DM Alexander Kilcoyne's Kingmaker PBP- Chapter 3

Game Master Alexander Kilcoyne

"The Maven of the Green came to me in a dream just over a week ago, and said that this place was ripe for settling..."

Agai Culchek, 4714 AR

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Varnhold & Nomen Heights |


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Hold the Line tactic gained (+4 DV, -4 OM for entire battle).

Malthir's address goes across well and the army begins to busy itself with the various logistics after a hard battle. Signifer Grachius approached the Duke of Kardas and with a polite bow to the assembled group, weighed in-

I would firmly suggest we position our forces here- if there are further forces arrayed against us from the east, this is still their easiest point of entry to the heartlands of Kardas. I am sure the militia and town guards can handle any minor matters in our absence, would you not say? he suggested. The Signifer's armour was scratched and torn and somewhere in the fray he had lost his helmet, revealing once more his brutally scarred, grim visage.


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

At Ricter's question, Kalev stopped laughing long enough for a reply, No, my friend, I do not hunger for more battle, at least not this side of a good night's rest and some food and drink...I'm merely happy to be alive.

After Malthir's speech, when the Statkari are considering their next move, Kalev turns more serious. It would be wise to make sure that this isn't just a distraction. Within and around our borders are enough enemies to last a life-time. May I suggest that we send out riders or use other means to make sure than another army isn't marching upon us?

How much healing, Malthir?


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

Channel Positive Energy 4d6 ⇒ (5, 6, 3, 3) = 17
Channel Positive Energy 4d6 ⇒ (1, 6, 2, 2) = 11


"Both Kalev and the Signifier speak wisdom, baron. I am ashamed to say that until today I did not realize how formadable a barrier this river was. This bridge has far greater strategic significance than I first though - we should consider constructing stronger fortifications here if Lord Varn's holding have been overrun."

"For now, the Hellknights shall remain here and patrols should be sent up along our eastern boarder. We must keep watch on this bridge until we can establish where this host came from."

"Do we have a narrow opportunity to strike down our unknown foe now that their army is crushed? Or will we soon need to defend ourselves from another angle? It is vital that the Guardians either ride east in full force or ride to Swordhaven with all haste. We have no way of telling which."


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 must ride east. Varn and his people are in trouble if not already dead! Finding the source of this and ending it before it can raise another army should be our first priority unless the rest of you think differently? he says to the other Guardians.


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 agree," Fenna speaks, returning from a brief conversation with the Hellknight commanders to ascertain the names of those who fought at the bridge.

"If this was indeed intended as a diversion to draw us away from Swordhaven, then there has been ample time for our foes to take advantage of our absence, and Vaysh would have sent word."

"Someone or something must have raised this force from the grave, and if we leave them to their own devices it is only a matter of time before we are confronted by more of the same. The sooner we put a stop to this, the safer our people will be."


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

"Yes, an undead force like this does not just appear out of thin air. Something powerful and evil is behind this. I just hope it isn't the remains of Varn and his people we have just fought. I also think we should ride for Varnhold with all haste."

"And what of the giants - where do they fit in all of this...

knowledge (local) to figure out if cyclops are common around here. : 1d20 + 5 ⇒ (14) + 5 = 19

"Fenna, do you know of any ancient lore mentioning cyclops?"


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

Knowledge(History): 1d20 + 6 ⇒ (2) + 6 = 8

"None that I recall."


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

As the battle had ended and Kip once again landed on terra firma, Kip let out a low whistle at the vast remains of the skeleton army. Much of it pounded into a fine white dust centered on the bridge and covering the surrounding area in a light blanket of powdered bone. Kicking a bone fragment out of his way he remarked, Should be fertile ground here in the coming years... what with all this bone meal added to the soil.

Kip smiles and nods respectively to the Hell Knights. A job well done!

As he listens to the back and forth between the other Guardians, Kip interjects, I am quite happy to carry on into Varn's territory. It is due time we paid him a visit... while staring off in the direction of the Tors. He continues in a somber tone, ... I just hope he is there to receive us.

How long will the ride be? I am quite spent of my energies...


