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

"Pssst Posh are you there...

As Zokon walks over to where he thinks Posh is.


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 blissfully sleeps unaware of the shenanigans.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

...as does Alia, in her locked Tent, Soap placed on the outside...


...and Vega, deciding to use his servants body warmth for his own convenience after making sure she is asleep. It wouldn't do for her to mistake this closeness for a token of affection.
Curled up against his Elf, he falls asleep, purring.


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
Zokon Santyev wrote:


"Pssst Posh are you there...

As Zokon walks over to where he thinks Posh is.

Doubt he'll be able to hear you as he has ear plugs in.

perception: 1d20 + 4 - 5 ⇒ (13) + 4 - 5 = 12

That's enough to hear a creature walking so I assume he can hear Zokon, unless he's too much of a distance away.

Posh attempts to get some sleep in the hopes that the fungi things have left him alone and only stirs if someone attempts to wake him.


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

Zokon Posh is apparently fine/unpulped. The fungi's trail heads off northwest.


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

The rest of the evening passes without any incident and by morning you are ready to move on to the next hex on your exploration map and... the old bear cave described to you by Tyg-Titter-Tut and the Bee King.

Make sure you are ready.

dice:

Alia's Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Celyne's Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Numalar's Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Poshment's Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Scarlet's Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Zokon's Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Alia, Numalar, Zokon:

As you move deeper into the woods you have the feeling that you are being watched.

This occurs off and on throughout the morning leading up to the next bit below.

Once you are ready....

Following the feys' proscribed path, the thick tangle of ancient brambles gives way into a large clearing in the woods, its border partially defined by ruined stone pillars. The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at the center.

The side of this towering boulder facing the clearing has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide cave entrance. A flight of stone steps leads up to this cave entrance from the forest clearing—both the steps and elk face feel quite old and are thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.

Conditions The air is oppressively hot and humid and gets worse as the day drags on. It really wants to storm. The sky is growing dark as afternoon draws near. When you arrive at the site, lighting arcs along the underside of the stormfront and thunder booms. It's going to be a bad one. At this point the lighting is dim.

knowledge (religion) DC 10:
This is (or once was) a temple dedicated to Erastil. It looks like ages since anyone worshiped here though.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"I guess they got tired of the concert." Scarlet yawns in the morning. "Let's go before they demand an encore."

The humidity and the cave are familiar sights to Scarlet. "Reminds me of my last... uh retreat. Stuck in a humid cave for almost a year. Hunting was good, and the cavern had a stream flow through it."

Scarlet gets her swords out as they approach the door.


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 Religion: 1d20 + 7 ⇒ (13) + 7 = 20

Posh looks over this temple and shakes his head.

"It's a temple to Erastil, but it doesn't appear to have been maintained or woreshipped for such a long time so I don't think we'll have any trouble here..." Posh states as he looks around the area curiously

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


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

Zokon has his bow out and arrow ready while approaching

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
Poshment Underhill wrote:
"It's a temple to Erastil, but it doesn't appear to have been maintained or woreshipped for such a long time so I don't think we'll have any trouble here..." Posh states as he looks around the area curiously

"Erastil, eh? Perhaps Jhod Kavken would be interested in this place. But don't forget there's supposed to be a bear here."

"If it's a she-bear, with young, then we may want to leave her alone. But if there are no cubs, perhaps there is some way to lure the bear away, or drive it off?"

Not sure my knowledge: nature is up to it, but here it is:
Knowledge: Nature: 1d20 + 4 ⇒ (12) + 4 = 16

GGGM: On the map it looks like the section with stairs is some kind of bridge. Is that right? Also, do the pillars hold up some kind of roof at that point, or is it still open to the sky?


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
GGGM: On the map it looks like the section with stairs is some kind of bridge. Is that right? Also, do the pillars hold up some kind of roof at that point, or is it still open to the sky?

Not so much a bridge but a rise to overlook the stone circle and the pool. The pillars support a potion of the stone that overhangs the entrance (now noted on the map).


