DM Alexander Kilcoyne's Kingmaker PBP- Chapter 2 (Inactive)

Game Master Alexander Kilcoyne

"We are essentially pawns in a larger game - what we have to find out is who it is that are making the moves, and what we can do to become masters of our own destiny."

Spymaster Casimir, Aldori Duellist & Statkari


1,051 to 1,100 of 4,585 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Your Humble Narrator

Heh, you may want to roll it on his behalf...


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

Assuming he agrees to to cast the spell....
Caster Level Check 1d20 + 5 ⇒ (9) + 5 = 14

Malthir lifts the sword, once again whole glowing with magic. This time the blade will be used for good. A weapon to forge peace and defend those who can not defend themselves. This blade shall now be known as "Liberator"!

Alex, one other question, does the blade generate light?


Your Humble Narrator
Malthir Al Dagon wrote:


Alex, one other question, does the blade generate light?

1d100 ⇒ 14

Yes. I'll update your journey out into the the next hex later today- did you want to visit the Old Beldame now, as shes effectively en route?


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

We should stop by just to chat, but not mention anything about the Magister position yet...we won't spend too much time but maybe she can tell us some things about the Lizard Folk or anything that has been going on in the surounding area.


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

It might be worth laying down some foundations; ask her about how she learned her skills, and whether she had given any thought into passing them on, that sort of thing.

Was all of the item creation finished? I wasn't sure if some of it was being left until next month,


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:

It might be worth laying down some foundations; ask her about how she learned her skills, and whether she had given any thought into passing them on, that sort of thing.

Was all of the item creation finished? I wasn't sure if some of it was being left until next month,

Good idea, worth talking to her about. Yes we delayed a week before setting out to finish the two items, your's and Cas' that were requested so you both should have them since Ilya can take a 10 on them and complete them.


Sorry about the caster level check. I seriously didn't notice it before.

Perhaps we could send her a gift of some sort? Maybe a few orphans covered in barbecue sauce...


Your Humble Narrator

Ok, so current date is? I'm never sure how long you've spent crafting before you set out. Sorry for the lack of update, wanted to get a big post in- will have one up within a few hours.


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

Should be the 8th of Abadius. 7 days to craft starting with the first.


Your Humble Narrator

By the way, was a new horse acquired for Malthir after I tore his last one to bits? Please deduct the expense if not.

1d100 ⇒ 78

Venturing out again on the 8th of Abadius, you are met with smiles and well wishes from the inhabitants of Swordhaven that you pass, as well as a fair amount of patriotic offers from young men and women to help you to "tame the wilderness". The unrest stirred up by Grigori already seems to be a distant memory, and the community appears to be rather close knit again; with smaller sub-communities being led by Jhod's clergy and occasionally a cleric of Iomedae; they are becoming a little more frequent in your capital and they seem to have grudgingly accepted the role of leaders that the majority of the Erastil worshipping citizens expects of its clerics.

Riding out of the capital, you ride for a few hours south-west. You had decided to pay a visit to the Old Beldame to exchange niceties and test the waters for her becoming the kingdom's Magister- but upon arriving at her small swamp it is clear that something is amiss. Her small hut is barely standing upright, clearly having been attacked with great force, and on the path leading up to her home you can see signs of battle- particularily areas where the flora has been burnt. You also make out small bits of trollflesh, still twitching upon the ground but not having enough left to reform. The Old Beldame's guardian scarecrow lies broken and shattered by the window of the hut, its headless body leaning against the building.

1PM, 8th Abadius...


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

Yes the horse was very dead...I will deduct the price of a new horse. I will also refill my potion of enlarge and protection from evil.
Malthir immediately dismounts, draws liberator, and heads for the inside of the hut to see if the Beldame is within!


Your Humble Narrator

Anyone investigating the hut please make a Perception roll.

The hut is in shambles, and creaks onimously as you enter. The Old Beldame's body has been pinned to the roof by a large sized spear- and her blood has pooled around the floor of the chamber, coating it in a dry red. A message has been scrawled upon the wall of the hut, clearly in the Beldame's blood.

"Guardians of the Greenbelt"- you cannot cower in your city forever. Know that when you fall, Swordhaven will be the home of MY grand kingdom.

Hargulka.


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 restocks on grenades - He picks up a few extra, so he has three.

Casimir follows Malthir into the hut, sword drawn and ready. Upon witnessing the carnage and the body of Beldame, his face tightens into a mask of cold rage.

This Hargulka is rapidly moving up on my list of vermin in need of extermination. It seems we must teach him a stronger lesson than a few dead trolls and wolves. Because this will not go unanswered.

