(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


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Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum enthusiastically rides Ubagub back into the village, remembering to shout "PAR LAY" at the top of his lungs this time. He seems impervious or oblivious to the glares of the lumberjacks and other villagers. Amidst his enthusiasm, he forgets the advice to put away his halberd instead of waving it around. When Wilhelm reminds him, his skin flushes and he quickly straps it back onto his back.
Diplomacy to assist: 1d20 - 1 ⇒ (3) - 1 = 2

The next day Gorruum takes the lead on Ubagub as the terrain shifts closer and closer to his homeland. In the wetlands, he seems to move with ease and quiet gestures show you where to step and what to avoid. Seeing the corpse of the horse, he looks closely to make sure it is not one of the horse hooms that Wilhelm told him about. He points to it and make a questioning gesture.
Perception (Gorruum): 1d20 + 12 ⇒ (7) + 12 = 19 If we are considered to be in swampland, make that a 21. Everyone else would also get an extra +2 to Initiative, Stealth, Perception and Survival.
Perception (Ubagub): 1d20 + 5 ⇒ (8) + 5 = 13 15 in swamp


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Close enough to swamp for government work

Gorruum:

The dead body has no insects on it at all, and appears not to have been eaten by any wild animals, despite the fact it looks like it's been laying there for awhile. Gorruum also notices what looks like a growth on it's forehead, sticking out about an inch and about as big around as a small hoom's fist.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia shakes her head at Gorruum's antics. She can't be mad at him, but wishes he would curb his enthusiasm sometimes. It may not be such a bad thing, anyway.
Anastacia takes some time to look into the well-being of the villagers. Asking about their health and trying to note if anyone looks unwell. As she moves among them, she reminds them that Pharasma is the goddess of birth. No one likes to think about death too much.

She does make a comment about Gorruum, and spreads it around.
"We have fought many terrible foes out in the forest. The boggard, Gorruum has proved to be a mighty warrior. He stands with Wilhelm Orlovsky, as do I. In this dangerous land, you can find no better protectors. Of that you may be certain."
diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16

**********

At the noxious pond she reigns Avalanche in. 'What's this, some sort of poison pool?"
Anastacia grips her holy symbol, holding it high. "Pharasma grant me your vision. Let me read the unseen auras of magic."

casts detect magic.

perception: 1d20 + 11 ⇒ (6) + 11 = 17


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie likes Gorruum's enthusiasme, and she can't help to crack a smile as he rides into the village shouting and waving his weapon. Natalie is delighted to get a good night sleep in a town again, and she feels more rested then any night in the "cursed" forest. "Ah I feel ready for whatever challenges we can run into!"

* * * * * *

Nearing the pond"What a smell are we riding near the dread village again?"

At the pond"This is horrible, what kind of pond is that?"

Perception: 13 + 11 = 24
Kkowledge Local, have I heard of ponds like this in these parts?: 1d20 + 8 ⇒ (10) + 8 = 18


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"That large scary monster? Quite nice when you actually get to know him! I promise ..."

Diplomacy, Aid Another: 1d20 + 4 ⇒ (15) + 4 = 19
________________________________________________

Fhârn sniffs in the air and grimaces.

"I think Anastacia got it, 'some sort of poison pool'!" He chuckles, then adds in a firmer tone. "... Could be swamp gas, so be careful with fire ..."

Know(Nature): 1d20 + 6 ⇒ (11) + 6 = 17

Know(Arcana): 1d20 + 6 ⇒ (11) + 6 = 17


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Hunching over the body Gorruum muses out loud, "Horse. Not horse. Horn. Dead long. No bugs. No animals eat." Not sure what the creature is, he looks at and smells the water to see if it is safe.
Knowledge (nature): 1d20 + 3 ⇒ (9) + 3 = 12
Heal to determine cause of death: 1d20 + 7 ⇒ (1) + 7 = 8


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Gorruum:

Gorruum has no idea what caused the death, there's no wounds.

