Once Upon a Time in Golarion

Game Master vayelan

A Kingmaker game with an emphasis on politics and the mundane

Resources:
Loot, NPC, and Misc Tracker
Kingdom Tracker Spreadsheet
Settlement Tracker: Horace

Map of the Greenbelt
Kingdom Building Rules

Current Encounter Map:
Lair of the Troll King


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”Here’s a lesson on filling your belly in the Greenbelt, son,” Oleg says, wiping his mouth with his forearm.
”Fishing means going south, where the bandits are most active. Catching mudcrabs and crawdads means braving the marshes, rife with giant frogs and, ugh, the fey folk,” he says with a shudder.
”Farming ain’t appealing ‘cause it makes you a sitting target with no protections to fall back on, and foraging means sitting out for stretches, leaving you open to any number of beasts and brutes. Way I see it, hunting and trapping is just the safest way to put food on the table down here, and a man who don’t understand that is either foolish or crazy.”

He leans back in his seat on the bench and lets out a sigh.

"I've ranted enough. Anyhow, don't worry, folks. I'll make sure your orders come in as soon as possible."


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

"Chacta is st'ong... Tal is st'ong..." He hadn't fully considered it but now that Wonky had said it he was more curious. He looked to the sky then, eyes closed as he thought. Scaleless know much, wiser then scaled. Much wiser. Meat was important to him, it was what filled your belly in the swamps where plants were scarce. But here plants were not scarce...

He hadn't opened his eyes as he spoke. "Sve-t-lana." He stests how Wonky said Svetlana's name before realizing his mistake. Now he understood the looks O-leg, Oleg? had gave him. Frustrated, he opens his eyes.

He was puzzled by Oleg's words. All those things led to possible death. All had positives but what interested him was. "Fey... folk..." He tests it, somewhat understanding it before saying. "Aoi'Si." That was what his kind called them, it was an ancient set of words. Respected, but greatly feared. He looked to Wonky as he spoke. "One wold, many scaless." From there he speaks in his lesser draconic ending with a chilling whisper. "... Marfedelom..." His scales dim, the memory of lifeless eggs broke him but then Veskat's smiling face appeared and Hexa became angry. His scales stood rigid, his frills rising with his mounting anger before he gave a frustrates sigh. Once He calmed himself his frills lowered and his scales returned to their softer hue.

Draconic:
"Immortal one. Earth's hand. Land's scourge. Bringer of Life and Death."

"Wonky talk at Aoi'Si." He says it in the way meaning Immortal one his tone even. With that he took the chance to fill an empty bowl. Once filled He sat down in the dirt, untrusting of the thing called benches , tucking his tail around his legs while he drinks down Svetlana's food. Using the tiny knife, which he laughed throating at, to spear any larger bits and eating them quietly.

Much to learn, much to think. Many to kill. [b]"Hunt Kressel, kiel Stag man's."[/]

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky watches Hexa get agitated.

Sense Motive + Inspiration: 1d20 + 1 + 1d6 ⇒ (13) + 1 + (5) = 19

He said the word 'fey folk' before he became irritated. Perhaps Oleg triggered some memory...?

"You want me to speak with the 'fey folk', Hexa?" Wonky asks. "It would be quite an experience to speak to those that dwell in the First World. Most say that my kind come from the First World - that I am a descendant of those fey folk. Do they bother you, or was there some trouble with them in your past, Hexa?" Wonky probes gently.


Inactive
Wonky Prong, Jr wrote:
"Sams, I think I could help teach you about how to take care of horses if you would like. Perhaps, if the group is planning on taking horses, we could ride together on the same horse? I fail to see how I would be able to mount and ride a horse with my frame with any sense of skill - perhaps a pony, but most definitely not a full-sized horse. We could help each other out!"

"Okays." Sams nods in agreement. "I's takes good care of the horses!"


With help from Oleg, the horses are led out from the stables.

At first, they snort and stamp with trepidation. However, after a few moments with the party, they seem to calm down. It would seem that they can sense being in the hands of kinder masters now.

Even without much training or experience in horsemanship, it should be simple to quickly arrive upon the doorstep of the bandit camp.


