Aubrey's Kingmaker Campaign

Game Master Aubrey the Malformed


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m Human Warlock 3 exp 2318 (infernal boon)

I'm gonna try some now.


Male Half-Elf Bard/3
Heimoth wrote:
It's mostly a Christmas specialty back home. My family eats it with vinegar and mustard, all rolled up in a piece of lefse. Me, I stay away.

Sounds like Hasren should know what it is then, so no need for him to make a query.

As for myself, I'm sketchy on the details at present, but I recall finding out earlier in life & deciding to stay away. I remember the stay away part. ;D Also, assuming the description is accurate, I'm pretty sure I don't want to know what gets made from the innards of a pig head!

Hasren takes a look at the wanted posters pointed out by Oleg & starts playing around with ideas for songs, ballads, or tales of the party's successful encounters with the various critters and criminals. He makes note of Quinn's comment on the inaccuracy of the drawing, but figures he'll find out for himself when the group defeats a Tatzlwyrm.


m Human Warlock 3 exp 2318 (infernal boon)

"Let's head south. See about these radishes."
(to her,)
"whereabouts would a radish be likely to grow? Like next to a tree? Any pointers? I know they're roots, but that's about it."

Let's go scare up some radishes, man.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

"I reckon we could keep an eye out for them radishes while we hunt up some more of these bandits." Thom looks over at the strange Aleph, a shy smile banishing the haunted look for a second, "or do you think them radishes are gonna be all that much trouble?"


m Human Warlock 3 exp 2318 (infernal boon)

"I don't know. The radishes seem like....more of a challenge, to me anyway. I...think that they might be a sign or a portent of some kind.
Bandits I understand, green growing things are enigmatic to me."

I love coming up with B movie script.


Male Human Druid 1

Radish roll - Nature 1d20 + 9 ⇒ (13) + 9 = 22

"The moon radish...kobolds like them."

Aubrey

Spoiler:
Hopefully I'm not taking too many liberties with info on these Nature rolls. They are pretty good rolls, and this would be stuff Quinn is good at, after all. Druid and all that.


No probs, Quinn.

OK, so what's the plan? Just to remind you, your day job is mapping the wild. Clearly there are a number of other quests you can do (it feels quite MMORPG in the way the sub-quests are handed out, but in a good way) but that is your primary goal under the terms of your charter. In game terms you travel to a hex and spend time mapping it (and finding all the interesting stuff in it). In no way do I want to deflect you from your course of action but I thought I would mention it, in case it slipped your mind. If you want to deal with mopre immediate matters first before taking up your cartographer's quill, no problem. I'll give you more details of the mapping/exploratory process if you decide to do some (but I had three glasses of wine with my evening meal so I'm not really up to it tonight).


m Human Warlock 3 exp 2318 (infernal boon)

DUNGEON MASTER'S DRUNK!!! CAN I HAVE A VORPAL SWORD???


Male Human Druid 1
Aleph wrote:
DUNGEON MASTER'S DRUNK!!! CAN I HAVE A VORPAL SWORD???

steps slowly away from aleph searching the sky for thunderbolts


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

I'm up for what you guys wanna do. Thom's main motivation for being here is burning out people/animals who prey on honest folk. With this in mind, he'd obviously want to help Svetlanna/take care of the bandits first, but he's also fine with taking on the "day job" of ours in the meantime.


Aleph wrote:
DUNGEON MASTER'S DRUNK!!! CAN I HAVE A VORPAL SWORD???

No problem <hic>


m Human Warlock 3 exp 2318 (infernal boon)

"Heading south, for radishes and maybe bandits is my vote."

dreams of a cadre of knights with radishes embossed on their shields serving his whimsy


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

"We can always start our chartin' there, right?"


