DM Spyke Kingmaker

Game Master Glod


1 to 50 of 1,123 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Background

Spoiler:
The Stolen Lands have long resisted attempts at
colonization. Wedged between the River Kingdoms and
Brevoy, the approximately 35,000-square-mile swath
of wilderness has a long history of being regarded as
“stolen”—from and by whom depending on the point
of view. In Brevoy, the lands are considered stolen
from that nation’s southern expanse by bandits and
barbarians variously from Numeria, Iobaria, or the
River Kingdoms themselves. In the River Kingdoms,
the general impression is that Brevoy allowed the lands
to fall into the hands of monsters and worse in order to
rob the lords of the River Kingdoms of more lands to
rule. Even within the wildlands themselves, lands are
stolen and conquered in constant struggles between
bickering tribes of centaurs, kobolds, fey, trolls, bandits,
lizardfolk, boggards, barbarians, and more, all constantly
skirmishing to expand their holdings while not ceding
their own lands to the enemy.
In truth, the Stolen Lands belong to no one, and are
stolen from no one. Many have tried to claim them, but
the abandoned ruins that dot the swath of wilderness
stand as testaments to the difficulty of ruling these savage
lands. They have remained wild with a fierce tenacity, a
haven for monsters and criminals and dangerous secrets,
and as such have posed a menace to their neighboring
nations as long as anyone can remember. And unknown
to many who look upon these lands from surrounding
nations and empires, a hidden hierarchy of latent power
resides within the Stolen Lands, organized under the
watchful eyes of Nyrissa, a beautiful but mad princess
from the mysterious realm of the First World. See the
Campaign Outline on page 88 for more details on
Nyrissa’s motivation and goals.
Yet these times of relative calm in the Stolen
Lands are coming to an end. Spurred to action in
part by an increase in aggression among the bandits
and barbarians of the Stolen Lands and by building
political tensions to the north, the swordlords of
Restov have sent agents and colonists into the disputed
region to explore and settle and, if need be, conquer.
The establishment of four new puppet kingdoms,
all beholden to Restov’s swordlords and the rest of
Rostland, would not only bring freedom from banditry
and raids along Rostland’s southern border, but also
the resources and clout needed to make a play for a
higher station in Brevoy’s complicated political scene.
If all goes well, the just return of the Stolen Lands to
Brevic control could well give Rostland the footing it
needs to challenge the Surtova hold on the crown.
Working quickly and quietly through pawns and
minions, numerous agents have set into motion four
separate campaigns against the Stolen Lands, each on the
surface appearing to address minor elements of banditry
or securing of trade routes, while in fact they are preparing
the way for annexation and conquest of the entire region.
Unfortunately, the swordlords did not anticipate the result
of these four pushes into the Stolen Lands, for in each of
these regions agents and allies of the nymph Nyrissa are
laying their own plans, and when confronted by explorers
and expansionists from the north, their reactions will be
anything but calm and serene. The swordlords may not
realize it, but they are bringing war to their border, and
their own agents may well become liabilities and enemies
when they gain a taste of what it is to rule.

You have all arrived at the Oleg's Trading Post in the Greenbelt with a charter giving you license to explore and map the area.

Charter

Spoiler:
Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.

Let me know what you are doing... what you look like and aquaint yourselves.

Oleg's Map


A1. Market Yard
A2. Guesthouse
A3. Stable
A4. Storage Pen
A5. Middens
A6. Main Hall
A7. Dining Room
A8. Office
A9. Stockroom
A10. Storeroom
A11. Bedroom

For the map.


Since we have the charter, wouldn't we already know each other and arriving together?

Palom is 5'8 tall and has dirty blond hair, and always seems to have a 3 day old beard. He carries a shield strong across his back and has a longsword strapped one his hip. He has a commanding air about him that lets you know he is not to be trifled with.

The brothers head to the Office to present the charter and find out if there is anything interesting going on in the area.


Porom is obviously the older brother of Palom but looks like he has been in one to many fist fights. He stands 5'9, wears a set of scale mail that seems to hang off his stringy frame with a pair of wickedly spiked gaunlets on his hands. You do not want to shakes hands with him.


pretty sure you each have a charter


Gotcha, we can introduce ourselves after we turn in the charter, I figure we will head to the main hall after that, and let know the head official at the Office that is where we are going if he would like to direct any others there.


Sarge is quite tall, 6'6" and 300 pounds, extraordinarily maintained Hide armor, Fullblade strapped across his back. Brow perpertually furrowed, head always swiveling to search and assess. A well-packed backpace is strapped to his back. Sarge will also take his charter to the office, then stroll around the grounds, to fully evaluate the location, before going to the main hall and introducing himself to any others that are there.


Male Human Ranger / 1

Roderick is 5'7", and 140. Bald, with earth-tone tattos on his head. Hide armor and a Greatbow across his shoulders. Definately more comfortable in the outdoors. After turning in his charter, will head to the mail hall, and introduce himself to Palom and Porom, and then to Sarge when he comes in.


Male Human Barbarian / 1

Sarge definately has a military demeanor, and carries himself with a sure gait; purposful stride. His pack is full, but well-orgainzed. Definately a cautious fellow, but warms to anyone willing to talk openly.


As you begin to make your way to the Great Hall, 2 individuals come out to greet you. A man who looks in his mid 40's whose obvious past strength is beginning to deteriorate into a certain girth of... character... The woman appears to be a few years younger that the man, pretty in a tired sort of way, you can tell that life hasnt' been easy for her out here.

As they approach the man speaks, "Hello I'm Oleg and this is my wife Svetlana, are you the patrol sent by Lord Restov?" Disappointed he adds, "If you are I thought there would be more of you..."


"We are good sir, but I assure you we are more than meets the eye. My brother and I have seen a couple of campaigns, and helped bring down a brigand band."


