents other than ill since we have been here. Are you a caravan heading north? Explorers? Something else?

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12


With the horses Valisia and Imrael join the rest of your group on the other side and soon a feast is thrown in your honor for coming to the rescue.

At the feast you learn much about the gnome explorers. They have been surveying and mapping the Stolen Lands, looking in particular for an ancient, abandoned dwarven outpost rumored to be located in the region. They’ve chosen this site as a good place for their base camp, but while they were setting up their tents, a band of kobolds attacked the group. The gnomes managed to drive the kobolds off, but not before the kobolds caused a lot of damage and panicked two ponies that unfortunately were still hitched to the gnomes’ supply wagon. The ponies rushed into the river, where the wagon swiftly became lodged in the muddy bottom.

They are under the leadership of the flamboyant Jubilost Narthropple, a wealthy gnome explorer, mapmaker, and raconteur. Narthropple had his eye blackened from the fight. Narthropple has drawn up quite a collection of maps of the southern Greenbelt during his quest for the lost dwarven outpost. The maps show the location of every Landmark site in the Greenbelt but the eccentric gnome refuses to part with them. He is willing to trade knowledge on a one to one basis.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"Nice to meet all you brothers! Valisia is 'gnomish' herself, or at least sort of resembles one. The blood in her is strong with celestial influence, but culturally she is gnomish, even she never learned the language....

As they sit and talk and she learns from the gnomes their plans, she asks [b]"Which direction did the kobolds go? Perhaps we can track them down. Krazok or Blienka, can you track? "

"Narthropple, those are quite the fancy maps you have there! Perhaps we can trade information! We have seen quite a bit around these parts, yes we have." she rocks back and forth on her toes and heels and slides up close to Narthropple. "You are quite the handsome devilish explorer aren't you?" as she turns on the charm. "A drink to celebrate!" (hopefully someone has booze). "I think a working alliance between our groups will be quite a mutually beneficial arrangement don't you Narthropple, as she squeezes his arm flirtatiously.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

"How about a round of Kracklewonkers?? Eh? Eh? You must all play the traditional gnomish dice game, amiright? " Appearing in a flash, Valisia pulls out her dice and a cup, tossing the dice in and vigorously shaking them before tossing them out before her.

5d6: 5d6 ⇒ (6, 5, 2, 4, 2) = 19

"Oooh, I save the four, five, six.. its a gamble but I toss the twos back in!" A gasp goes up from the gnomes, at her bold move.

2d6: 2d6 ⇒ (1, 1) = 2

"Aargh!" groans Valisia as a pair of ones come spinning out.

"Third roll!"

2d6: 2d6 ⇒ (4, 1) = 5

"Oof. Well, a pair of fours, beat that!" Valisia slumps a bit.

"Come on Narthropple, lets see what you got! No magic chicanery either, straight up honest rolls!"

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka simply shakes her head at Valisia's antics and attempts to sweet-talk the chief explorer. While the gnomish aasimar tries to get information, Blienka instead works to care for the ponies and horses, wanting to make sure that the magnificent steeds are not injured.

In the evening, she also asks about the maps and what the old gnome has found.

Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15 <-- Aid another


In response to Valisia's questions... "The Kobolds headed back East!"

Narthropple likes the attention and the charm, "Why yes I am sure we can work together nicely. The maps will come later and we can share information."

Narthropple takes the cup and rolls...5d6 ⇒ (2, 5, 4, 4, 1) = 16

"I got a pair of 4s already!" he puts the others back in hoping for more fours.

3d6 ⇒ (4, 2, 4) = 10... "Yes! Four fours!"

1d6 ⇒ 3 "Still excellent!"

The mug gets passed around and betting continues of who will get the best roll.

Later as the other gnomes set up their camp some more, guards are set, and then Narthropple and your group compares maps and shares information.

Any other interactions you want to do? I will mark the places he points out with a red circle.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"You are one lucky fellow Narth. Can I call you Narth?"

Later on...

"Hey Narthropple, someday when this is all explored and settled, you will need someone to work with your people and the others, a go between. I am a people person. Look me up, I can help. I will be in these parts for a while I suspect. Oleg's trading post might have an inkling where I am if you cannot find me."

Done with interactions here I guess. Valisia tries to learn all the gnomes' names, although she will probably forget half of them.

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka watches as Valisia rolls the bones with the gnomes. When she has a chance, she seeks to speak with Narthropple.
So, in your wanderings, did you find any places of great beauty in this forsaken land? Places which caused your heart to stir? Places that Shelyn would make holy?


He whispers back to Valisia, "Only you can call me Narth my beauty."

Later on...

"That would be great Valisia. Thank you for the opportunity for future ventures!." He says excitedly.

He thinks about it for a while then responds to Blienka, "Possibly, let me check my maps..."

I will get back to you when I can.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Krazok was more than happy to help save the wagon, but he distances himself from the crowd of gnomes. They prefer to give him room as well. He takes care of the animals and searches around the immediate area for danger before resting on the outskirts of the gnome camp. He lets Valisia or Blienka have the map and stays out of the way when they share information.

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Lets head to P, 19, 20.

Pretty sure the party has been to 20 (Stag Lord fort), although neither Valisia nor Blienka was with the party at that point.

We also have a few more plains hexes to search on the right side of the map, and somehow we have missed "G" in the middle of the forest.


Sorry I did not update the map yet. It is now updated. Except for Narthropple's new map info.

April 7, 2nd half of day, Frog meat = 105 rations. After the day of exploring you have 101 rations. Hex '20'. With the map recovered you will be able to travel twice as fast, only taking up a 1/2 a day.

Krazok leads the group around the area exploring the surrounding area before taking them to the abandoned fort of the Stag Lord.

It is starting to get dark before getting to the fort, where you can see several torches lit in the fort.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

"The fort should be abandoned, how do you want to approach now?" Krazok says as we are near the fort.


Eidolon:
Eidolon: Kezelia 11/11 hp, Perception: +4 Init: +1
Female Aasimar Cleric 3/Summoner 3(Master Summoner) || HP: 32/32, AC: 20 T: 15 FF: 16 Perception +7, Darkvision 60 ft., Initiative: +4/+6, Fort +5 Ref +5 Will +7, CMB: 0, CMD: 15, Speed: 30 || Spell Resistance: 11

"I can sneak up and see what is happening. I'm small and stealthy."

Valisia can cast reduce person on herself, taking her size to Tiny, and adding +2 to her dex. Overall another +6 to stealth. She can also cast Message on the group and if they are still within 120' she can whisper to them information.

She will be about a foot and a half tall, and only weigh about 4 lbs.

Stealth rolls:

Stealth: 1d20 + 14 ⇒ (6) + 14 = 20
Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Stealth: 1d20 + 14 ⇒ (10) + 14 = 24

Kezelia will be summoned by stay with the group as long as its within 100'

The Exchange

Female Human(Taldan) Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Blienka looks to her already diminutive companion.
Be careful. Who knows what might have taken up residence here. We can't leave this place unprotected in the future. We both know that a structure like this is just going to attract other riffraff.

Blienka will also attempt to get as close as possible to the fort without drawing attention.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Nice, a 20 and a 1.

Blienka takes great care to make no noise, and pays attention to nothing else as a result.

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