Male Half-elf Paladin 3
Aleph wrote:

"Heading south, for radishes and maybe bandits is my vote."

dreams of a cadre of knights with radishes embossed on their shields serving his whimsy

"Who are you?" "We are the Cataphracts of the Golden Radish, servants of the Grand Daikon Aleph, Exalted Taproot of the Western Marches." Yeah, that'll work.

"Sounds good to me."


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

So south it is... to look for the bandits, aleph's new vorpal sword, and hopefully some radishes (or was it radish knights? i get confused).


Male Human Druid 1
Heimoth wrote:
Aleph wrote:

"Heading south, for radishes and maybe bandits is my vote."

dreams of a cadre of knights with radishes embossed on their shields serving his whimsy

"Who are you?" "We are the Cataphracts of the Golden Radish, servants of the Grand Daikon Aleph, Exalted Taproot of the Western Marches." Yeah, that'll work.

"Sounds good to me."

Exerpt from the Lost Book of Golarion: ...the movement that was to become the groundswell of power for the Grand Daikon began in the underground, the root of which lies in obscurity...

South, check


Male Half-Elf Bard/3

"Do we no longer wish to track down the camp of the bandits we defeated? I thought we were concerned they might feel the need for reprisal."


Male Half-elf Paladin 3

Isn't it the same way? I got the impression we would go south to fight more bandits, dealing with kobolds and radishes along the way.


Sorcerer 4E

I'm back! :)

Yesss,... I also thought (not my strong suite sometimes, I'll admit) that 'southerly' was the direction of the bandit camp? We should head there first, mapping on the way (Or way back if we are in a hurry?)

"Ah yes! The direction chosen It is then! After you master Quinn!" MArc says, politely bowing to allow the druid to lead,...


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

I also was under the impression that the bandits we're currently dealing with are the same as those on the flyer (and to the south)... which is why i was for supporting the southern idea. Is this true, Aubs, or are there 2 different and identified bandit camps?


There are lots of bandits in the south. You have heard rumours of some guy called the Stag King, and you know Happ's lot are different but associated, but that's about it.

It also goes to prove you can't beat a radish for comic potential.


m Human Warlock 3 exp 2318 (infernal boon)

You give me a radish,....I'll go with it.
"Yes....south they said bandits south. AND radishes. Of the moon."


OK, so heading south to kick some bandit derriere, and maybe find some radishes?


m Human Warlock 3 exp 2318 (infernal boon)

That's my vote.
I gotta start making the tuff decisions if I'm gonna be Radish King.
The whole way there Aleph's yapping about radishes.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

I'm good with that.


Male Half-Elf Bard/3

Ah, ok. I just wanted to make sure we weren't forgetting our original plan. All the talk of the additional things with no mention of still going after the bandit camp had me concerned. BTW throughly approve Aleph's fixation on the radishes... it seems to have helped with his allergies! :D


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:
OK, so heading south to kick some bandit derriere, and maybe find some radishes?

Or kobolds. Or tatzlwyrms. Or Tuskgutter. Or Svetlana's ring...


m Human Warlock 3 exp 2318 (infernal boon)

hmmmmm...


Male Half-Elf Bard/3
Aleph wrote:
hmmmmm...

*Checks his dagger to see if it's sharp enough to carve out a radish crown for Aleph.*


m Human Warlock 3 exp 2318 (infernal boon)

"I bet we could carve little sculptures. Out of radishes."


Male Half-elf Paladin 3

Like this one?


Sorcerer 4E

Marc frowns, and clears his throat gently.
"Gentlemen, May I point out that at this point we have the nearer, known, bandit camp that is expecting these men to return shortly with the expected, 'donations'? I strongly suggest that we deal with this known danger first. THEN we can explain things to the other misguided denizens of the wilds. And find Aleph's radishes."

In plain common, I think we need to stick to the original plan and clear out this bandit camp with the female leader first! Before they come back in force looking for their friends!


Male Human Druid 1

I agree with Marc. I voted south because I thought all of that was in the same direction. I have to remember the "sandbox" of this AP isnt a linear adventure. Lets deal with the remainder of Happ's group first.