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"I have a bad feeling about this.", Alia states, taking another look at their surroundings, and possible pursuers:"I feel we've been watched all morning, and now we're here at a overgrown temple with a storm coming up. Stories my grandma used to tell me to scare me as a kid started like this."
Knowledge Religion: 1d20 + 3 ⇒ (6) + 3 = 9
Seems Alia does not know much about Erastil. But possibly someone may want to make sure if we DO kill this bear on his sacred grounds, we do use everything of it. If I remember right as a player, Erastil is not fond of hunt-killing for sport rather than need. May mix up with earlier edition hunt gods but not looking it up if Alia does not know anyway.


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

"Erastil, eh? Perhaps Jhod Kavken would be interested in this place. But don't forget there's supposed to be a bear here."

"If it's a she-bear, with young, then we may want to leave her alone. But if there are no cubs, perhaps there is some way to lure the bear away, or drive it off?"

Sorry, missed this one. Bears native to the region (black, brown, grizzly and cave) have a wide range regards to the size of their territories based upon breed, gender, and food availability. A bear's range could be anywhere between 5 and 500 square miles with larger species and males having much bigger domains than smaller species and same species females. So without the magical equivalent of 'helicopter relocation' bears on Golarion are difficult to relocate from their homes.


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

The map for this place is not great so attached are some mood setting images. None are particularly exact, most need a lot more vegetation, but they are decent at setting the scale and look of the place, though currently it is rather dark and stormy.

Essentially the place is a miniature Uluru/Ayers Rock in the middle of the forest with a temple entrance cut into it's side. Much of the temple facing has warn away leaving only the grand walk (the stairs) and the huge Mount Rushmore like Elk's head relief above it.

Pictures 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11


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 want to have to kill a bear if we can avoid it, especially if it's a she bear with cubs... Just saying to state my preference. I hope it doesn't come to that. Can anyone just knock it out or put it to sleep if we do find it?"


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Yeah. I'd rather not fight a bear, if we find one. I'm not a kind to split up family, if I can help it."


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"I could try to knock it unconscious, probably. But then what? Keep it knocked out until we leave? I would ask why we're here in the first place, but it seems the weather will force us to requisition what shelter we can."

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

"Well, this is certainly more than a simple bear's den. Worth putting on our map, definitely. I am quite curious about the history of this place.

Numalar rummages around in his bags for a moment. He pulls out a scroll.

"Perhaps now would be a good time to use this? It is the scroll of invisibility we got from Kressle. I could cast this on someone who could sneak in and have a look."


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

"Bears have a great sense of smell don't they, in the close confines of a cave they'd probably sniff you out


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

Dice:

Alia's Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Celyne's Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Numalar's Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Poshment's Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Scarlet's Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Zokon's Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Hedging by the overgrown standing stone parameter the party discusses their next move when Posh notes a group of about a half-dozen tracks in the dried mud. It looks like they were heading toward the cave.

_______

One roll, reveal everything up to the difficulty you beat.

Survival DC 17 (assuming you bring some light to bear on the tracks):
They aren't bear tracks (in fact you can't find any bear tracks around the site). The tracks are too small and humanoid by the gait.

Survival DC 22 (assuming you bring some light to bear on the tracks):
They are about 10 days old and disappear completely once they get off the dirt path and onto the ancient, broken stonework in the circle. They aren't bear tracks--too small. In fact you can't find any bear tracks around the site.

Survival DC 27 (assuming you bring some light to bear on the tracks):
There is only one set of the small tracks leading out of the area.

_______

One roll, reveal everything up to the difficulty you beat.

knowledge (geography or local) DC 12 (again you'll need light):
Kobolds, about six of them.

knowledge (geography or local) DC 17 (again you'll need light):
The tracks aren't deep, indicating they probably aren't Leafcutters who tend to wear heavy insect chitin armor.


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

know nature: 1d20 + 6 ⇒ (19) + 6 = 25

"THere's tracks here, but they're not bear tracks, they are too small and humanoid in shape... maybe 10 days old or so, and they disappear when they leave the dirt path here and go on the stonework in the circle... There's just no bear tracks here at all."


