DM Alexander Kilcoyne's Kingmaker PBP- Chapter 1 (Inactive)

Game Master Alexander Kilcoyne

The adventures of the original Guardians of the Greenbelt and their struggle to tame the northern Stolen Lands...


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hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Hold up there a bit...look at that pile of rocks. Looks like a burial mound of some kind. Let's have a closer look.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"Hmm..." Fenna muses, urging Dandelion a little closer to the pile, "you're right, I wonder who might be buried this far away from any settlements."

Knowledge(Religion) 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge(History) 1d20 + 6 ⇒ (1) + 6 = 7


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

I wondered that myself.

Knowledge (local) 1d20 + 2 ⇒ (9) + 2 = 11
Knowledge (history) 1d20 + 2 ⇒ (7) + 2 = 9

Getting the last mileage out of my bardic knowledge before I lose it :-)


Your Humble Narrator

Neither of you recall anything about the local peoples the tomb may have belonged to. It certainly looks old and somewhat primitive.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
DM Alexander Kilcoyne wrote:
Neither of you recall anything about the local peoples the tomb may have belonged to. It certainly looks old and somewhat primitive.

Let me have a look at those markings...I've seen other cairns before, perhaps these are similar...

Knowledge (Local): 1d20 + 1 ⇒ (5) + 1 = 6
and in case it can be used, though I doubt it, Knowledge (Geography): 1d20 + 4 ⇒ (19) + 4 = 23


Your Humble Narrator

Kalev recalls the lands to the west of this spot, and the spot your staning on, were once the territories of a vicious barbarian tribe called the Tiger Lords. This cairn would have been just inside their borders, neighbouring land they had always considered sacred and never settled- The Greenbelt, although they had another simplistic name for it handed down by their shamans; Wieva Thaczil .

Draconic:

Fairy Land.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir says a few words to honor the dead. If this is a tomb, then we should honor it and then move on unless there is anything else this tells us?

Malthir has some additional ideas to fight the Shambler that he discuss' with the group over the last couple of days, he seems almost a little obsessed about it.

To Kalev: Do you think you can track the beast? We need to figure out a way to spot it before it can ambush us again.
To Casimir: Do you think that Grease might be an effective weapon to bring the beast to its knees or would the fact that it is a plant make this tactic useless against it?
To Yelena: I think we should have you make several potions of enlarge for the fighters, having reach could eliminate its advantage or reach over us.
To Fenna: The summons could prove useful against it. Any other magic we can employ against it we need to prepare, maybe a potion of bless from Bokken could be useful. Also would it make sense to ha
ve the person with the best perception trying to spot the beast? Didn't you pick up some magic that helps you with that?[/b]


Knowledge (history) 1d20 + 10 ⇒ (1) + 10 = 11

I'm going to call this a 'brainfart.'

Yelena is happy to make potions.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

About the cairn:
I see no need to disturb this. We are explorers, not grave robbers. But we should try and learn more about these Tiger Lords and if they still live near these lands.

To Malthir:
My grease spell could have a chance to slow it down, but due to its size, it is not something i would rely on. Instead, I like the idea of using potions of enlarge to equal out the advantage of its reach.

I would suggest we track it carefully and see if we can attack it from a distance, while Fenna summons an ally to keep it at bay. Once we have weakened it, all three warriors enlarge and come at it from different sides, so it can not strike at more of us at once.

I also know that there are different types of magic that are effective against plants, but my knowledge of such things are extremely limited. Perhaps a druid or Jhod would know more.


Your Humble Narrator
Casimir wrote:


I would suggest we track it carefully and see if we can attack it from a distance, while Fenna summons an ally to keep it at bay.

Having passed your knowledge check, your aware that the shambling mound has human-like intelligence and may not fall for that trick twice (Int 7). It sounds like your moving on so...

Leaving the burial cairn alone after a respectful prayer, the group finish mapping the area by early evening, with Malthir proving the MVPC in survival efforts for once.

25XP each.

You will be able to reach Oleg's by midnight if you wish to go back now.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

I'm all for going south-west and clearing the entire row of hexes below this one too before heading back. But I wont voice any objections if people want to get back and level right away.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
Malthir Al Dagon wrote:
Malthir has some additional ideas to fight the Shambler that he discuss' with the group over the last couple of days, he seems almost a little obsessed about it.