Quinn nods once in response to Marc's suggestion. In a moment, the large owl takes wing from Oleg's and begins flying in ever-widening circles in the direction the bandits are believed to have come from.

Aub, beginning a search pattern for a trail or some such in that general direction. Will be at it for an hour or two, then return to the group.


m Human Warlock 3 exp 2318 (infernal boon)

Allright; let's go there then. We know which way that one is? Let's go.


m Human Warlock 3 exp 2318 (infernal boon)

directions:
"Er, well, you sort of head down the valley, go into the woods, cross the river using the old log, go through the fairy clearing, over the ridge, round the flat rock, under the tree and you're there. More or less. Though it's easy to get lost. Guess that's why Kressle put the camp there. There's normally between four and eight there at one time - most of the time we're out foraging, not banditing. Me, I don't like the banditing, much prefer the foraging. Er, yeah..."


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

"Great. Lead the way."


m Human Warlock 3 exp 2318 (infernal boon)

"ogay...."
1d20 ⇒ 20


m Human Warlock 3 exp 2318 (infernal boon)

critical. how many turnips is that?


Sorcerer 4E

<Snicker>

;P


Male Human Druid 1
Aleph wrote:
critical. how many turnips is that?

None, it's radishes. Know Your Roots, Grand Daikon.


m Human Warlock 3 exp 2318 (infernal boon)

loollool the "turnips in every pot" political promise threw me off...


Male Half-elf Paladin 3

dot


Sorcerer 4E

AND re-dot! :)


Work hell at the moment.


Male Half-Elf Bard/3

Hope the work stops being so hellish soon!

However, this also gives me the opportunity to stop being such a slacker!

Before the party sets out, Hasren will remove his tabard identifying him as a man of Restov & store it in his newly acquired saddlebag. Somewhat replacing it will be a cloak he retrieved from one of the fallen bandits. To further help his "disguise" Hasren will also acquire one of the shields from one of the fallen swordsmen.

Until he feels the group is getting close enough that his flute playing will reveal the party isn't Happ's group returning with their plunder, Hasren will speed the party's progress with Traveler's Chant.

As the party travels along, Hasren will keep an eye out for Quinn's flying form, looking for any signs that Quinn has spotted trouble.
Perception 1d20 + 7 ⇒ (5) + 7 = 12

Hasren will also do what he can to keep the party on the path back to the bandit camp.
Nature 1d20 + 7 ⇒ (4) + 7 = 11


Male Half-elf Paladin 3

Heimoth brings along a bag to put over his head and ropes to make some fake knots around his arms in order to look more prisoner-like when the party gets close to the bandit camp.


Male Human Druid 1

Quinn will ensure that his search-circles will always include a flyover of the group, to maintain conact.


Sorcerer 4E

Sorry Aub, hope it gets better soon! :)

Marc verbosely approves of Heimoth's preparations, and also procures a fallen bandit's cloak to aid in the subterfuge.

Is it just me, or when I type Marc's voice or actions, does he just SOUND like an egotistical dork or what?!? :S ;)


Male Human Druid 1

DOT


Right, sorry for the delay. Work was a bit stressful last week and I find it rather difficult to be creative under those circumstances. Anyway, I'm back now and feeling more chilled.

The party ride south. The dark green line of the forest, away in the distance, draws closer across the plain until the party is finally enveloped by soaring trunks and over-arching branches. Paths, little more than animal tracks, divide and re-divide under the canopy.

This is a different place. The grasslands to the north were rugged but knowable, surely amenable to the plough. These cool, dark glades are more primal, mysterious and alien. Civilised men wander here are outsiders.

Right - Hasren's Perception and Survivial checks were terrible, or at least not that good. Quinn's fluttering about above, which means he can't see the ground due to the trees, unless he touches down. So it's down to you guys - where are you going? In fact, it might be time for a skill challenge...

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