The Signifer nodded politely at Kip's praise and listened quietly until a consensus appeared to have been made.

Best of luck. We'll set up messenger networks and our mounts will allow us to mobilise to the capital swiftly, should it prove necessary. We'll fortify this position and await word from your party, as Field Maralicter Vorsk ordered.

It will take approximately a day's ride to get directly to Varnhold, thanks to the road leading directly to it through Varnhold Pass.

Casimir:

The presence of cyclops, even undead ones, make you think of the wild land of Iobaria; to the east of Brevoy with the Hills of Nomen only a few days east of Restov. The land was reputedly home to many empires over the past several thousand years, including a Cyclops empire, so the stories said. There are still scattered tribes of Cyclops roaming the dangerous lands of that place, whose borders perhaps once extended as far as Varn's lands.


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

I have little left of magic myself. It is dark, we should set out at dawn when we are fully rested. Arriving at Varhold just to be killed because we are un-prepared does neither kingdom justice.

Suggest we rest and then move with all haste...


"So be it then. We have siezed the initiative, and there is no better time to press home our advantage. The rest of the Statkari are mighty enough to safeguard Swordhaven in our absance"

"Besides, how much can we have to fear from a coward who'd sooner violate the dead than risk it's own skin?"


Your Humble Narrator

Reminder- Map of Varnhold/Nomen Heights.

Well-protected and guarded inside the well-oiled elite Hellknight force, the Guardians slept soundly and after checking in with Vaysh, the nation's military and security forces were on high alert. Vaysh also mentioned, albeit briefly, that a Kardassian nobleman named Tomin Hanvaki was reportedly in Varnhold on trade.

2nd of Lamashan, 4714...

The group set out east, marching along the trade road leading to Varnhold. The terrain is hilly but the road makes the going much quicker, although it is eerily quiet. Perhaps innately sensing the recent presence of such a vast host of negative energy, the six adventurers saw no animals en route to Varnhold. The mountainous terrain known as the Tors of Levenies dipped low just beyond the bridge leading across the Crooked River, and by the mid-afternoon the group had made it to Varnhold Pass; the lowest dip in the Tors and the continuation of the trade road.

With the sheer, 150 feet high northern and southern cliffs looming to both sides of the pass, an upward incline upon the road and a looming fortification at the highest point; the watchtower of Varnhold Pass, you are uncomfortably aware that this would be an near-perfect location to launch an ambush; whether for an army or a smaller party...


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

Kip, perhaps another opportunity for an invisible scouting trip to make sure an ambush doesn't await us here?


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

How far are we currently from the tower? Vanish only lasts 5 rounds.

Kip eyes up the pass and the tower within. A short sortie to look things over shouldn't be a problem... hopefully.


Your Humble Narrator

Several hundred feet.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

We would have to be much closer for me to do it invisibly. I can take a short careful flight up the pass and see if anything is amiss if you wish... and I promise, if anything looks askew, I'll retreat immediately as to not hog all the glory for myself. Kip grins as he looks at Malthir awaiting his response.

Or we could send Cas! Kip lets out a playful chuckle.


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

Can you not extend the duration of your invisibility by casting the spell more than once, brave Sir Bendybrook? Kalev asked, eyeing the cliffs and tower with dismay and caution.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

If the intent of the invisibility is merely to provide protection for my person, then yes. If the intent is to approach stealthily, then I'm afraid repeated castings, requiring me to speak clearly and loudly, will fail to achieve that goal.

I am guessing that Malthir's request was in line with the latter... although it is probably a mute point as we are likely already under surveillance.

I do appreciate you calling me brave! Kip smiles again.

And I thank you for reminding me that I should procure a rod of silence at my first opportunity!


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

"Good point - if someone are laying an ambush ahead, they probably have a lookout posted. I say you or I do the flyby and use the invisibility to evade if we come under attack. Getting an idea of what is up there is more important than going undetected. So...who gets to go?"


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 looks at the two of you pointedly, obviously expecting the two of you to work it out...


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

Ricter keeps quiet, keeping out of any discussion that has a chance of leading to a fly spell being cast on him again.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

You have the keener eye than I do... but say the word and I will go.