I can't imagine it being difficult to track, unless it has some power over the leafs and grass of the forest. With my longspear, I do have some advantage of reach. If I get a potion of enlarge person, I'd probably be able to keep the shambler occupied for a while, while you pepper it with arrows and spells.


Male Human Paladin 1
Casimir wrote:
I'm all for going south-west and clearing the entire row of hexes below this one too before heading back. But I wont voice any objections if people want to get back and level right away.

DM AK the plan Fenna agreed to was to go SW as Cas mentioned and then head east back to Oleg's scoutig those 4 hexes. That should put us back when any ordered supplies arrive and we can craft potions, items, and prepare our plan of attack for the Shambler...if we want to try and take it on again.

As far as the summons, just using it for the flank would be useful for several rounds! Maybe it will ven hit a time or two. I am sure that healing will be required after that first round anyways :)


Male Human Paladin 1
Kalev Lehola wrote:
Malthir Al Dagon wrote:
Malthir has some additional ideas to fight the Shambler that he discuss' with the group over the last couple of days, he seems almost a little obsessed about it.
I can't imagine it being difficult to track, unless it has some power over the leafs and grass of the forest. With my longspear, I do have some advantage of reach. If I get a potion of enlarge person, I'd probably be able to keep the shambler occupied for a while, while you pepper it with arrows and spells.

Does enlarge give you 20' reach with the longspear? That would be sweet. Maybe we should have her make you a couple of extras...I am a little more worried about it amushing us again, it seems to be able to pretty effectively hide amongst the forests. We really need a round or two to prepare for it and getting ambushed again would just put us in the sam situation as last time.


Your Humble Narrator

Ok, gotcha. Note you will be heading south-east into the next hex, the south-west hex is out of your chartered area.

Overnightly encounter check-1d100 ⇒ 48 No encounter.

DM Only:

Group Survival Rolls (Level 2)

Kalev-1d20 + 7 ⇒ (7) + 7 = 14 (+1 when tracking)
Fenna- 1d20 + 6 ⇒ (5) + 6 = 11 (+8 at night, +4 at day, +6 on daily exploration checks)
Malthir-1d20 - 1 ⇒ (1) - 1 = 0
Yelena-1d20 ⇒ 5
Casimir-1d20 - 1 ⇒ (8) - 1 = 7

Group Perception Rolls (Level 2)
Kalev-1d20 + 8 ⇒ (15) + 8 = 23
Fenna- 1d20 + 8 ⇒ (6) + 8 = 14 (12 at night)
Malthir-1d20 - 1 ⇒ (11) - 1 = 10
Yelena-1d20 ⇒ 17
Casimir-1d20 + 4 ⇒ (5) + 4 = 9

Group initiative rolls-
Kalev-1d20 + 2 ⇒ (3) + 2 = 5
Fenna- 1d20 + 0 ⇒ (4) + 0 = 4
Malthir-1d20 + 0 ⇒ (17) + 0 = 17
Yelena-1d20 + 3 ⇒ (10) + 3 = 13
Casimir-1d20 + 3 ⇒ (17) + 3 = 20
1d100 ⇒ 60 Exploration
1d100 ⇒ 21 Overnight

The next day, the rapid exploration continues. Moving into another area of fertile The Guardians of the Greenbelt almost get their mapping completely wrong, but are corrected by Kalev's skill. Still, the delay means the exploration takes long enough that the relatively simple hex is only finished being mapped by about midnight. Setting up camp, the Guardians have another peaceful night in the open under a clear sky, although the group can hear wolves howling in the woods a little to the east.

DM Only:

Group Survival Rolls (Level 2)

Kalev-1d20 + 7 ⇒ (10) + 7 = 17 (+1 when tracking)
Fenna- 1d20 + 6 ⇒ (17) + 6 = 23 (+8 at night, +4 at day, +6 on daily exploration checks)
Malthir-1d20 - 1 ⇒ (5) - 1 = 4
Yelena-1d20 ⇒ 19
Casimir-1d20 - 1 ⇒ (1) - 1 = 0

Group Perception Rolls (Level 2)
Kalev-1d20 + 8 ⇒ (17) + 8 = 25
Fenna- 1d20 + 8 ⇒ (16) + 8 = 24 (12 at night)
Malthir-1d20 - 1 ⇒ (6) - 1 = 5
Yelena-1d20 ⇒ 12
Casimir-1d20 + 4 ⇒ (4) + 4 = 8

