Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Look in gms last post for nobility check result


Numalar Auritonius wrote:
"What of the two we sold you just yesterday? Have you disposed of them already? Or can we buy one back from you?"

"Sure, it's not like I've had a chance to grow attached to 'em. Keep your money until you get back. Maybe by then there will be more and better to buy."

Numalar Auritonius wrote:

[dice=Knowledge (Nobility)] = 31

Kind of a waste of a 20. Do I know anything else about Renault with that?

Not anything beyond the spoiler tag. He hasn't really mingled with the nobility much of late


"Well so much for a relaxing party." Svetlana says sadly as the mood around the fire wanes.


"I know! We can play cards!"


*sigh....*


Kesten shakes his head. "Well, maybe it is for best we call it a night."


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"I do apologize for our boorishness, but tomorrow we have grim business to attend to that may see not all of us returning to enjoy your wondrous hospitality. Nevertheless we are grateful to you and Oleg and profoundly relieved to see you have capable guardians while we are away."


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

"Oh, I know!" Posh calls out as he gets up and finds himself somewhere to stand for everyone to see. "I'll perform my act for you all! I find entertainment makes the food go down! Now...did you hear about a tavern where a priest of Iomedae, Calistra and Zon-Kuthon were staying..."

Perform (Comedy): 1d20 + 9 ⇒ (11) + 9 = 20

Hopefully that's entertaining enough to help raise everyone's spirits. Especially as though I can say funny things irl, I'm terrible at trying to make up unique jokes myself.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Poshment, can you describe your style of humor (i.e. observational, low brow, screwball, slapstick, edgy, self-referential, confrontational, prop, sketch, conversational, wordplay anecdotal, political, topical)? Basically, on a web containing the likes of: George Carlin, Garrison Keillor, Don Rickles, Andrew 'Dice' Clay, Eddie Murphy, William Shakespeare, Jerry Seinfeld, John Stewart, Gallagher, Will Farrel, the Kids in the Hall, and the Three Stooges, where would you fall?


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

You left out Billy Connolly. . Friggin awesome. .


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Using a table as a stage Poshment keeps the evening alive with laughter. Even Oleg laughs when Posh ends his set on: "'Oh? I thought that was the horse.'"

Kesten sets his men to guard and you take to your sleep. Morning arrives much too soon and you find yourselves packed and saddled ready to move out. But to where?


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

I was thinking more of a mix, depending on how the crowd were to behave. I'm thinking more observational, wordplay anecdotal and even topical.

Poshment gives out a yawn as he was woken up
"Five more minutes..." before he was finally woken up enough to go out with the group as he gets ready and yawns. He gives a sleepy look to the rest of the group, hair still standing up on end "So where are we going?"


"I think someone mentioned bandits." The tall Kesten says pulling off his boots and preparing for bed. It looks like you are the only two in the bunk room (though anyone is welcome to walk in, maybe to grab Posh). "But if you're out looking for things to do there's always exploring and keeping an eye out for bounties (the Quest spoiler on the campaign page). Say, Poshment, you wouldn't happen to know a grizzled-looking Kellid by the name of Falgrim Sneeg, would you?"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Numalar emerges, hair wet, having finished his morning ablutions. He rubs the sleep from his eyes.

"Hmm, bounties, eh? I read the posters... We know the whereabouts of the bandits, at least approximately, but as to the others... what of them? Master Oleg, do you have any idea where we might find a Tatzylwyrm? Or this Tuskgutter, or the Sootscale Kobolds? Without knowing this, we might have to simply explore around until we stumble upon their whereabouts. We are meant to explore, of course, but I for one would prefer to have a bit of advance knowledge of what we are getting into if possible."

We are explorers, but aside from discovering key encounters in the areas there isn't much incentive for us to travel widely; wandering monsters rarely have much loot, and we're not using XP. So it makes sense to try to aim for key areas if possible. We should follow rumors when we get them.

"Jon Felton told us that the bandits would camp once not far from here before coming here in the morning. This tells me that the bandit camp is more than one easy day's ride away. Nevertheless, Happs' group will be overdue if they do not arrive at their camp today. So we have a few options."

"First, we could push our mounts and try to get there before nightfall, or perhaps just afterwards. If we get to the bandit camp tonight then the bandits there might be worried about Happs' failure to return, but probably not to the point of alarm. So we may still be able to catch them unawares. Ah... call that plan A."