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Wonky:
It's obvious Hexa was angry about something after speaking of death.
He doesn't even try to hide it and is quick to return to a calm but alert state.

At Wonky's confusion. Hexa holds up his hands. Imitating the Immortal Ones pointed ears from yesterday. "Aoi'Si with Nuhr Ugly humin from last light. Wonky, Pad'le and Ah'o talk to Aoi'Si. Hexa not, Aoi'Si..." He stops, his teeth clicking as he closes his mouth abruptly, he found the next words to be an unpleasant thing. Best not speak, lest shadow find us.

From there he finishes his bowl in a single gulp before he rises to his feet. He makes sure to set his bowl down, lest he steal it and thanking Svetlana for her tasty food, and departing with the others.

Mainly because he wanted to assist with the horses. He ends up watching on how the horses are prepared instead though. Watching intensely as he learns different ways.

In response to DMs post

Handle Animal: 1d20 + 3 ⇒ (14) + 3 = 17

When it came time to become familiar with the horses he does his best, speaking softly and treating the animal well. Though riding a horse proves comical as he doesn't use the stirrups, his clawed toes or tail not quite suited for a scaleless saddle.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto climbs up into the saddle and settles his feet in the stirrups.

"Everyone ready? We should get moving."


Inactive

"Okay, let's go! We's rides together, Li'l Wonky!" Sams helps the gnome onto the horse before getting on top himself.


Even sped along by your new steeds, the ride is longer than anticipated. The distance is about 25 miles, so even following the best trail advice from Hexa and urging the horses along, the sun has crept very high in the sky by the time you near the fords where the Thorn River narrows in the forest's edge.

On advice from Aris, the party slows down and approaches cautiously, looking for the camp.
A clue, however, quickly presents itself - and quite loudly.

A woman’s shouts begin to echo angrily off of the trees, their boughs limply overhanging the trail.

”I can’t believe you layabouts and wretches! I ride all night to alert the boss, then I push my horse to drop dead from exhaustion just to get back here and make sure you weren’t killed in your sleep. But what do I find? Not only did you crack open the boss’ personal supply to have yourselves a good old time, but you’ve slept off your hangovers until it was bloody almost noon!”

Drawing closer, you can also pick out that the woman’s insults are occasionally punctuated by the pitiful groans from a handful of men.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Sense Motive, Does it sound genuine or is it a trap?: 1d20 + 7 ⇒ (7) + 7 = 14


Ahto:
You are fairly certain this is not staged.

The woman's voice reminds you of the rage expressed by the more overzealous judges and inquisitors you have encountered in your time.
However, rather than righteous indignation backed up by the law, this anger seems fueled by pure contempt backed up only by bitter callousness.

The groans, likewise, sound genuine. You can positively identify the sounds of men who have given themselves too far over to drink and are not nearly prepared to handle so much sunlight and shouting.
Additionally, you can distinguish some occasional groans that are sharper, more sudden, like the grunts of a man being kicked in the gut.


N Female Elf Arcanist (occultist) 3 | HP 20/20 | AC 12 (+4), T 12, FF 14 | CMD: 11 | F 2, R 3, W 3 | Init +2 | Per +0 (Low-Light Vision)
Other Business:
Arcane Reservoir: 3/5 | Spell Slots: 1st: 4/4 | Portrait

Aris listens to the ranting woman before turning to the others. "If you want to take prisoners, my skills may be less useful, but in a battle, I know some of the theory of bringing creatures to help us. I can create one before we start."

Short post during lunch.


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Inactive

"Shhhh! Be vewy, vewy quiet!" says Sams before they approach.

-Posted with Wayfinder

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

"Sams, how many do you think there are inside?" Wonky considers her extracts, trying to decide if she should use them now or not. She gets her stonebow out, just in case.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto dismounts, unshoulders and loads his crossbow.

"We need to confront them now. Remember, they indicated that there were snares set and archers, though it sounds like the sentries were in their cups, too."

He looks to the group. "Do any of you have experience with snares, traps or woodcraft? We need someone to scout a path, so we don't wind up being caught."