Anastacia:

The body of the horse(?) has a lingering faint necromantic aura about it.

Natalie:

Natalie is unsure what the pond is, and hasn't heard of anything...

Fharn:

It's likely the pond has gone sour. Basically, a buildup of swamp gas poisoning the water, killing off the fish, too much sulfur and swamp gas in the water. Then everything in it rots, even the vegetation.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fhârn sniffs in the air one more time and then cover his mouth with a handkerchief.

"Most definitely swamp gas poisoning. If too much dead matter is stacked ontop of eachother, it can't break down properly - and the dead matter poisons the rest of its surroundings - which simply accelerates the process until the entire pond is dead. The only things alive in that water is corruption itself, feeding of the death and producing sulphur*. I would not advise anyone to take a bath in that ..."

He attempts to stroke his chin while still covering his mouth, but after a moment gives up.

"Now, this can happen naturally at times. But ... There can be more sinister sources as well."

*Not sure if Fhârn would know about anaerobic sulphur producing bacteria : )


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"I can assure you, I am not going to bath in that, gonna ruin my skin. I kinda hope it's a natural cause, but traveling with you guys nothing is as straight forward as it looks!"


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

At the village.

Wilhelm winces as Gorruum charges into the village again, waving his halberd around and roaring about 'Parley'. Sighing, he gently reminds the frog creature, "You will only frighten them with the halberd. If you wish to wave something around, gather some flowers and wave those around instead." I'm eager to see how Gorruum turns that around... :P

Wilhelm adds to his companion's attempt to mitigate the boisterous entrances, "He has proven a stout protector, if one who lacks certain social graces. Given time, I think he will stop his threatening displays. Before then, I can't fault someone who fights against danger in the forest so readily." Through the evening that they stay, Wilhelm makes a point of explaining what has occurred since their last visit. He walks through, in detail, the conflict between lumberjack and nixie, leaving nothing out, "You can imagine the nixie's -Melianse's- unease to find what she considers her home invaded and her property stolen. To add insult to injury, the interlopers insulted her in a vile manner, which I will spare your ears. I dare say any of you might react with some anger as well. It shows that we must take the time to understand our fae neighbors if we intend to live harmoniously." That's intended as a snippet from a broader tale, which I won't be typing up for length reasons. :)

Diplomacy: 1d20 + 13 ⇒ (14) + 13 = 27 Potentially +4 and -?? for aids.

At the pond

Perception: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 Includes Gorruum's bonus

Wrinkling his nose in disgust at the glade's pervasive stench, Wilhelm stays astride Triumph as they approach the midden. He looks at Gorruum dubiously, "It's a horse that's not a horse? With a horn? And it hasn't decayed? Interesting." Wilhelm takes a moment to chant a brief prayer to Iomedae and study the glade, eyes glowing white. "Fhârn, do you feel there is likely to be a supernatural danger from either the horse or the glade?"

Detect evil auras in the glade. Start around the dead horn-horse-not-a-horse and move out.

Knowledge(Religion): 1d20 + 5 ⇒ (8) + 5 = 13 Take that for something else if more appropriate.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Wilhelm - By the time the group leaves, the villagers are at least not glowering at them anymore. The group seems to have taken a 'everyone lies' approach and split the middle between Wilhelm's story and the Lumberjack's tale.

Given the high perceptions

The corpse has not been touched by insects or animals. It appears it may have once been a unicorn, but it's horn has been removed about an inch above it's forehead. There's no marks on the body indicating how it died, no cuts, no damage at all other than the missing horn, which looks like it was sawed off. Neatly sawed off however, as if someone took very good car to saw it off. There's a small amount of shavings next to the head, so the horn was obviously sawed off where the body lies.

You can all make Kn(Arcana) and Kn(Nature) rolls if you so choose and have the skills


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"There is a remnant of necromancy about the 'horse'. It could be the remnant of a Gentle Repose.' Anastacia shrugs. "Or not."