"Plan B would be to explore the area to the northwest (i.e. the plains hex to the NW), and camp for the night there; moving on to the bandit camp in the morning. This would give us more time, and we would be better rested when approaching the bandits, but they would likely be more wary, having expected Happs the day before."

"Plan C would be to delay facing the bandits until later. I'm not sure there is any benefit in doing this, but I would not push everyone to go if we feel we are not ready. I must say though, that I do not expect us to be any more ready than we are now any time soon, while the readiness of the bandits can only increase."

Numalar shrugs, and looks around the table. "Friends, what are your thoughts? I would prefer everyone have the chance to share their opinions before we decide."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

When he has a spare moment, Numalar takes Oleg aside.

"Friend Oleg, as you can see our friends here have drunk a fair bit of this ale and whisky I have brought. I wonder if you can keep a supply in stock from which I might 'top up' my jugs from time to time? I know you are not a tavernkeeper but I must say they are good things for making friends, and well worth the coin I would be giving you."

BTW I am marking off two jugs of ale and one of whisky for the drinking last night and the night before. I will also deduct the amount we would have been paid for the two other horses from the "credit" Oleg owes us.

"Furthermore, the next time you are in civilization, perhaps you can look into finding combat-trained mounts for us? Or would this Samuel Renault be a better one to ask? The others will mostly want horses, though for me I would prefer a riding dog, with tack and leather barding. I know such a thing can be found in the halfling quarter of Restov."

Hoping we have enough money by the time this comes up to afford that. Dog + Military Saddle + Leather Barding would come to 190 gp.


Retired

Cyrielle thinks for a moment on Numalar's words. "I'm sure we could push the horses enough to get there tonight, and it's the kind of thing the Bards back in Restov used to sing about." Her eyes light up. "I think that's the best option, but I'm concerned about walking into a bandit camp unaware at night. We'll have to be good about scouting to be sure we don't get ambushed."

"Of course, I don't know much about this Happs fellow; was he the kind of man to be on time always, or would a day or two be abnormal for him? If the game is already up, rushing will just make things worse."

Cyrielle votes we go for option A, but won't object to another option either.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"We know little about Happs, sadly. He was not likely the most disciplined sort, but I wouldn't want to gamble on the assumption that he was routinely tardy."

Numalar looks around the table.

"Who else wants to speak?"


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

"I don't know much about such things as tactics and strategy, so I'm just not sure what would be the better approach in regards to the bandits. I will go along with whatever the decision is. If most of them are human, a night approach might be a wise one."

"As for the other options, I don't know where or even what a Tatzelwyrm is. I also know little about where this Tuskgutter might be found, but I'm pretty sure I would know him when I see him... I believe this to be the same creature that Luna saved me from the night I met her. If we should meet him along the way, I will of course let you all know it's him. But I don't think he should be a primary goal... just serendipity, if you get my drift."

Celyne grows quiet after her long-winded (for her) speech, and stares into her glass of ale for a moment, then looks back to the others... "I'm sorry I'm not more help.. I just don't know a lot about the area... but if find time to scout the region after the bandits are dealt with, I'm sure we'll learn what there is to know and be able to make wiser decisions in the future."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

GGGM - what do I know about Tatzywyrms? Numalar will share what he knows so you don't need a spoiler tag for my roll.

Knowledge (arcana): 1d20 + 7 ⇒ (9) + 7 = 16

That's probably enough to know a little bit at least.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

" Darkness has many perils, but it may allow us to mitigate the numerical disadvantage, which most likely outweighs the risk so i am with Cyrielle again.. "

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
" Darkness has many perils, but it may allow us to mitigate the numerical disadvantage, which most likely outweighs the risk so i am with Cyrielle again.. "

"I can see a short ways in the dark, and Poshment and Celyne will see better in the dark than humans would. But in total darkness it will be very difficult to move through a forest without making noise. Remember the cover of the trees will keep out moonlight and starlight. The twilight before dawn or after dusk would be better. Carrying a light would give our party away."

"I could create a set of up to four lights as bright as torches, that can move independently of us. They would only last a short time though; perhaps ten minutes. We could use those for light without giving away our precise location."

"But perhaps the best procedure would be to scout the camp quietly at dusk, and then strike before dawn."

If we are going to be sneaky, stealth will be the operative skill. So:
Stealth ratings (including armor check penalties)

Celyne +0
Cyrielle +1
Fronar +8
Luna +7
Numalar +6
Poshment +8
Zokon +7

So Celyne and Cyrielle should not be in the scouting group.