I've added a link for the current encounter map at the top of the campaign page.
It includes tokens for your characters and a fog of war that will clear as you move around.


The river narrows to less than ten feet wide here. While the trail continues to wind south through the forest, it now crosses the twisting waterway, rather than running parallel.

Thick stands of evergreen trees grow to the south and the east, their limbs drooping in the cool spring air.

A large, broken-down wagon blocks the trail. Its axle has cracked at one side, leaving a wheel lying in the dust and the wagon laying at a crooked angle.

Perception:

Ahto: 1d20 + 6 ⇒ (1) + 6 = 7
Wonky: 1d20 + 1 ⇒ (13) + 1 = 14
Hexa: 1d20 + 6 ⇒ (19) + 6 = 25
Sams: 1d20 + 5 ⇒ (17) + 5 = 22
Aris: 1d20 ⇒ 20
Paval: 1d20 + 4 ⇒ (10) + 4 = 14

A little further down the trail, past the wagon, you espy a brown lump beside the river. It appears to be a body sprawled face down on the ground.

The woman's voice seems to be coming from past the trees to the southeast, beyond some fallen logs on the other side of the river.

Hexa:
The body doesn't smell right and doesn't lay naturally. You suspect that it is some sort of decoy.

Sams:
You notice some bits of metal hanging on the inside of the wagon. From your time at this camp, you recall there are tiny bells rigged to chime when someone tampers with the wagon, alerting nearby bandits.

Aris:
Even from afar, you manage to spot a length of thread running from the body on the ground to the overhanging trees.
Now on alert, you also notice some lengths of taut rope running from the ground to the nearest trees on the other side of the river.


Inactive

"Theys gots bells in the wagon, makes noises if yous touches." Sams points toward a hint of metal in the wagon.

-Posted with Wayfinder


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Hexa holds up his fist, looking from the body to what else he could see. But there was too much foliage, so he flared his nostrils, while inhaling deeply. Something smelled off. He didn't like what his nose was telling him and He points at the body, hissing in a whisper. "Ssmell w'ong,
Catch eye'ss to make hunt hard."

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky hops down off the horse and motions for Sprocket to come to her side.

I added an icon for Sprocket to the map. Also, Wonky has a +1 to trap finding for her Perception check. Not that that would've made a huge difference, but it's FYI.

She looks up at Sams, huge astride the horse. "That is good to know about the trapped wagon wreck, but how many of them are there, Sams?" Wonky repeats her question.


Sorry for the oversight, Wonky. I've made a note on my scratchpad so I won't forget your Perception bonus in the future.
Also, thank you for adding Sprocket. I forgot about the companions, too.
The horses are not combat-trained, so I will leave them out.
Hexa, should I add an icon for Tal?


Inactive

The large man shrugs. "I's don't know hows manys bandits. Sometimes more, sometimes less."

-Posted with Wayfinder


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

I can add her, I have an icon that'll work well and hopefully having Tal won't give you a headache. Also, are we in control of our companions correct? For rolls, moving around the map. Etc?


I think we can manage Tal, in addition to Sprocket.
Also, yes - you guys will control your own companions, presuming that the commands you give them are things they are already trained to do.
Otherwise, you may need to make a Handle Animal check to get them to perform an unusual action.


N Female Elf Arcanist (occultist) 3 | HP 20/20 | AC 12 (+4), T 12, FF 14 | CMD: 11 | F 2, R 3, W 3 | Init +2 | Per +0 (Low-Light Vision)
Other Business:
Arcane Reservoir: 3/5 | Spell Slots: 1st: 4/4 | Portrait

"If you're looking for a good way closer, I think there are some triplines along the ground toward the other side of the river. That body is probably also alarmed, judging by the string."

Aris thinks for a minute. "I could summon an animal and try to get it to bother the corpse. It could trigger the alarm and move the bandits around so they're not so clumped, but it might also alert them that something's wrong." She pauses, unsure exactly what to do.

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky thinks for a bit at Aris' information, and then considers the trees.

"How high up in the trees do those tripwires go?" the gnome asks, considering an extract vial that she pulls from her bandolier.