;)


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Fine. I'll move things along. ;)

Kip looks up the pass again, before murmuring a quick prayer to Desna. He then speaks again, gestures and takes flight. He soars up and over the sheer cliffs and then makes his way towards the tower... scanning the area for anything that looks out of place.


Your Humble Narrator

Kip's scout is entirely uneventful. After a couple of minutes, he has flown up to the watchtower and determined that the fortification appears to be deserted. Flying to the top of the watchtower, Kip can make out the city of Varnhold; or what is left of it. Although the centre of the settlement appears to be at least partially intact, most of the city appears to have been destroyed. Kip is too far away to discern any movement, if indeed there is any...


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Kip looks on in utter dismay at the decimated city. His fears seemingly confirmed, he lingers for just a moment before flying back down the pass to inform the others...


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

It is obvious that he is upset at the report Kip gives, Lets ride! is all he says...


Your Humble Narrator

The group rode through the afternoon and reached the outskirts of Varnhold by the time the sun was falling. Much of the city had been destroyed and the buildings that remained were completely empty, as though thoroughly looted; each completely devoid of bodies or any signs of a struggle. The light level is now almost night, but the silhouette of Varn's stockade loomed over the centre of the town as you approached from Varnhold Pass- the centre of town appeared to be the only part of the settlement that had not been destroyed.

Map Link

As the group approached the northern end of the town centre, they began to look around for clues as to what had happened. Some time passed as they explored the Hogkeeper's Farm (L1)- a disgusting hovel with many foul smells. Curiously, several hogs had rotted within the enclosure nearby, apparently starving to death within the fencing.

The group also examined the various farmhouses on the northern side(L2)- Each of these small cottages is fairly well kept and modestly furnished with simple accoutrements. All the homes show signs of having been derelict for several weeks, though they appear to have been abandoned in the midst of normal activities...

The acrid stench of a tannery wafted faintly from the modest building (L3). An outhouse stands across the yard in front of the building and a thorough look around revealed a fenced enclosure with three horse hides stretched upon it.

Knowledge (Nature) or Perception DC15:

You note that these horse hides are strangely incomplete above the withers.

Knowledge (Nature) DC23:

You recognise that these horse hides are actually centaur hides missing the humanoid portion...

The final building on the north side of the river turned out to be a brewery (L4). This large, two-story building partially overhangs the river bank. A wagon sits at the loading dock with a pair of barrels on its bed and another waiting atop the loading dock itself. A sign above the front entrance shows a barrel and a smiling dwarf. The inside of the brewery was also abandoned but strangely untouched; several more barrels were contained inside. You estimate each barrel is worth around 7 gold pieces.

Perception DC32:

While searching the brewery, you found a loose floorboard beneath one of the brewing vats- revealing a metal lockbox hidden in a secret stash.

The ground slopes steeply downward to the river bank (L5), where the river runs wide and shallow, though it is muddy with the runoff of recent rains to the south. The opposite bank rises at a gentler slope into the town proper. With the north edge of the town centre explored, the group pondered whether they wanted to keep looking now that the sun had fallen...

Over to you. Need to know in particular if you want to keep exploring for the night; the ford looks shallow enough to cross. Also, what will you do with your mounts?


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Knowledge (nature): 1d20 + 6 ⇒ (17) + 6 = 23

Kip rides along with the others in silence. The concern he feels is evident upon his face. Where have they all gone?

As the tannery comes into view, Kip looks and then does a double take at the hides. Those aren't horse hides! Those are centaur hides! What... who... why... really?!

After recovering from his initial shock at the revelation, Kip remarks, Whatever happened here seems to have happened quickly. Do you think anyone is left? And just as importantly, do you think whatever did this is still here?

I think we should try and locate Maegar...

Kip is willingly to keep searching. Keep the mounts with us for 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

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

"Centaur hides? Do you suppose Varn and his people have come into conflict with a centaur tribe? Still, that does not explain neither the undead horde or the way this place is completely deserted. But we had better be cautious if we encounter any centaurs. They are likely to be hostile - and assume we are too."

Casimir gazes out over the dark river at the town beyond.