Numalar Auritonius wrote:

Numalar emerges, hair wet, having finished his morning ablutions. He rubs the sleep from his eyes.

"Hmm, bounties, eh? I read the posters... We know the whereabouts of the bandits, at least approximately, but as to the others... what of them? Master Oleg, do you have any idea where we might find a Tatzylwyrm? Or this Tuskgutter, or the Sootscale Kobolds? ...."

"A tatzylwyrm? Hah! Search your dreams first. I only put that one up as a lark. If they ever existed they don't anymore aside from my wife's ring and in banner over Restov! Mind you local lore says the Narlmarches were once thick with them, tiny 20-foot-long linnorns with a taste for naughty children. But if you were to find one I'd pay to have it stuffed and mounted in the trading posts common room. It would make a great conversation piece don't you think? 'Find a tatzylwyrm.' Hah!"

Tatzlwyrm Knowledge (arcana or history - choose and roll only one) DC 20:
Oleg's description matches most stories of the beast which go back to Taldor's last attempt to settle the land 200 years ago (the last large-scale attempt to settle the Stolen Land). Tatzlwyrms are serpentine, green-scaled feral dragonkin. These wyrms have two arms with claws at the end of each hand, allowing them to easily climb trees. A long, powerful, and flexible tail extends beyond these arms strong enough to propel themselves at speed across the forest floor.

Tatzlwyrm Knowledge (arcana or history - choose and roll only one) DC 25:
A tatzylwyrm's breath is poisonous.

"Now Tuskgutter, there's a real monster. I'd ask Vekkel or one of the other farmers about that." Oleg directs you to farmland designated on your map.

Tuskgutter Knowledge (Local or Nature - choose and roll only one) DC 10:
Tuskgutter appears to be a very aggressively territorial male feral pig or boar who has been terrorizing local farmers. Oleg's right that the farmers that have been his targets are probably the best ones to ask for info about him.

Tuskgutter Knowledge (Nature) DC 15:
Depending on his size he probably has a territory covering between 4 - 10 square miles.

"The Sootscales are just one of a lot of kobold tribes that live in this area. They're as thick as goblins are in Varisia, only unlike goblins they ain't homicidal little pyromaniacs, thank Erastil otherwise I'd been burnt out long ago. In fact, I think that's part of the reason you don't see more goblins in the region, that and all the bears. Anyhow, so there's the Sootscales and the Leafcutters and Truescales and a bunch of other clans all up and down the Greenbelt from the Hooktongue Slough to the Tors of Levenies and from here to Mivon. Most are just annoyances, but the Sootscales are a pretty big tribe. We think they nest somewhere along the southern fringe Narlmarches to keep out of the sun."

Kobolds Knowledge (geography or local - choose and roll only one) DC 8:
Pretty much what Oleg told you as well as your own previous game experience has taught you about kobolds (they are small reptilian humanoids with darkvision, light sensitivity, etc... Oh yeah, and they really, really hate gnomes.

Kobolds Knowledge (local) DC 16:

"Don't know if that helps much, but it sure eats up time."

At Numalar:
"I'll put in a order for more drinkables. I have a feelin' at least one of us is gonna need 'em."

On horses:
"Old Sam ain't gonna have anything combat trained unless you're looking to fight tall grass."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:

GGGM - what do I know about Tatzywyrms? Numalar will share what he knows so you don't need a spoiler tag for my roll.

[dice=Knowledge (arcana)]1d20 + 7

That's probably enough to know a little bit at least.

You know what Oleg tells you. that and what it looks like on Restov heraldry.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Since you can make DC 10 knowledge checks untrained...

Knowledge (nature): 1d20 + 3 ⇒ (16) + 3 = 19
Knowledge (local): 1d20 + 3 ⇒ (2) + 3 = 5

Funny, Numalar used to live in an underground settlement where there were kobolds, but fails the knowledge check.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

kn local Tuskgutter: 1d20 + 5 ⇒ (7) + 5 = 12

kn local Kobolds: 1d20 + 5 ⇒ (18) + 5 = 23.. "Kobolds of all the subjects to remember. .. I only read that book once"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:

Since you can make DC 10 knowledge checks untrained...

[dice=Knowledge (nature)]1d20 + 3
[dice=Knowledge (local)]1d20 + 3

Funny, Numalar used to live in an underground settlement where there were kobolds, but fails the knowledge check.