Wonky turns to Ahto. "I could get to a good vantage point using some of these tall trees here. I have also got a bit of an edge with my glasses from pater familiaris -" here, Wonky pats a pouch on her bandolier, " - and I should be able to see a bit farther at a magnified distance into the bandit camp."

She turns to Aris. "I did not study as much arcane magic as you did at University, Arts, nor did I show the aptitude for it, though I learned of what could possibly be. Do you have a magical means by which I can communicate wordlessly - or quietly - with you from a distance? A way to send a "message", perhaps?"

Wonky schemes with the group. Sprocket sits obediently at her feet.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

"Do any of you feel comfortable moving down there ahead of us and either cutting the trip wires or finding the path through them? Moving quietly and doing fine detail work are not exactly my strong suit. I would rattle and bang like a tinker's cart if I tried do it."


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Hexa nods to Ahto. "Hexa go." He wanted to be useful and if he was good at one thing, it was fighting. He gave Tal no commands as he moved forward, knowing he could call on her if needed.

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

He focused on quietly moving forward, trying to not be heard or tripping over the body. Which he knew was a trap. Work on speaking, make clear. He kept his bow at the ready.

Move 15ft south.


Male Human Unchained Rogue (Phantom Thief) 3

"I should be able to do that. I've gotten past tighter security measures." Paval started moving slowly, choosing to go along the other side of the wagon from Hexa.

Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Double Move East and south


As Hexa and Paval creep forward, they notice a few new details.

Firstly, the ropes connecting to the trees to the east seem to be simple snares, similar to those used to catch game.
Judging by their size, though, these seem intended for something larger - like intruders.

Secondly, by closing the distance, it becomes clear that the body on the ground is a fake.
A ratty, frayed cloak has been tossed over a heap of stones, complete with thick branches covered in soleless boots to create "legs."

Additionally, to the south, you notice a crude platform built between two sturdy trees.
However, this watchpost appears vacant.

The woman's voice continues to occasionally shout, but now is accompanied by indistinct grumbling from the men.


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Hexa waves his tail tip at the group before pointing up at the platform and creeping forward some more. Making his way towards the platform and being watchful of enemies...

Double move 15ft x 2 = 30ft

Stealth: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Inactive

Sams sticks with Ahto, knowing that he was not so quiet either.


N Female Elf Arcanist (occultist) 3 | HP 20/20 | AC 12 (+4), T 12, FF 14 | CMD: 11 | F 2, R 3, W 3 | Init +2 | Per +0 (Low-Light Vision)
Other Business:
Arcane Reservoir: 3/5 | Spell Slots: 1st: 4/4 | Portrait

"No, that spell is one that I've only prepared when I have guests in the library so I can keep track of them." Aris shakes her head at Wonky. Instead, she looks at Sams. "Stay close to me when the fighting starts, at least at first. I think you'll know when you can roam, but you won't have much time."

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky frowns as everyone else moves off. She smiles at Aris, though.

"That is alright! We can make use of it next time." She pops the stopper on her extract and downs her spell extract. As she waits for its full effects, she crouches down to Sprocket and points to the elf.

"Sprocket, defend Aris. Stay right by her side and DEFEND." She emphasises the last word before shouldering her bow, sneaking forward, and beginning to climb a nearby tree.

Wonky drinks Monkey Fish extract. 'Defend' command for Sprocket on Aris. Stealth to the tree line. Climb tree with Stealth (5 foot movement per round w/stealth.

Stealth on Ground: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth with Climb: 1d20 + 7 ⇒ (8) + 7 = 15

GM:
Wonky is aiming to get at least 10 feet off the ground. 15 feet would be perfect. She's trying to see into the bandit camp. She would try to use her masterwork artisan tools - it's a set of lenses in eyeglass form that she uses for craft-working, but that magnify things. She's seeing if they work as a poor spyglass. I'll leave it to you if it gives her any boost to her Perception roll.


Paval:
Just across the river are a pair of fallen trees. These are likely the ones mentioned by your indentured bandits, where they would stage ambushes for passing travelers.

Fortunately, it seems this hiding spot remains empty for now.