After removing the body of Beldame from the roof, Casimir searches the hut.

Perception 1d20 + 7 ⇒ (8) + 7 = 15


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
Casimir wrote:

Casimir restocks on grenades - He picks up a few extra, so he has three.

Casimir follows Malthir into the hut, sword drawn and ready. Upon witnessing the carnage and the body of Beldame, his face tightens into a mask of cold rage.

This Hargulka is rapidly moving up on my list of vermin in need of extermination. It seems we must teach him a stronger lesson than a few dead trolls and wolves. Because this will not go unanswered.

After removing the body of Beldame from the roof, Casimir searches the hut.

Perception 1d20+7

Today is a sad day my friends. She may not have been our ally but she deserved better than this, as do all free citizens that live in the GreenBelt. It looks like we can no longer sit idly by. Our people rely upon us for their protection. I think we should make sure that the Lizard folk are not allying themselves with this Hargulka and then move west from Swordhaven. If we find them, we still can't fight them head on, but we can at least keep them busy with us and not out raiding our people!

Malthir pulls the spear out and carries her out to bury in her garden.
Lady Beldame, you shall be one of the last to die because of our inaction. We will stop them or die trying...


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

Alex, can you remind me of your rules about heavy horses, I think you said they don't get the advanced simple template? If not I should probably just get a light horse, combat trained.


"Looks like we need to field new candidates for Magister. Perhaps Kalev could search for tracks and determine where they came from?"

Ilya takes 20 on a Perception check to search the hut and grounds.

Is the scarecrow still there?


Your Humble Narrator
Malthir Al Dagon wrote:
Alex, can you remind me of your rules about heavy horses, I think you said they don't get the advanced simple template? If not I should probably just get a light horse, combat trained.

Heavy horses are a variant and don't exist in my games.

Scarecrow has been destroyed, mentioned it in my post.


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
Ilya Shukhov wrote:

"Looks like we need to field new candidates for Magister. Perhaps Kalev could search for tracks and determine where they came from?"

Ilya takes 20 on a Perception check to search the hut and grounds.
Is the scarecrow still there?

The tracks will probably lead back into the woods, where we are headed after we visit the Lizard Folk unless you all want to go after the Trolls now? I was just thinking to elimate any other potential allies before tackling our toughest foe.


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 agree, Malthir. Divide and conquer. If the Lizardfolk are already allied with the trolls, we need to break up that alliance, and if they are not, then we must try and sway them to our side - or at least neutrality.


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

"And if the Lizardfolk have been approached by the trolls, they might know where they are operating from."

Perception 1d20 + 11 ⇒ (9) + 11 = 20


Your Humble Narrator

Fenna manages to spot that although the Old Beldame's hut seems to have been well looted, the trolls clearly missed a small metal box hidden under her bed. Inside the box are 305 copper pieces, 378 silver pieces, 433 gold pieces and 104 platinum pieces- as well as a single scroll.

Read Magic or Spellcraft DC26:

The scroll is Legend Lore (Sorceror/Wizard). Bear in mind that even with the scroll, the spell has expensive focuses that must be bought (although the more expensive material component of incense has been included in the scroll crafting).


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

Sounds good, we head south to the Lazrd folk after burying the Old Beldame in her garden.


Spellcraft 1d20 + 15 ⇒ (1) + 15 = 16 herp derp

"I will need to examine this later to identify the scroll. It is a spell of some sort, but its classification eludes me..."


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

While the others are busy examining the hut, Kalev starts looking for tracks of the trolls in the surroundings.

Survival: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30


Your Humble Narrator

You begin to look for tracks, and by the time the group are finished burying the Old Beldame, you have come to several conclusions. The tracks of seven troll's lead into the swamp, with the tracks of five trolls leaving the swamp again afterwards. You estimate they were here a little under a week ago, and they made no efforts to hide their tracks. Alarmingly, one set of tracks (although still from a troll you think) has footprints three times the size of the other troll footprints; and another set of footprints is incredibly heavy set, as though the troll weighed much more than its fellows. From the general stumbling the tracks indicate, you estimate that they attacked at night. The tracks out of the swamp lead south-west.

You also find another set of tracks, of a crowd of thirty or so humanoids. It appears they stood in one place near the Beldame's window for some time, before returning to Swordhaven. These tracks are much older than the troll's and you barely spotted them.

You also find another set of tracks, a single pair of boot tracks that lead in and out of the swamp again. These tracks came from and head back towards Swordhaven, about the same time period when the troll's attacked.