Group initiative rolls-
Kalev-1d20 + 2 ⇒ (4) + 2 = 6
Fenna- 1d20 + 0 ⇒ (12) + 0 = 12
Malthir-1d20 + 0 ⇒ (2) + 0 = 2
Yelena-1d20 + 3 ⇒ (20) + 3 = 23
Casimir-1d20 + 3 ⇒ (1) + 3 = 4
1d100 ⇒ 4 Exploration
1d100 ⇒ 78 Overnight

The next day, the Guardians head back into the forest to the east and begin exploring. The Thorn River impedes progress somewhat but it runs underground to the west so is only a small hassle. As you are exploring the area Fenna and Kalev can both hear a loud ruckus heading towards the group from the north, while the others are currently oblivious.

Fenna & Kalev:

You can hear the undergrowth being swept aside and low, loud, guttural voices moving through the area towards you, perhaps 150 feet or so away. You can't yet see whats causing the noise due to the dense trees.

Kalev:

Judging from the heavy footsteps, you surmise that whatever is making the noise is probably at least the size of an Ogre. You also believe you can pinpoint the sounds of three seperate voices, although you do not recognise the language.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
DM Alexander Kilcoyne wrote:

Ok, gotcha. Note you will be heading south-east into the next hex, the south-west hex is out of your chartered area.

Overnightly encounter check-1d100 No encounter.

** spoiler omitted **

The next day, the rapid exploration continues. Moving into another area of fertile The Guardians of the Greenbelt almost get their mapping completely wrong, but are corrected by Kalev's skill. Still, the delay means the exploration takes long enough that the relatively simple hex is only finished being mapped by about midnight. Setting up camp, the Guardians have another peaceful night in the open under a clear sky, although the group can hear wolves howling in the woods a little to the east.

** spoiler omitted **...

Kalev, at the moment in the lead of the party, holds up a hand to stop his companions.

Talking in a low voice, he says, There's something up ahead, something large. Possibly ogres...at least two of them, probably three. I suggest caution.

Kalev grabs his spear tightly, visibly worried.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Malthir whispers, Kalev, remember some of us are city folk, what are Ogres and can we talk with them or will they attack us on sight? You seem worried. If we stay here will they pass us by or should we dismount?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Do we have time to duck for cover and see what's coming? How is the terrain around us?

Perhaps we'd better get out of sight? Or at least form up defensive positions. Don't sound like we have much time.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

"Trolls are known to move through this area..." Fenna speculates worriedly, then glances at Malthir before answering Casimir, "I am not sure how effectively we could hide, perhaps your latter suggestion would be the better option."


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Fenna Thistleswade wrote:
"Trolls are known to move through this area..." Fenna speculates worriedly, then glances at Malthir before answering Casimir, "I am not sure how effectively we could hide, perhaps your latter suggestion would be the better option."

Malthir pales a little at the mention of trolls and draws out his potion of protection from evil in case either Ogres or trolls spot us.


"If it is as large as you say, Kalev, discretion would be prudent." Yelena attempts to hide herself in the nearby underbrush.

Stealth check 1d20 + 12 ⇒ (5) + 12 = 17


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

All right! Let's stay together and alert - warriors up front, Yelena and Fenna behind. Be prepared to turn and ride as fast as you can.

Casimir unfastens the pouch on his bandoleer containing the potion of protection against evil, so he has it within easy reach like Malthir. His Dueling Blade leaves the scabbard and is held ready, while he holds Shadow in tight reins.

The warrior bard peers into the woods to the north, hoping to catch some advanced glimpse of what is coming.

Perception 1d20 + 5 ⇒ (18) + 5 = 23


Your Humble Narrator
Casimir wrote:

Do we have time to duck for cover and see what's coming? How is the terrain around us?

Perhaps we'd better get out of sight? Or at least form up defensive positions. Don't sound like we have much time.

You'd have time to duck for cover or take defensive positions- not both. You two posted at the exact same minute, i'd like to know what your doing. The terrain is dense forest.

As indecision wracks the Guardians, the heavy footsteps are now audible by all of them...


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
DM Alexander Kilcoyne wrote:

Ok, gotcha. Note you will be heading south-east into the next hex, the south-west hex is out of your chartered area.