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Survival: 1d20 + 3 ⇒ (19) + 3 = 22
Scarlet hears the party discussing possibilities upon possibilities, and finally just lights up a torch and studies the tracks Posh pointed out.

She sheathes her short sword, lights a torch and peers closely...

"No bears around here. Too small. Humanoid. 10 days old. They lead to..." Scarlet looks up towards the stonework in the circle. "There."

K Geography: 1d20 + 2 ⇒ (11) + 2 = 13
"These prints look like...Kobolds, actually. Six."

"I don't think there are any bears here. I'm guessing if this is a temple to Erastil it's been abandoned for a while, and maybe the Kobolds use it now. Or maybe they just visited here..."


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

survival: 1d20 + 5 ⇒ (4) + 5 = 9

kn geo: 1d20 + 5 ⇒ (10) + 5 = 15

Zokon will take a torch with him to see what he can..

"More kobolds.. hopefully I'll be able to help out with my detailed knowledge of their peoples habits in future encounters."

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 rides up to the pool and has a look in. He then peers ahead to see of he can see anything in the cave.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

"Kobolds, eh? Well, that's different. With fresh water here, it would be a good place for someone like that to set up a base."

Numalar begins whispering and waving his symbol around. Eventually four lights appear in the air above the entrance.

Casting message three times to get everyone in the party, then using SLA dancing lights.

"These lights will only last a few minutes, but they can precede us into the cave if you wish."


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

Zokon makes his torch and Numalar advances upon his dog with Posh beside them.

The pool before the gnomes is thick with dark green algae. So thick in fact algae is overrunning the sides of the basin as if it is trying to escape. The only clue that there might be liquid underneath is the way the gusty wind blows the pool's green crust--like wreckage on the sea and smell of rank, stagnant humidity emanating from it.

The magical dancing lights appear above the entrance but doesn't do much to illuminate its depths. The cave entrance itself is on a slight rise surmounted by it's once great stair, giving whatever might be within further cover from the party.

The first pat of rain falls in the dead leaves. The dollop is soon followed by other large drops.

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:
The pool before the gnomes is thick with dark green algae.

"Hm. Don't think I would care to drink from that, actually."

Numalar waves his little symbol and mutters something again, and his eyes seem to turn gold.

Casting detect magic and looking around. Will concentrate for 3 rounds if I spot an aura.

Assuming I don't spot anything...

"Well, shall we look within? Preferably before we get too wet out here."

Numalar looks at the others, ready to press forwards.

Will advance at a walking pace and try to keep detect magic going.
concentration: 1d20 + 8 ⇒ (18) + 8 = 26


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarab nods and leads on.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


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

Lions and Luna and Bears, oh, my! I'm going to assume typical marching order and post again a bit later.


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

Zokon looks at his bow and sighs.. he stows his bow and draws his rapier, he carries a torch in his buckler hand

"Lets get inside before we get soaked.. again.. shall I lead?"

Zokon will keep a little ahead

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

Ninja'd. I was just updating the map with you about 65' in front.

dice:

1d20 - 1 ⇒ (3) - 1 = 2
1d20 + 15 - 10 ⇒ (20) + 15 - 10 = 25

Zokon:
Over the noise of gusting wind Zokon hears something ponderously large just snuffled and rumbled a bit from somewhere on the opposite side of the grand stair.


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

Zokon grabs a rock he can throw and ditches it near the noise hoping to cause it to go look


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

Zokon lobs a stone up and between the pillars. It clatters on more stone somewhere on the other side. The clatter echos a bit inside the cave.

Zokon:
There's the answering sound of a deep, low growl like a big (possibly angry) bear's growl.


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

Zokon retreats back t the group... "There seems to be something animal like at the top of the stairs.. perhaps a bear, mayhaps we should approach as a group... "

Zokon sheathes his sword and draws his bow and an arrow


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

I guess it's a REEEEEALLY scary bear then? ;) Either that, or more likely Zokon is the only one who can post because it is winter in the Southern Hemisphere.