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
Ilya Shukhov wrote:

Spellcraft 1d20+15 herp derp

"I will need to examine this later to identify the scroll. It is a spell of some sort, but its classification eludes me..."

May I see that for a moment, Ilya? Perhaps I can shed some light on what spell hides inside.

Casimir takes the scroll from Ilya and unrolls it. He retrives a crystal from his pouch, mutters Arcane Insight, and quickly scans the magic symbols. Read magic.

Ah, the spell is Legend Lore, a powerful divination spell. Both Ilya and I should be able to cast it, although it may take a bit of preparation. The scroll can be used to cast the spell directly, but perhaps Ilya would like to add the spell to his spellbook. That way, we can use it more than once, and even make new scrolls, if need be.


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

Assumes that Kalev shares the information, talking with Fenna and the rest of the Guardians on the ride to the Lizards,
It may be that someone from SwordHaven is in league with this Hargulka. These tracks bother me and there is the fact of this troublemaker who seemed to know so much about our business. Fenna, you have told me that your ability to see things had re-awakened. I have seen it affect you as well though. Do you think that the next time we rest in SwordHaven that you could use it to try and find out any information about this possible traitor? Even a few clues might help us to find out this person's identity.


Your Humble Narrator

Carry on as planned to the next hex to the west or follow the troll's tracks south-west?


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

"I would be happy to check my old prophecies for anything related to a traitor amongst our people." Fenna replies, "I am not so sure that such a traitor exists though. Perhaps it is merely wishful thinking, but it may be those tracks simply belong to a group of over-enthusiastic believers in Grigori's sentiments towards the poor woman, who had gone to confront her about the missing boy. Hopefully it was unrelated to the troll attack."


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:
Carry on as planned to the next hex to the west or follow the troll's tracks south-west?

Yes, towards the Lizard village. I thought it was to the SW as well? Either way that is where we are going.


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 shares his finding and adds, I think it is safe to assume the person who left the single set of tracks is from Swordhaven and that he doesn't mean well. It could be those of Grigori, I guess, or perhaps someone in league with him. As for the troll tracks, one of them looks to be the size of a giant. I fear we'd not be able to defeat him at this stage. So either we should go to the lizardmen village or scout out the troll's base without engaging them...if possible...


Your Humble Narrator
Malthir Al Dagon wrote:
DM Alexander Kilcoyne wrote:
Carry on as planned to the next hex to the west or follow the troll's tracks south-west?
Yes, towards the Lizard village. I thought it was to the SW as well? Either way that is where we are going.

SW is the shortest route to where the lizardfolk village is, as well as being the direction of the troll tracks. However, the SW hex is not fully explorable until you visit and map out Candlemere Island, as most of the hex is the aforementioned island and water around it.

Exploring west first would take you a little longer, but its an area you're likely to want to explore anyway as its close to Swordhaven. The choice is yours.


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

Lizardfolk and the catch exploring that hex on the way back...they are our biggest priority stopping a possible alliance.


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
Malthir Al Dagon wrote:
Lizardfolk and the catch exploring that hex on the way back...they are our biggest priority stopping a possible alliance.

+1


HP: 49/60 AC: 22, T:13, FF:21, CMD:16. Fort:+5, Ref:+5, Will:+8(+7). Per:+14, Init:+0, AoO:+8
Malthir Al Dagon wrote:
Lizardfolk and the catch exploring that hex on the way back...they are our biggest priority stopping a possible alliance.

Makes sense.


Your Humble Narrator

DM Only:

Hex -1d100 ⇒ 50
Hex- 1d100 ⇒ 86
????-1d100 ⇒ 92

Kalev follows the tracks until its becomes clear the troll's simply followed the shoreline to get to the Old Beldame's and followed it to get back too. You've crossed into the next hex south-west and the next hex to the west, and you've just passed the mouth of the Murque River; aptly named as its more of a swamp than a river in all honesty. The chill of the winter months is upon you and your horses, and you can all feel the bite of the cold chill upon you as evening begins to descend. The swamp river has also felt the effects it appears, as much of it has frosted over.

It also appears that you have found the lizardfolk tribe- the troll's tracks become lost in swamp and ice, but you are about half a kilometre from what seems to be a fortified, muddy island of land in the middle of the river, currently accessible by the river mostly freezing over. A low, muddy hummock protrudes from the middle of the widening river, surrounded by a palisade of outward facing, sharpened wooden stakes. Inside, tendrils of smoke rise from a handful of mounds (essentially huts of mud with fur petl doors) clustered around a single larger mound. A simple wooden gate on the eastern side appears to be the only entrance to the fortified island. Ths island appears to be about 150 feet in diameter, sitting only ten feet or so above the surface of the water lapping around it. The north and south banks of the river lie about fifty feet from either end of the island.