Your folks kept you away from the bad side of town. Note I edited the bottom portion of Oleg's last post. The messageboard ate my other one. :(


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Zokon Santyev wrote:

[Dice=kn local Tuskgutter]1d20+5

[Dice=kn local Kobolds]1d20+5 .. "Kobolds of all the subjects to remember. .. I only read that book once"

Ha! Zokon Santyev Ph.D in Kobold Studies at the Institute of Menzoberranzan.

Post that you are sharing if you do. Then everyone can just look at the spoilers. Alternatively you can just paraphrase whatever you want to say on a given subject.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

At a pc so I can copy stuff easily

"Tuskgutter appears to be a very aggressively territorial male feral pig or boar who has been terrorizing local farmers. Oleg's right that the farmers that have been his targets are probably the best ones to ask for info about him."

Everyone can click on the DC 16 kn local hidden section for Kobolds


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Knowledge Arcana: 1d20 + 9 ⇒ (1) + 9 = 10

Knowledge Nature: 1d20 + 3 ⇒ (5) + 3 = 8

Posh, being unable to recall any interesting stories or tales just listens, unsure what to say at the situation and just gives a yawn and continues to roll his eyes.
"so when's second breakfast?"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
Everyone can click on the DC 16 kn local hidden section for Kobolds

"Your knowledge of Kobolds impresses me, friend Zokon. I lived among them as a youth and did not know half of these things. But while this information is useful, it does not point to where any of these creatures might be found. So we have to just explore and hope we discover them willy nilly; the bandits are the only enemy whom we have a clue where to look for them."

Poshment Underhill wrote:
"so when's second breakfast?"

Numalar grins. "Aha! With a name like Underhill, I should have known you were a halfling in disguise!"

Numalar sobers again. "But back to the point again, Mr. Underhill; which plan do you favor?"

Zokon and Cyrielle seem to be voting for A while Celyne seems to be abstaining. I would be okay with A or B, but I don't feel we should wait longer than plan B. Posh and Fronar have yet to voice an opinion.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"I don't know why I remember so much about them.. I don't, I think it was a prank by a wizard friend or something implanting the knowledge in my head"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Heading toward the bandit camp? To get a rough ETA:

Knowledge (geography) DC 10:
About 10 hours on horseback (if you have a move speed of 50') assuming you are going straight there without any intervening exploration or other significant stops. It takes about 3 hours to cross plains and 5 to move through hills or forest. Exploring any of the forest, hills or plains hexes generally takes about a day each of dedicated time on horseback. Without horses the going can be much, much slower.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

I'm assuming you are taking all the available horse that you need (with Fronar abstaining from going). If you need anything else, or have any last minute business at Oleg's let me know.

The morning is quite beautiful. The sky is a brilliant blue and white and the temperature quite mild, as you set off. Looking out from the rise that Oleg's trading post rests upon you can see green and gold plains as far as the horizon in all directions. To the southwest lies the forest, and under its eaves the brigands await.
'Avanti!' as the elves would say.

Updated: Interactive Greenbelt Map


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Assuming I can't just take 10
Geography: 1d20 + 5 ⇒ (3) + 5 = 8

"I haven't a clue how long it'll take us to travel this mixed terrain. .. seems my mind keeps coming up kobolds.."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Heading toward the bandit camp? To get a rough ETA: ** spoiler omitted **

I put a black line on the map which is the approximate route described by Jon Felton. It may take less time (or a similar amount of time) considering a larger potion of the trip is plains. It also has the advantage of using a landmark (the river) to navigate. If we just go straight in, we may miss the camp, hit the river, and then not know whether to go upstream or downstream.

Geography (untrained): 1d20 + 3 ⇒ (16) + 3 = 19

"I understand how they could nag at the mind; my father was driven out of our home town by them. They vex people far out of proportion to their size. But I judge this journey should take about ten hours' travel by horse."

Guys, rule-wise if we force-march our horses to ride for more than 8 hours in a day they will take lethal damage and be fatigued. Alternately we could have our horses hustle for two hours out of the eight, which doubles their movement for each hustling hour. The first hour is free, but the second will give the horses 1 hp of lethal damage and make them fatigued. Either way, running from the encounter on horseback will not be an option.


Retired

Cyrielle reaches down and scoops Posh onto her horse. "No second breakfast today. Probably none tomorrow, either. Let's get moving."