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

sorry yesterday was my tabletop group and today I have another tabletop game... plus with all the glitches over the last few days, I wasn't getting updates in many of my forum games, this one included

Celyne and Luna move up and close ranks with the others a bit, not wanting to be separated from them if there is a bear or other big predator in here. On the other hand, she does say again, "Let's try not to kill it, especially if it is protecting young."


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"It's dry here. We could simply wait out the rain and leave that beast alone.", Alia suggests meekly, a few steps into the temple.
She's well aware curiosity will drive the others forward, but old abandoned temples ranked only slightly behind unseelie fey in her list of things to avoid getting involved with.
Regardless, she'll unsheath her Estoc and move up next to Scarlet. Regardless of what it was that had gotten between them, she was still the closest thing to a battle sister she had in the group.
Sorry, incredibly busy these last few days, and before no input seemed needed


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

Sorry I've been busy and playing with some new DLC from XCOM 2.

Posh follows Alia and Celyne in, feeling somewhat indifferent about the bear and decides to play a joke.
"If that fails, we'll have a nice selection of bear stakes." he attempts to make light of the situation for everyone.
Perform Comedy: 1d20 + 9 ⇒ (12) + 9 = 21


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

So what is the plan? For the record it is beginning to rain. And by the look of it will be pouring buckets shortly (hampering perception and ranged attacks).


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

Zokon begins moving forward switching back to his sword if no one is with him by the time he gets to the stairs.

"Lets go"


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 and Luna follow Zokon... cautiously... Celyne has her crossbow in hand and loaded, just in case, but is hoping not to have to use it.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet grins and advances up the stairs, swords ready.

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 guess it's a REEEEEALLY scary bear then? ;) Either that, or more likely Zokon is the only one who can post because it is winter in the Southern Hemisphere.

Sorry about that... last I saw were some spoilers for Zokon... then I got called in to work on the weekend, and yada yada etc.

With a wave Numalar causes the lights to spread out, covering the mouth of the cave.
Each dancing light casts as much light as a torch, so I'll spread them out to minimize the dim light area between them.

"Let's go, Sir Didymus!"

Numalar and Sir Didymus keep pace with the leader, staying 10' to 15' behind.


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

dice:

Alia's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Celyne's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Luna's Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Numalar's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Poshment's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Scarlet's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Sir Didymus' Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Zokon's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 7 ⇒ (4) + 7 = 11

A great dark-brown (near black) bear rears up on it's hind legs and bellows at the party as they climb to the summit of the broken and rubble-strewn stair. Spit flies from its muzzle. The sound echoes and rumbles throughout the cave like a storm at sea. It temporarily drowns out the thunder.

In a nearby clearing Naleksa starts at the sound and the horses' eyes grow wide with fear.

One roll for the Knowledge (nature) check. Reveal all the spoilers you beat. You can also make a Heal and/or Sense Motive check if (and only if) you beat the first tier of the Knowledge check.

knowledge (nature) DC 15+:
It is a dark-furred male grizzly bear. Grizzlies are large, strong, tough, swift predators. This one probably tips the scales at about 600 lbs.

knowledge (nature) DC 20+:
Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition.

One roll for the Heal check. Reveal all the spoilers you beat. You can only make the check if you beat the DC 15 Knowledge (nature) check above.

heal DC 22+ - Can't use your healing kit, Only attempt this check if you pass the minimum knowledge (nature) DC 15 check above:
For all its no-doubt terrible strength, the bear appears to be in poor health.

heal DC 26+ - Can't use your healing kit, Only attempt this check if you pass the minimum knowledge (nature) DC 15 check above:
Not only does it seem ill but it is not even breathing except to take in air to bellow with.

sense motive DC 25+ - Only attempt this check if you pass the minimum knowledge (nature) DC 15 check above:
There's the hint of a sort of crazed intelligence behind the creature's eyes. And whatever strange consciousness is there seems to be completely insane.