"I agree, we should push on - but we had better be careful. Now, how do we get across? Fenna, could you make a moonlight bridge?"


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

Knowledge(Nature): 1d20 + 3 ⇒ (5) + 3 = 8
Perception: 1d20 + 19 ⇒ (4) + 19 = 23 -assuming that it is late enough for the stars to be out.

"I believe that Lord Varn did mention some trouble with the local centaur tribes; though it is of little wonder if his people engage in such provocation routinely."

"Of course," Fenna nods, before crouching beside the river and offering a short prayer, "I ask that we might walk as freely as the Merchant, and be granted safe passage over these waters."

Her words complete, she reaches down to the bank of the river, where a shimmering glow begins to coalesce at her touch. Within the space of a few heartbeats, the glow stretches out across the river to form a translucent bridge.


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 nods with approval at the moonlight bridge.

"That's one less problem to worry about. Now, how to proceed...it is getting too dark for most of us to see properly. Besides, our more heavily armored members make stealth an unlikely option. One option is to have Kalev take point and sneak ahead of the rest of us. It gives us some element of surprise, but also leaves him vulnerable. Another is to use subterfuge. I can create a magical force which we can dress in a cloak and send ahead carrying a light. It can only move a few dozen feet ahead of us, but if we're lucky, it might serve to draw out hidden foes and buy us valuable time to react."

Regardless of what the group chooses, Casimir is going to grab a cloak or blanket from one of the abandoned houses so he can carry out the ruse later if needed.


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

Knowledge Nature: 1d20 + 9 ⇒ (19) + 9 = 28

Perception: 1d20 + 15 ⇒ (13) + 15 = 28

Kalev looked around at the abandoned city, his face marked with lines of anger and sorrow. Especially the sight of the centaur hides seemed to fill him with an inner rage, controlled but ready to flare at any moment's notice.

We should definitely press ahead, the darkness doesn't hinder me, nor am I yet tired. I just hope that Maegar's people didn't call this down on themselves. I will go ahead, unless the group think it unwise. I'm not afraid and can move with nary a noise.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

I do have a single elixir of darkvison left... and am even harder to notice than our large green friend, Kip smiles teasingly at Kalev, but I am content to let Kalev take the point. I'll save my potion for an emergency.


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

Kalev, take no chances. In fact can we cast message on him? Call on us if you encounter serious resistance.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Of course! Kip recites the words and makes the appropriate gestures to cast his spell before pointing at each of the Guardians in turn. (message cast on everyone, good for the next 70 mins)


Male Taldan Human Fighter (Weapon Master) 5/ Hellknight 3 HP:31/81 AC:28 F:+11, R:+6, W:+8, CMD:25*, P:+10, I:+2, AOO:+16

"Casimir's ploy sounds like a good one. A lit lantern may draw out hidden survivors as well as threats. Though I suspect anyone who evaded whatever sinister force is at work here would have headed north long ago."

"How well can the undead see in the dark? Do they hear as mortals do? Though I despise the creatures, I do not know the finer points of hunting 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

Most of them don't need light to see. Plus wondering around in full plate we are like walking drums, let's wait to see what Kalev finds.


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

Silently, Kalev heads into the darkness, his trusty polearm in hand and his ears and eyes focusing on the slightest noise or glint.

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 15 ⇒ (13) + 15 = 28


Your Humble Narrator

The group crossed the force-crafted bridge and waited on the other side, with no light sources as to not reveal their location, while Kalev began to head deeper into the centre of the town... Following the trail from the ford he had only gone a few steps before his sharp eyes noted a pit trap; camouflaged with a cover of dirt and sticks and blending in quite cunningly with the colour of the trail itself. He thoughtfully marked out it's approximate perimeter with some copper coins L6 and warned the others before taking the left fork- walking down an abandoned street with several fine farmhouses L2; each abandoned and eerily quiet like their neighbours across the river. Eventually, Kalev began to leave the town towards the fields and thus doubled back on himself, returning to the pit trap. Now going right instead of left, he approached the larger of the two buildings there; a livery and blacksmith L8.