Overnightly encounter check-1d100 No encounter.

** spoiler omitted **

The next day, the rapid exploration continues. Moving into another area of fertile The Guardians of the Greenbelt almost get their mapping completely wrong, but are corrected by Kalev's skill. Still, the delay means the exploration takes long enough that the relatively simple hex is only finished being mapped by about midnight. Setting up camp, the Guardians have another peaceful night in the open under a clear sky, although the group can hear wolves howling in the woods a little to the east.

** spoiler omitted **...

DM AK does this mean we were able to finish mapping the SE hex? I didn't see the confirmation and exp. EDIT: Corrected hex :)


Your Humble Narrator

Its the hex to the SE, not SW. SW is off your map. Yeah I forgot to award XP, got caught up in encounter rolls. 25XP each.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Since only Yelena and Kalev have stealth, Malthir ops for setting up the defensive position with Kalev in the middle and Malthir/Casimir on either side of him. Fenna behind us and maybe Yelena unless she would rather cast, attack from a stealthy position.


Yelena is being stealthy. ;)


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

As Malthir said.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

Kalev sets his spear to receive any charge that might be coming his way. And sends a silent prayer to the gods


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
Malthir Al Dagon wrote:
Malthir whispers, Kalev, remember some of us are city folk, what are Ogres and can we talk with them or will they attack us on sight? You seem worried. If we stay here will they pass us by or should we dismount?

Malthir, your parents never told you stories of flesh-eating ogres? How did they manage to get you to eat your vegetables then? Kalev whispers back, attempting to lighten the mood a little.


Your Humble Narrator

1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (12) + 3 = 15

Some of the group move into cover, while others hide. The heavy thumping of feet gets louder and louder, and you begin to hear snippets of grunting and conversation as they approach, in a language your not familiar with. They will move into view in less than half a minute.

Yelena ONLY, No Peeking!:

The language is Giant. You can hear the following from a grumbling voice.-

Hurgh, is long walk for Pogot. Sick of eating forest animals. Sick of walk south. Sick of wolves attacking us. Pogok want go back and keep raiding village.

A second voice responds-

Pogot is weak, runty troll! The warrior-king Hargulka have no place for you in warband if Pogot act like frail woodsie woman. No female for Pogok, all for Hrundar, herghhergh...

You can hear 'Pogot' grumbling some more. A third voice inquires-

Why Hargulka want so many troll anyway? He want make war on Breevots?

The second voice responds-

Hargulka is mighty warrior, he will have great plan for Trolls. Pogot, Krahn, I think I can hear dinner ahead... You weak Troll sneak around, and Hrundar will chase them to you...

You still have a little time left to act based on what Yelena may have learnt.

Those who wish to may make Perception checks, anyone in hiding please roll Stealth.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1
DM Alexander Kilcoyne wrote:

Those who wish to may make Perception checks, anyone in hiding please roll Stealth.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Yelena whispers from the underbrush, "They are trolls or worse. I suggest you abandon fighting and try to hide."


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir looks around at the horses and the heavily armored paladin.

We will never be able to hide all of us. We have to run, it is our only chance!

He pulls out a fuse grenade and starts to light it.

Fenna, ghost sounds from the woods to the side. Anything to buy us time. Yelena, on your horse now!


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16

Fenna, make it wolf sounds, they may know of the wolves hunting their kind in these woods and be distracted by them!, he sighs and reluctantly prepares to flee again from the powerful giant kin facing them. Malthir knows when he is facing overwhelming odds and will withdraw with the rest of the group via horse.


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8

Perception 1d20 + 8 ⇒ (5) + 8 = 13

"Indeed," Fenna says hastily, "we should be leaving now."

The gnome's eyes focus intensely on the trees a little way off where the Guardians are grouped, and just as she is rearing Dandelion around away from the oncoming brutes a faintly glowing figure appears in the brush, crouched in a poor effort to hide. dancing lights.


Male (HP 26/71, AC- 23 T- 15 FF- 18 CMD- 28, F +11, R +10, W +6, P +15*, In +3*, AOO +17) Half-orc Ranger (Guide) 7/Barbarian (Invulnerable Rager) 1

I'll cover the flank, get ye gone!, Kalev says, mounting Babiska and taking up a position towards the direction of the noise.