Anastacia prepares to cast another spell. "If it is undead, I will soon know."
The cleric calls on Pharasma, in her usual way, casting Deathwatch to examine the unicorn, as well as have a look for any other life signs.

Of course, the spell has only a 30' range.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

"Undead? You mean it is dead. Yes. It is dead. Fhârn say swamp gas. Swamp gas not always bad. Sometimes smell good. Swamp gas no take horn."
I think I've already had my crack at Knowledge (nature).


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

I too attempted the know rolls earlier. But if this is brand new bold opportunity, here they are again : )

Know(Arcana): 1d20 + 6 ⇒ (2) + 6 = 8

Know(Nature): 1d20 + 6 ⇒ (14) + 6 = 20

"For the supernatural dangers of Death, I must refer to Her priestess!" Fhârn replies to Will, deferring to Anastacias expertise on the topic of (un)dead things. "But Gorruum is right, someone poached that horn. Now, Unicorns are quite dangerous and their horns are valuable, so for the one with low morals poisoning a small pond to steal one might even be plausible. Could also just be a scavenger taking the opportunity ..."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Anastacia:

The unicorn is (very) dead. Not undead.

Fharn:

Fharn vaguely remembers something about insects and vermin being repelled by especially powerful death effects... at least while the aura of the death effect still linger.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"I almost hope it's a scavenge of opportunity. It sickens me to think that someone intentionly poisoned the well on the odd chance the unicorn would come here to drink from it."

Natalie clearly doesn't like to be around this pond, but she doesn't show any signs of leaving the immediate area, and instead stays while the more knowledgeble people studies the surroundings.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"...Hmm ..." Fhârn mused and activated an Detect Magic spell of his own. "Let's take a look at that Necromancy aura, shall we? Maybe things will clear ..."

Spellcraft: Attempting to identify spell: 1d20 + 11 ⇒ (7) + 11 = 18


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fharn isn't sure what the spell was, too faded (with that roll at least)


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia sighs. "The unicorn is not going to rise as a walking corpse, at least."
The young cleric gazes at the unicorn with a sorrowful expression. "I don't have the strength to purify this pool, and I don't perform funeral services for animals."
Anastacia climbs down from Avalanche's back.
"Someone took that horn, so there should be tracks leading to the unicorn and away from it."
Anastacia starts looking from where she alighted from Avalanche. She knows that she is not the really a tracker, and does not want to cover the horn poacher's tracks with her own.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No tracks, it appears the unicorn may have been dead for some time, likely long enough for the rain to have washed away the tracks.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Are there anything we can do about this pool, or are we just going to ride on?"
Natalie doesn't know her wit's end about anything to help this area and hopes the others have an idea of what we can do here.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"It's not within my power to purify the pool either, though it seems that it's simply a fetid pool in an area of marshland. I am most concerned by whomever killed it without a mark and only for its horn. That bodes ill for the area, but without anything to track I'm not sure we can do more then continue our search and keep this in the back of our minds." Wilhelm looks at the creature's corpse pensively, "I suppose we could burn or bury it's body, but to say I am not an expert in the funeral rites of unicorns is an understatement. Shall we build it a pyre and then be off?"


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"A pyre ... Would kill two birds with one stone I guess. A fire 'may' purify some of the toxic odours from the pool and kick nature back on track." Fhârn grins. "But I suggest we are far far far away when we light it. Swamp gas is highly combustible - and violently so."


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

Munin looks at his master in chock and shakes his head.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

The mage-knight pats his raven on the head affectionately.

"Sorry. Poor choice of words, my friend."


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"If we leave it here it may serve as a warning that this pool is poisonous. It's body will decompose and return to the earth."
Anastacia raises an eyebrow at Munin. "Unless it's flesh is tainted by poison. We wouldn't want the carrion birds to eat it and die. Perhaps a pyre is best after all."