This long, low building partially surrounds a yard encompassed by a split-rail fence. A sign above a wide, barn-like entrance shows harness for a horse and a blacksmith’s anvil. Despite the abandonment of the village, it appears that many mounts and a great deal of livestock were left behind, trapped in the livery and yard. A half-dozen horse carcasses, decomposing and ravaged by the crows that continue to pick at them, lie sprawled in the yard. Kalev had a quick look inside the building but found that it had been thoroughly looted and abandoned. The other building, a modest cottage, turned out to be a Tailor L9, judging from the occasional bolts of cloth and worktools he found that had not been looted.

Next, Kalev examined the town well in the centre of its greensward L7; and to his surprise, found that at the bottom there was a corpse inside- the bottom of the well looked about twenty feet deep. The corpse seemed to be partially obscured by a combination of rocks and dust; Kalev would have to climb inside to get a better look.

Will he do so, or explore the next building to have caught his eye; a large, two-storied inn L12?

Map Update


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Bruno is in Italy for the next day or so...

Assuming that Kalev is communicating what he is seeing with us via message...

Kip whispers to Kalev via their magical communication bond from alongside the others by the bridge, Wait for us to move up to better support you...


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 wait here, until you get closer, Kalev whispered through the magical communication.

The well smelled like an ambush, he thought. It would be folly to climb down into the confined space just to be attacked by some vile undead.

And mind the pit trap, he whispered back as an afterthought.


Your Humble Narrator

The group moved up to support Kalev at the well; it was not far at all from the ford where they waited... However, without a light source they could provide little but moral support to the Ranger.


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

Do we have any means of detecting if that thing is truly dead? Kalev asked, indicating the corpse at the bottom.


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Shoot an arrow into it?


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

20 ft, you say...why, I have just the thing, which I've been wanting to try out for a while.

"I have a better idea, Kip. I can summon a magical servant that can move the body and tie a rope around it if needed. But why don't we get some light down there first and have a closer look."


Your Humble Narrator

With some magical light conjured into the well, the body was a little more visible. But it was not until Casimir's Unseen Servant tied a rope to the corpse's exposed wrist and the group dragged it clear that its nature became apparent- the corpse was a little bigger than a Halfling, with pointy, large ears and stretched, emaciated skin. The humanoid was clearly Fey in origin...


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

knowledge (nature): 1d20 + 5 ⇒ (8) + 5 = 13


Male Halfling 8th level Fey Bloodline Sorcerer
Stats:
Init +6 Perception +4 AC 21 Tch 15 FF 19 HP 62 Fort +6 Ref +6 Will +8 Spd 20' CMB +2 CMD 14 Acro+4 Bluff+11 Climb-1 Diplo+6 Disg+16 Esc+2 Fly+10 Know (Arca+6 Loc+7 Nat+7) Sense+0 Spellcraft+13 Stealth+14 Use Magic+12 Swim-1

Knowledge (nature): 1d20 + 6 ⇒ (5) + 6 = 11

I see my knowledge nature rolls continue to suck. :P


Your Humble Narrator

The fey creature is a type of Gnome, known as a Spriggan. They look reasonably similar except for a gaunt, sagged appearance and the aforementioned pointed ears. Casimir recalls that legend says that when Gnomes first came to the material plane from the First World, some lost their sense of joy and wonder; resolving only to grimly survive against all odds. Love, happiness, and beauty have no meaning for these poor souls, so they lead lives of violence and malice. The best they can manage in place of positive emotions is a muted satisfaction when they make another suffer.

He cannot, however, remember learning much about their abilities or magic. Kalev, however, knows a lot more about these tricky humanoids from his long patrols. Much like Kobolds, they are skilful with traps and sabotage and have much of the same stealth attributed to them. More dangerous however, is their ability to transform themselves to a height and weight akin to an Ogre; transforming from a small humanoid to a rather large one at will. Although they lose some of their cunning and ability to land devastating, precise strikes the brute strength and toughness they gain is usually more than a fair trade.

Kalev (Knowledge Nature): 1d20 + 9 ⇒ (15) + 9 = 24

Fenna (Knowledge Nature): 1d20 + 3 ⇒ (2) + 3 = 5

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