Wonky:
Perception: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Climb: 1d20 - 1 ⇒ (14) - 1 = 13
From your higher vantage point, you can see further into the treeline on the other side of the narrowed river.
Another watchpost is nestled within the canopy, left thinned by the passing winter. A man in dirty leathers sits crosslegged on the platform with his back to you.
With the aid of your makeshift spyglass, you see that he leans forward with his head down - likely keeping his face away from the bright sun.

Hexa:
You break more twigs and rustle more branches than you’d intended as you sneak forward.
You hope that the bandits are either too far or too drunk to notice - or that they simply write you off as a passing elk.

You see that the thread connected to the fake body runs up to the nearby watch platform, where it connects to another small bell.
Otherwise, the platform is empty.

As for the rest of the party, you watch your comrades creep forward and feel relief that a hail of arrows and blades has not greeted them yet.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto holds his position for the moment, allowing his companions to make their way into circling positions in the brush.

"Sams, I think our best option is to give the others a few moments to get in position and then head straight in. I'll announce myself as the new constable, and that you were kind enough to lead me to the camp. If we're lucky, Kressle will be so enraged that she will come out with her goons to face us. If that happens, the others can strike their flanks and prevent escape. For now, we need to be patient. It sounds like most of these bandits won't be able to stand without sicking-up, much less give us a fight."


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

He leaves the bell alone, pointing to the rope as best he can as he moves towards the platform. Hoping to take a higher position and gain an advantage on their enemies. With his bulky frame he was crackling through the twigs and brush like a fledgling hunter, much to his irritation.

So long as the trap wasn't in her way, Before making his ascent, Hexa calls Tal over to him making her heel.

Free action Direct Tal to heel and hopefully she moves quietly.
Despite it not being listed she has a stealth of +4 from dex.

It's a decision he sighs over pretty quickly...

Tal's trumping around though would hopefully be considered an animal passing roughly by, at least Hexa hoped so.

Tal's Rolls
Stealth: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Double 15ft movees south

Hexa Rolls
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Readied action - Range Attack anyone that attacks...

Hexa, hearing Tal's noisy entrance, tries to remain unseen and readies his bow to fire if they are fired upon. Hexa move like hatchling in front of Aoi'Si...


DM Screen:
Bandit Perception: 1d20 - 15 ⇒ (4) - 15 = -11

It seems the odds are in your favor.
Due to a combination of distance, alcohol, and the berating they're receiving, the bandits remain unaware of even the dinosaur lurking just beyond their camp.

You guys can freely move your tokens closer if you want to set up an ambush. For now, as long as you're quiet, you shouldn't need to worry about actually rolling for stealth until you get within 30 feet of the bandit on the watchpost.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Seeing the non-reaction from the camp at the noise coming from Hexa and his pet, Ahto decides to act.

"Let's move, Sams," he says to the big ex-bandit. "Their condition is even worse than we thought. We may even be able to walk right into their camp unopposed."

Ahto moves forward down the road to where it meets the ford.

(Double Move)


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Seeing Ahto and Sams moving towards the Ford in the river, Hexa moves up, Tal following behind him. Carefully avoiding the ropes as best they can. Meeting Ahto and Sams at the Ford, Hexa rises to his full height and aims over the logs and nods to Ahto and Sams.

"Go." The words were more grunting then clear, as he urged the two large warriors to go forward while he covered them with his bow. Hexa waits until the others are past, ready to strike if needed.

Tal stayed close to Hexa, staying quiet as he had urged her to.

__________________________________________________________________________

Once they were across Hexa and Tal take up position behind the fallen logs. Hexa directing Tal to settle down next to him as he took aim with his bow. He was ready to fight...

To end the threat to Oleg and Svetlana.

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky gets to a stable point in the tree and uncorks her second extract of the day, awaiting the time to drink it when she sees the bandit at the watchpost react, her stonebow ready at her side.

Drink second spell extract - True Strike - once the bandit at the watchpost platform reacts. Stonebow out and ready to be used.

Let us hope that the Green Goddess views us favourably today.

Sprocket stays right by Aris' side.