No scout herself, Cyrielle nevertheless rides near the front of the party, peering out toward the southwest. "We should hurry a bit. It'd be better to get there more quickly than not, and the horses will be tired either way if the journey's that long. We'll follow whichever route you think would be best, Numalar."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
I'm assuming you are taking all the available horse that you need (with Fronar abstaining from going).

If Fronar is not coming then we don't need to replace his horse. But I'm not sure it's a good idea to just assume he is left behind... if he turns up on the messageboards again soon he will want to jump in and a combat with the bandits could take a couple of weeks real time. On the other hand, if the character comes along, and the player doesn't appear, he can just be the NPC that draws the short straw and has to watch the horses.

RPGGGM wrote:
'Avanti!' as the elves would say.

Elves are Italian? Did someone tell Fronar this? :)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
RPGGGM wrote:
I'm assuming you are taking all the available horse that you need (with Fronar abstaining from going).
If Fronar is not coming then we don't need to replace his horse. But I'm not sure it's a good idea to just assume he is left behind... if he turns up on the messageboards again soon he will want to jump in and a combat with the bandits could take a couple of weeks real time. On the other hand, if the character comes along, and the player doesn't appear, he can just be the NPC that draws the short straw and has to watch the horses.

If such should occur he can just as easily set out after you left, perhaps visiting with a local farmer to in order to secure a ride.

Numalar Auritonius wrote:
Elves are Italian? Did someone tell Fronar this? :)

And break Omertà? Never. ;)


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Taking Numalar's route and riding quickly (how quickly, I leave to you.) over the plain is quite invigorating for those used to the saddle, to others though it wears on the hams. Still the air is fresh and gold-green plain seems endless, until at last the dark edge of the forest rises out of the horizon. It's still a few of miles away, but the sheer scope of the forest is quite impressive. The sort of thing that when confronted by for the first time makes a person feel a bit smaller, and perhaps bit humbler. As you draw closer it encompasses the whole breadth of your view.

Along the edge of the prairie, you spy smoke from a farm, no more than a speck in the sunlight against the deep green of the Narlmarches. The last bit of civilization before reaching the old, unconquered forest.

What would you like to do?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Cyrielle Rousseau wrote:
"We should hurry a bit. It'd be better to get there more quickly than not, and the horses will be tired either way if the journey's that long. We'll follow whichever route you think would be best, Numalar."

Well, I guess we're off! If Fronar is not around then plan A is a pretty clear winner, even if . So we try to get there in a single day's march. However, if we have an encounter on the way and use up a lot of spells and such, we really will need to camp and move on them on the following day.

"Very well, let us be off! Mister and Missus Leveton, Sir Kesten, lads, wish us luck!"

Numalar mounts up and heads out, holding his longspear high, with his slightly ragged green and purple pennant flying.

"Of course, you are right, Cyrielle; we should hurry and try to make the trip in eight hours if we can."

Let's hustle the mounts for the first hour and the last. That way they won't be fatigued until the end of the trip.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"Lets stop in at the farm on the way back, they may have information about other goings on"

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Along the edge of the prairie, you spy smoke from a farm, ...

Does this like smoke from a chimney, or smoke from a house fire? Do we think this is the Renault farm we are looking at?

If it's just from a fireplace then we can look into it later.


Numalar Auritonius wrote:

"Very well, let us be off! Mister and Missus Leveton, Sir Kesten, lads, wish us luck!"

Numalar mounts up and heads out, holding his longspear high, with his slightly ragged green and purple pennant flying.

A rather half-hearted cheer (such as it is) rises from the men and then dies an ignoble death: "Yaaaaay."


"Good luck." Kesten says with a brief smile as you pass out of the gate.

Sense Motive DC 12:
He seems concerned for you.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
If it's just from a fireplace then we can look into it later.

Just chimney smoke. It's about lunch time.


"Goodbye! Good Luck!! And don't forget, should you find any moon radishes." ;) "Here, I packed you some lunch."

She hands you a sack with five days worth of trail rations.

"Oh Oleg, wave them goodbye, won't you?"


"Bye."


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Celyne keeps her eye out for moonradishes along the way, though they probably only grow in the forest.

She does point out, "If it's not too far out of our way, we might inquire at the farm before we enter the woods... Living so close they might have some knowledge of the bandits, their habits, maybe even their camp whereabouts... and dangers that might lurk in the forest."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The farm's more or less on your way. (Less than a mile of detour.)


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"Lets go to the farm then

Zokon steers towards the farm.

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