The tiefling witch sighs, "Very well, let me slow them from pursuing." Reaching into her spell component pouch, Yelena removes a few whispy spider webs. She intones in words of magic and flings her hands forward, spraying a massive amount of sticky webbing across the trail. "Right, now let's be off."

Cast web across trail.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
Yelena Shukhov wrote:

The tiefling witch sighs, "Very well, let me slow them from pursuing." Reaching into her spell component pouch, Yelena removes a few whispy spider webs. She intones in words of magic and flings her hands forward, spraying a massive amount of sticky webbing across the trail. "Right, now let's be off."

Cast web across trail.

Just a reminder, we are not 3rd level yet, or do you have it on a scroll? We all wish we were third level :)


Your Humble Narrator

Yup, until you take some downtime at Oleg's your level 2 still.

The Guardians begin to rapidly leave the area, just as Casimir and Kalev spot three brutal looking Trolls with weapons drawn- one running straight for the group and two who were attempting to sneak around to the side. One of the sneakers bashes the ground where Fenna placed her lights, a puzzled expression on his face. Mounted, the group can see they are faster than the Trolls, who nevertheless are attempting to give chase anyway- in the dense forest the horses and dog don't have the edge they would on the open plains.

Casimir if your throwing the grenade you'd best be doing it soon... Once thats resolved i'll assume you are fleeing. I may use the chase rules from the GMG, but even if I don't an idea of where you are fleeing towards once you've seen they are pursuing would be nice.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
DM Alexander Kilcoyne wrote:

Yup, until you take some downtime at Oleg's your level 2 still.

The Guardians begin to rapidly leave the area, just as Casimir and Kalev spot three brutal looking Trolls with weapons drawn- one running straight for the group and two who were attempting to sneak around to the side. One of the sneakers bashes the ground where Fenna placed her lights, a puzzled expression on his face. Mounted, the group can see they are faster than the Trolls, who nevertheless are attempting to give chase anyway- in the dense forest the horses and dog don't have the edge they would on the open plains.

Casimir if your throwing the grenade you'd best be doing it soon... Once thats resolved i'll assume you are fleeing. I may use the chase rules from the GMG, but even if I don't an idea of where you are fleeing towards once you've seen they are pursuing would be nice.

If they pursue we would try to get out of the woods, with Kalev's direction, as soon as we could so that we could easily outpace them once we get there.

EDIT: Once we run from this second group, Malthir recommends we go back to Oleg's, wait on our supplies, get some items crafted, and maybe work on some tactics. The northern edge of these woods seems to be particularly dangerous.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Hey Ugly - Catch! Casimir shouts, as he hurls the lit grenade at the troll running for the group. Ranged touch attack 1d20 + 5 ⇒ (5) + 5 = 10 - grenade explodes in 1d3 ⇒ 3 rounds

As soon as the explosive sphere leaves his hand, he pulls Shadow round and spurs him to a hard gallop after the rest of the fleeing Guardians.


Your Humble Narrator

I'm going to be using the Chase rules from the GMG as I want to playtest them and it looks genuinelly quite interesting. Everyone please roll initiative.

Chase Rules wrote:


While a character’s actual speed doesn’t directly affect how often he moves between cards, it does affect how quickly he navigates obstacles. For each 10 feet slower than the chase’s baseline speed a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks.

The base speed for this chase is 30 feet. This means that Casimir, Yelena, and Kalev have a +4 bonus on navigating obstacles, Fenna has +2, and Malthir has +1. Feel free to familiarise yourself with how chases work with the following link- i'll have it setup after dinner (eta 2 hours).

Link


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
DM Alexander Kilcoyne wrote:

I'm going to be using the Chase rules from the GMG as I want to playtest them and it looks genuinelly quite interesting. Everyone please roll initiative.

Chase Rules wrote:


While a character’s actual speed doesn’t directly affect how often he moves between cards, it does affect how quickly he navigates obstacles. For each 10 feet slower than the chase’s baseline speed a character moves, he suffers a cumulative –2 penalty on any check made to navigate obstacles. Likewise, for every 10 feet faster than the baseline speed he moves, he gains a cumulative +2 bonus on these checks.

The base speed for this chase is 30 feet. This means that Casimir, Yelena, and Kalev have a +4 bonus on navigating obstacles, Fenna has +2, and Malthir has +1. Feel free to familiarise yourself with how chases work with the following link- i'll have it setup after dinner (eta 2 hours).