N Female Elf Arcanist (occultist) 3 | HP 20/20 | AC 12 (+4), T 12, FF 14 | CMD: 11 | F 2, R 3, W 3 | Init +2 | Per +0 (Low-Light Vision)
Other Business:
Arcane Reservoir: 3/5 | Spell Slots: 1st: 4/4 | Portrait

Aris follows behind Sams and Ahto, touching Sams on the shoulder. "Vel'ky! There, that should do it." Sams grows larger as he strides toward the bandit's camp, muscles rippling. That done, she lags behind to let the fighting types go first.

Going to cast Enlarge Person on Sams. Have fun, Sams!


Male Human Unchained Rogue (Phantom Thief) 3

As the other prepare for combat Paval just keeps moving and crosses the small stream. With a little luck he can circle around the camp at least partially while the others distract the hungover bandits.

All the while he swordhand twitches uncontrollably.

Another double move


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

Since he said we wouldn't alert the Bandit until we came within 30ft I performed two actions above with Hexa and Tal.

First set was moving up to the River and Covering Ahto and Sams (+Whoever else's) crossing

Second set was Tal and Hexa Setting up behind the fallen logs since I assumed we were moving there. Grantefd that is Hexa's assumption as well.

So if I will hold off on posting until everyone has gotten their next set of actions in.

Hope this helps!

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky sits 15 feet up in a tree, her spell extract in her hand ready to be quaffed, and her bow within reach. She keeps a close watch on the bandit on the platform, awaiting the first sign that he notes something wrong. Sprocket paces back and forth five feet in front of Aris, his shoulders bristling.


Inactive

"Oooooh!" Sams starts to look at himself in wonder as he doubles in size! Suddenly feeling especially confident, he begins to lumber forward toward the bandit outpost.

Moves up to the logs beside Pavel.


Sprocket circles around Aris' legs. He cranes his neck to look up towards the tree where Wonky is perched.
The bulldog whimpers but stands his ground as he was ordered.

The bandit on the watchpost gropes about blindly, looking for something on the platform.

Paval, Hexa, and Sams can hear movement from just beyond the trees, likely the bandits trying to stagger to their feet and collect themselves.

"How many of these bottles did you curs drink?" the unseen bandit woman exclaims, punctuated by the sound of shattering glass.
"At this point, you lot will be lucky if he just tosses you to the dead fields!"


Male hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8 Hunter 3rd |
Spoiler:
Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Spoiler:
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14

As Kressel berates her men and with the others in position Hexa focuses on strengthening his bow. Casting a spell to give his arrows greater weight.

Cast Gravity bow

"We attack? Take talkers as prize?" He directed his question at Ahto.

Dark Archive

Female Gnome NG Investigator 4/Hunter 2 (Cryptid Scholar) hp 39/39 | AC 15* (t14;f12 *+1 AC vs traps) | CMD 16 (ff13) | F* +5 R*** +10 W** +6 (*+2 illusions **+1 if animal within 30' *** +1 vs traps) | Init +3 *Perc +6 (Darkvision)

Wonky notes that Sams now - at his larger size - is in her way of a clean shot at the platform bandit. The gnome takes a few moments to climb a further 5 feet to be sure to have a clean shot, and then repositions herself.

Monkey Fish should still be active so Wonky still has a natural climb speed of 10 feet per round.

Once in position, Wonky downs her spell extract (True Strike) and readies herself for battle.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto nods in response to Teuni-Hexa's question.

"Sams," he says to the magically enlarged man, "Use your size to grab Kressle and hold her. She is the one who knows for certain where the Stag Lord is located."

To Wonky and Hexa, he says, "Keep your eyes on the archer in the tree. If he raises his bow, take him down."

"The rest of us will confront the group of them. We will fight whoever resists. Kill them if they cannot be subdued, but we need to keep Kressle alive for now."

He motions the group to move forward into the encampment.

Assuming the rest of the group complies (speak up if there are any objections!), Ahto strides forward and raises his voice.

"In the name of Abadar and the Lords of Restov, I order you to surrender! You are under arrest for the crime brigandry! Lay down your arms and face justice!"

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