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Wilhelm looks from Fharn to Anastacia in bemusement, struggling to hide a smile. "So it would seem you both do and don't advocate for burning the poor creature's body?" Snorting in amusement, Wilhelm shakes his head and continues, "I think it might be best to lay the dead not-horse to rest. A cairn or a grave will be difficult in a swamp, so it would seem we're stuck with our pyre idea. I would prefer to leave the forest unburnt, so we shall have to carry it some ways from the dangerous gas and then burn it. Is that acceptable?"


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

With a nod Fhârn chuckled. "Indeed. This way, should anything go south, we can shake our heads and say 'told you so!', no matter what you decide to do!"

"The lingering traces of Death magic have been known to halt decomposition for quite a while. The pyre would probably be the only option close to a proper burial for a long while. And we would do well to be on the lookout for whatever cast that spell, they are typically not easy to master or use."


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

The raven bobs his head at Anastacia, glad that atleast some were sensitive to the perils of the feathered kin!


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"So? Should we tie it to the horse to drag away from here?"


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Undignified, but effective. Let's see if we can't lash together a makeshift sled or something, to make it a bit easier on the horses..."

Know(Engineering): 10 + 6 = 16

Craft(Sled): 10 + 2 + 5 + 2 = 19

Taking 10 on both, aiding the second with Crafter's Fortune if needed : )


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"It means I'm not sure what the best course would be." With a decision made, Anastacia sets to work, helping Fhârn fashion his travois and load the heavy body on it.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The group drags the poor unicorn away from the pool, and over into a portion of the clearing where the ground is soggy. Spending a few hours gathering wood and piling it up around the corpse, they soon build a largish bonfire.

The smell of burning horseflesh fills the woods as the sun sets.

Done here? Continue on?


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

"Ubagub good at dragging. Gorruum too. You see. Very useful. Horse once with horn smell good in fire. Gorruum hungry. What next?"


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Nose wrinkling as they ride away from the scent of burning hair, Wilhelm chuckles, "I'm sure your skill at dragging things around will come in helpful Gorrum. I think we should continue our explorations." Wilhelm looks at the sky, speculatively for a moment.

Move on if we have a few hours of sunlight left. :)


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

After a few moment's ride and a little further reflection, Wilhelm opines, "Perhaps it might be best to let Tiressia know of the unicorn's death. If it was her friend, she would wish it and if not, then perhaps she will know some next of kin. Let us move through her glade briefly and then continue on with our exploration."

Ready when you are MDT. :)


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"Troubling times we live in. Troubling times."


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie sighs "I guess you are right Wilhelm, but i doubt she'll be happy to see us wade into her glade again so soon."


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Well ... She will be really crossed with us if she when she hears the rumours that we were seen dragging an dead unicorn around. So better give her the full story. Maybe she has an inkling to what happened too."


sorry buried at work. Will try to get stuff up today

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The group moves back to the Dryad's clearing, and alerts her as to the death of the unicorn. She seems saddened, but thanks the group for the information.

Then they continue on.

GM Stuff:

Random: 1d100 ⇒ 32

As the exploration of this section continues, on the second day, Munin comes squawking back to Fharn, cawwing about ruins.

As the group moves forward, following the bird's directions...

A ruined, circular keep looms out of the forest, surrounded by towering, ancient trees draped with hanging moss. Four circular towers sprout from the cracked walls like the trunks of great trees, at least one crumbled into rubble. Twisting vines and thick moss cover the walls in a coat of verdant green, blending the ruins almost seamlessly into the surrounding woods. The overgrown remains of a path lead to an open, arched gateway gaping in the keep’s eastern wall, its doors long since rotted away.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I hadn't thought to find a keep so far into the forest. It has been here a great time, so perhaps there was some reason for it's presence in such an odd place. Wilhelm rides slowly through the forest as he gazes up at it, curious as to its nature. "Odd to find it so deep in the forest, though it has clearly been here a time. Shall we have a look?"