Heres a picture for your benefit-

Link

6PM, 8th of Abadius...


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

Assuming it is getting dark since it is winter....Can Lizardfolk see in the dark? Malthir asks the Guardians, If so we should back off a few hundred yards, wait until morning, and then approach to see if we can parley.


Your Humble Narrator

Feel free to make Knowledge (Nature) checks to determine what you know of Lizardfolk (I will spoiler a response).

Theres sufficient light to get around at the moment, but there won't be for much longer.


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 regards the fortified village with a mixture of apprehension and amusement.

So...now what....knock on the front gate and see who opens? In any event, better keep your weapons holstered. We are here to negotiate, after all.

Edit: Knowledge (Nature) 1d20 + 5 ⇒ (11) + 5 = 16


"I would strongly advise against knocking on their front door. These are lizardfolk, after all, and they lead a harsh existence in these swamps. I believe we should obtain a suitable token of peace and goodwill before proceeding. Something practical they would appreciate. Like say," Ilya looks at Malthir's newest mount, "Some nice, fresh horsesteak?"

Lizardfolk in both games! Watch for ninjas :)


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

"Perhaps not horse meat," Fenna interjects, "but perhaps we could take some time to hunt some wild game tonight that we could offer to them in the morning."

Knowledge(Nature) 1d20 + 3 ⇒ (9) + 3 = 12


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:

"Perhaps not horse meat," Fenna interjects, "but perhaps we could take some time to hunt some wild game tonight that we could offer to them in the morning."

Knowledge(Nature) 1d20+3

It can't hurt but if they are allied with the Trolls it won't matter. We will back Kalev up and go hunting in the morning (probably easier than bumbling around in the dark for everyone except for Kalev) for something fresh, maybe boar or similar to bring as a tribute and approach the gate in the morning if we are successful.


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

Parlaying is definitely the only real option and I shall gladly go hunting for some token of friendship. I must admit my knowledge of lizardfolk is quite limited, but I think we should assume they can see in the dark, as they seem more "animal" than humanoid, and most animals have keen senses.

Knowledge Nature: 1d20 + 7 ⇒ (1) + 7 = 8


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

Well if we do need to get the gate open because parlaying doesn't work, I suggest that we turn Kalev invisible, have him sneak over the wall and open the gate while we charge in on horseback. Let's hope it doesn't come to that.


Your Humble Narrator

1d100 ⇒ 9
1d100 ⇒ 28
1d5 ⇒ 4

Casimir ONLY:

Lizardfolk tend to be in decline over Golarion as they are somewhat simple compared to the rush of civilisation. They don't tend to be evil, but they view meat as meat regardless of the source: if they had found Tig on his wanderings its likely he met a grisly fate. They tend to favour simple hunting weapons such as morningstars and javelins- and most don't speak the common tongue, only speaking Draconic.

You set up camp at the base of a small hill near the island, providing you good cover from them in case they thought to look out past the river for prey. While you are on watch you can all see bright, floating lights from Candlemere Island, mostly floating over the isle or circling the ruins.

Knowledge Dungeoneering or Local DC16 ONLY:

You believe or have heard that the floating lights are will o' wisps- powerful, evil abberations of air that feed from the fear of their victims.

Ilya please make me a perception roll for your watch...


Perception
Ilya 1d20 + 9 ⇒ (19) + 9 = 28
Lola 1d20 + 8 ⇒ (10) + 8 = 18


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 shares his knowledge of the Lizardfolk - feel free to read the spoiler above.


Your Humble Narrator

DM Only:

1d20 + 6 ⇒ (1) + 6 = 7
1d20 ⇒ 13

Ilya, on your watch you can hear panicked shouting coming from the river, not far from your camp. It is a female voice-

Help! Oh gods, somebody help me, its so cold! I can't get out! Heeeelp!

What do you do...


Ilya rises and calls to his companions, "Awake, Statkari! There is a woman who may be in danger near the river!" The elven wizard casts mage armor, then draws his wand and runs toward the river.


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

Before Ilya can rush off, Casimir lays a restraining hand on his shoulder.

Careful, Ilya. It could easily be a trap. We will investigate, but to rush heedlessly out into the night would be foolish. Let's make sure we are all ready, and then move out with due precaution.

1,051 to 1,100 of 4,585 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Alexander Kilcoyne's Kingmaker PBP- Chapter 2 All Messageboards

Want to post a reply? Sign in.