Link

Oops, blocked by work, have to check it out late tonight. Tennis match right after work.

initiative 1d20 + 0 ⇒ (17) + 0 = 17


Oops. Please ignore the web.

Yelena initiative check 1d20 + 3 ⇒ (20) + 3 = 23


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Initiative 1d20 + 3 ⇒ (2) + 3 = 5


Your Humble Narrator

Initiative order between you guys doesn't matter too much but its important for the trolls. You just want to move before Casimir ;).

Ok, heres how this works, very briefly. We organise the Chase with cards, each representing roughly 30 feet of movement. I would suggest reading over the link I sent you carefully, but just FYI-

-There are twelve cards in total.

-You have a headstart, so the Trolls are on Card 1 while you start on
Card 3.

-Card 12 is your goal, representing the forest edge in this case. Should you reach it, the trolls will have no hope of keeping up with you.

-Many of the cards will have obstacles, including Card 3 where you start. You won't know if a Card has obstacles until you are on it.

-Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.

-A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).

1d20 + 2 ⇒ (18) + 2 = 20 Pogot
1d20 + 2 ⇒ (5) + 2 = 7 Hrundar
1d20 + 2 ⇒ (1) + 2 = 3 Krahn
1d20 ⇒ 16 Fenna
1d20 + 2 ⇒ (10) + 2 = 12 Kalev

Chase Round 1 Initiative-

Yelena- 23
Pogot- 20
Malthir- 17
Fenna- 16
Kalev- 12
Hrundar- 7
Casimir- 5
Krahn- 3

Important note- Due to the chaotic nature of the chase, you will not be able to assist each other on these checks or simply mirror another character's moves to avoid rolling. Also, don't worry about posting in order much at this stage, nothing can harm you this round as they will need full-round actions to catch you.

Card 3 Obstacles-

1. Fly you fools!

Ride as fast as you can away from the trolls on your mount. Applicable roll- Ride or Handle Animal.

2. Avoid low hanging branches

Speed up your progress by acrobatically avoiding low branches as you make your escape. Applicable roll- Acrobatics or Perception.


Duke of Kardas, First Sword of Iomedae HP:51/76 AC:27 F:+14, R:+8, W:+12 CMD:23/24 P:-1 Init:+0 AOO:+16
DM Alexander Kilcoyne wrote:

Initiative order between you guys doesn't matter too much but its important for the trolls. You just want to move before Casimir ;).

Ok, heres how this works, very briefly. We organise the Chase with cards, each representing roughly 30 feet of movement. I would suggest reading over the link I sent you carefully, but just FYI-

-There are twelve cards in total.

-You have a headstart, so the Trolls are on Card 1 while you start on
Card 3.

-Card 12 is your goal, representing the forest edge in this case. Should you reach it, the trolls will have no hope of keeping up with you.

-Many of the cards will have obstacles, including Card 3 where you start. You won't know if a Card has obstacles until you are on it.

-Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.

-A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming...

DM AK, what is the DC of the checks in each card we are currently on or is that in the link or will you just tell us the result of our roll to see if we made it or not? To be honest my first action will be a move action to drop my shield since my negatives will make it near impossible for me to navigate any obstacles. Would that mean that I am at the edge of this card with my move action and will take the standard action at the beginning of next round to exit the card?


Full-round action to move three cards.

Ride 1d20 + 3 ⇒ (18) + 3 = 21
Acrobatics 1d20 + 3 ⇒ (1) + 3 = 4


Your Humble Narrator
Yelena Shukhov wrote:

Full-round action to move three cards.

Ride 1d20+3
Acrobatics 1d20+3

Remember your on +4 on all checks to navigate obstacles, thus your acrobatics is an 8. Not a pass, but not as bad as a 4 would have been...

Spurring her mount forward, Yelena rides like the wind but is contunually forced to slow down due to the low hanging branches threatening to impale her.

You move to card 4.

Pogot the troll is only momentarily distracted by Fenna's distraction, and rams his way through the trees to catch up with the group.

1d20 + 8 ⇒ (7) + 8 = 15 VS Dancing Lights
1d20 + 10 ⇒ (17) + 10 = 27 VS Dense Forest

Pogot is now in card 3.

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