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie not fully accustomed to ride yet, looks somewhat happy at the chance to stretch her legs "I second that Wilhelm! I'll welcome any chance to out of the saddle, I wonder if its one of our keeps."

Natalie takes a closer look at the ruin
Knowledge local: 1d20 + 8 ⇒ (10) + 8 = 18
Can i make out any sign or symbol on the keep to identify the who it has belonged to?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

"Aye. An interesting feature indeed. We should take a look, but be on your guard, the walls are already crumbling. Wouldn't want that thing to fall down over us, would we?"

Fhârn chuckles as he dismounts and ties up Hestor a few steps away from the keep, enough distance so that falling rubble wouldn't injure the horse. He walks up towards the doorway, but do not enter. His eyes glazes over for a moment and he mumbles some invocation.

"I'm just going to take a quick look ..."

Using Send Senses (Clairvoyance) to take a look inside the keep, to see if it looks obviously inhabited or ready to crumble : )


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

"Many old things in wood and swamp. Gorruum and Ubagub can go in if Fhârn sees something or nothing." Gorruum and Unagub wait patiently, watching the keep for movement.
Perception (Gorruum): 1d20 + 12 ⇒ (12) + 12 = 24
Perception (Ubagub): 1d20 + 5 ⇒ (14) + 5 = 19


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

"We're here to investigate things of this kind." Anastacia casts detect magic to help as she examines the area. 'This region does seem to have a lot of old ruins."
Anastacia climbs down from Avalanche, but trusts the warhorse's training to keep him close.
The cleric has a look around.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"Crumbling indeed. I wonder who built the thing. Do you have any idea, Fhârn? I'm hardly up to snuff about my history, so I'm not sure what empire or nation it might be." Wilhelm dismounts and approaches the wall, looking at it and studying the pitting and growth on the wall. "Were there many such old ruins in your land, Gorruum? Were they similar?"

Any idea how old? Only untrained knowledge unless religion or noble helps so likely very minimal idea.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum cocks his head, trying out the word on his tongue, "Similar? Broken stone. Yes. Similar. Hooms like stone. Lots of work. Build. Leave. Break. Swamp and woods return."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, tired in the extreme.

Knowledge (engineering) or Knowledge (history) for those trying to determine the origin of the ruins.

Fharn:

A graceful tower rises out of the keep’s central courtyard, now overgrown with bushes, undergrowth, and several sizable trees. Like the outer walls, the tower is draped with vines and creepers, and several small plants have taken up residence on ledges and in cracks along its sides.

The northeast tower looks to be in bad shape with some holes in the side scattered up it's length, the roof appears gone.

A wooden door made from roughly-cut timber planks, obviously of newer construction than the rest of the keep, blocks the entrance to the southeast tower. The roof has obviously collapsed in like the northeast tower, but leafy vines and forest canopy seem to have replaced the roof.

The upper reaches of southwest tower have completely collapsed.

The northwest tower stretches high into the sky, its upper reaches hidden in the forest’s canopy. The vines choking the tower’s exterior, which are festooned with bleached humanoid skulls, nearly obscure the dark arrow slits. It is the only tower that seems to have survived the ravages of time.

The keep’s central tower is an elegant spire of ivory colored stone, draped with a riot of vines and other plants. The most complete structure in the entire fortress, its walls climb 70 feet to a multi-pointed stone roof.

Both Gorrum and Wilhelm notice that the interior of the keep appears to have been used recently. In that the grass is trampled down enough to indicate something or someone has been in and about regularly. Whether it's an animal or a person would require detailed examination of the area to confirm.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

"I doubt we're alone here. The keep seems to be in use." Wilhelm points out the trampled grass he's been kneeling to examine. He stands, armor clattering, and looks at Fhârn. "Found anything of interest? We'll want to take a look inside but I'd like to know what we're getting ourselves into."

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