Conditions Outside dim lighting and moderate rain.

Round 1
The Bold May Act!
___________________
__ Scarlet
__ Luna
(delays pending Celyne's action, but not flat-footed)
__ Zokon
__ Numalar
__ Celyne

__ Da Bear
__ Alia
__ Poshment
__ Sir Didymus


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

know nature dc 15+: 1d20 + 6 ⇒ (20) + 6 = 26

"That's no female protecting cubs... it's a male grizzly bear and probably wants us off its territory... we should leave or we'll have to fight it.. make a quick decision."

heal dc 22+: 1d20 + 6 ⇒ (7) + 6 = 13

sense motive dc 25: 1d20 + 7 ⇒ (5) + 7 = 12

Celyne takes a step back (already behind Zokon), she moves back 30' calling Luna to heel for now.

handle animal: 1d20 + 7 ⇒ (17) + 7 = 24


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

I don't think I can even make one of these checks :) - If allowed, I'll try and take 10 on assist for the best result.


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

Zokon uses studied target on the bear and fires a shot if it starts down the stairs

If attack is needed:

Longbow+pbs+st: 1d20 + 9 ⇒ (4) + 9 = 131d8 + 5 ⇒ (7) + 5 = 12

If the others retreat he will also


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Knowledge(Nature): 1d20 + 2 ⇒ (15) + 2 = 17
"Yup, that's a boy of a bear. Big one, too."

Heal: 1d20 - 1 ⇒ (14) - 1 = 13
"We'll need to stay, though. Sorry about this, big guy."
Scarlet moves up and draws her swords, readying a nonlethal strike.

Readied Strike: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
NL Damage: 1d8 + 3 ⇒ (2) + 3 = 5


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

"That's no female protecting cubs... it's a male grizzly bear and probably wants us off its territory... we should leave or we'll have to fight it.. make a quick decision."

Celyne takes a step back (already behind Zokon), she moves back 30' calling Luna to heel for now.

Difficult terrain, so only 15 feet. Moved you and Luna back. Note there is a big wedge of the stair that is missing requiring Climb (DC 15) or Acrobatics (Jump) checks. The bottom of the area is covered in loose rubble and is difficult as well.

Alia of the Blade wrote:
I don't think I can even make one of these checks :) - If allowed, I'll try and take 10 on assist for the best result.

You can aid, but there is a lot of distractions and stress so no taking 10.

Zokon Santyev wrote:

Zokon uses studied target on the bear and fires a shot if it starts down the stairs

If the others retreat he will also

Scarlet and Zokon ready themselves.

The flat area with the pillars is the summit of the steps which go down on either side (10' into the cave, and 20' into the clearing outside). Zokon and Scarlet are basically standing on a 'bump' and the bear is standing in a 'hole'. Higher ground +1 bonuses for you but it has a lot of cover from Zokon right now.

Conditions Outside dim lighting and moderate rain.

Round 1
The Bold May Act!
___________________
__ Scarlet
__ Zokon
__ Numalar
__ Celyne/Luna
__ Da Bear
__ Alia
__ Poshment
__ Sir Didymus

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

Knowledge Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Heal: 1d20 + 2 ⇒ (15) + 2 = 17
That's not bad... but I would still need 3 successful aids to beat a 22.

"For some reason he doesn't seem happy to see us. Do you think he ate the kobolds?"

Numalar tries to maintain his detect magic spell as he approaches a bit closer on Sir Didymus' back.
Moving up so I can see over the stairs. Sir didymus moves 40 but it is difficult terrain so 2 squares is a half move.

Concentration: 1d20 + 7 ⇒ (3) + 7 = 10
I think that would be "Vigorous motion while casting" which is DC 10 + spell level so I just made it. If I don't detect any auras besides party stuff and my dancing lights I will drop the spell at that point.

"So, my friends, do we engage this beast? Or do we leave well enough alone?"

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