Oleg stomps off back into the main hall. Svetlana steps up to Palom, "Forgive my husband he's never much liked people, that's why we moved out here to start with." Svetlana looks back to make sure her husband is out of range... In a low voice, "Truth be told I think he's upset you weren't the patrol, we've been raided a few times and we expect another soon...." "Do you think you can help us? There are only 4 of you that I see, so it might be best that you get out of here as fast as you can."


"Yes we can. What direction are the raids coming from? We may be able to set up some type of tactical advantage."

Check out the ooc thread


Male Human Barbarian / 1

Ma'am, we are much more capable than we seem. Are there other travelers who are lodging here ? Or others that live nearby ? How many raiders ? All human ?


Male Human Ranger / 1

I'll take the SE tower. Do those catapults work ?


"I'm not sure the 4 of you can take the bandits that typically come, last time there were 7 of them the time before well over 10. Maybe it's best if you just run off and hide until they leave, unless you expect more people." "It's just you 4 and my husband and I at the moment, all of the trappers are out at the moment." "I'm afraid those catapults are for show, they come right through the front doors"


Male Human Barbarian / 1

We can handle mere bandits, dear lady. Please assure Oleg that his home is well defended.


"I believe my orders said 5 of us. I am guessing the other will be here shortly."


"Shortly may not be soon enough, the bandits will be here tomorrow morning, and it's around 3 pm now." "If we leave the doors open they come in like they own the place back up the supplies in the cart and leave without doing much more than taunting us. I prefer to hide while they are here." "You can hide in one of the houses like I do and attack them while they are here, or even on one of the battlements." "Let me know what you plan on doing."

If you are going to fight as is, let me know where you are on this map. If not let me know what you are doing.

MAP


Palom will take E7


I will take H6


Male Human Barbarian / 1

Ram Baron shows up late. Better late than never as folks can attest to who have adventured with him. Unorganized and unkempt, he looks like pure unadulterated pain to those who might dare to tassle with this brute. He bids good day to all those in the room.


@ Ram, SS, and RSwhere do you want to be positioned to take care of the bandits?


Male Human Barbarian / 1

I'll hide in the cart in G10


Male Human Barbarian / 1

Sarge will hide in the doorway @ L12


Male Human Ranger / 1

Rod will crouch on the ledge (assumingthere is a lip of some sort, to conceal him) at F16


Svetlana bows clearly excited giving you instructions on when the bandits come and offers you a free room and board at the inn.

The next morning the group gets into position and waits for the bandits to come.

As the sun begins to come up, you see 6 horses come out of the forest from the south heading towards the fort. As they get closer you can tell it's only 4 riders with 2 pack horses.

The 4 enter the fort without looking around clearly they are used to the drill by now and make their way towards the cart. Yelling obscenities you can tell are directed at what they will do to Svetlana if they don't get what they want.

map updated

1d20 + 1 ⇒ (9) + 1 = 10Perception Check by Bandit1

Please roll Init the Bandits are clearly clueless to you whereabouts even failing to notice Ram in the cart. This will be a surprise round once Init is resolved

1d20 + 5 ⇒ (6) + 5 = 11H
1d20 + 6 ⇒ (7) + 6 = 13B


int 1d20 + 2 ⇒ (4) + 2 = 6


init 1d20 + 3 ⇒ (1) + 3 = 4


Male Human Barbarian / 1

int 1d20 + 6 ⇒ (6) + 6 = 12


Male Human Ranger / 1

Init 1d20 + 7 ⇒ (15) + 7 = 22


Male Human Barbarian / 1

Init 1d20 + 6 ⇒ (19) + 6 = 25


Init Order

Sergeant Schultz 25
Roderick 22
Bandit 4 13
Ram 12
Bandit 1 11
Bandit 2 11
Bandit 3 11
Palom 6
Porom 4

In a surprise round you can only take a move, standard, or minor action, I will also allow free actions of course. No action points allowed this round. Once the surprise round is resolved we will continue as normal.

SS you are up.


Male Human Barbarian / 1

Speed of 6
Howling Strike (as a charge-When Charging, you can use this power in place of a melee basic attack.) to I11
1d20 + 8 ⇒ (16) + 8 = 24 vs AC
1d12 + 1d6 + 4 ⇒ (9) + (2) + 4 = 15on a hit, with a Fullblade


Male Human Ranger / 1

Rapid Volley (Standard/Encounter)
One or Two creatures. +7 vs AC 1d12+5 damage. If you attack one creature, you gain +2 bonus to the damage roll. If you attack two creatures, you take a -2 penalty to both attack rolls.

2 attacks on b2
1d20 + 7 ⇒ (16) + 7 = 23 vs AC
1d12 + 7 ⇒ (12) + 7 = 19 first attack
1d20 + 7 ⇒ (19) + 7 = 26 vs AC
1d12 + 7 ⇒ (3) + 7 = 10


Sarge runs from a nearby house catching B2 totally by surprise.

While he is still realing Roderick stands up from the battlement peppering him with arrows. B2 goes down under the barrage.

Bandit 4 13
Ram 12
Bandit 1 11
Bandit 3 11
Palom 6
Porom 4
Sergeant Schultz 25
Roderick 22

Ram you are up still in surprise round.


Male Human Barbarian / 1

Move to F12!


@ Ram

Spoiler:
Because this is a surprise round you can't actually move and attack unless it's a charge attack. You can only take one action whether that's move, standard, or minor. Next round what you did would have been fully valid. I'll let you repost your move and reroll if you like as that would have missed anyway


Palom 6
Porom 4
Sergeant Schultz 25
Roderick 22
Bandit 4 13
Ram 12
Bandit 1 11
Bandit 3 11

Palom and Porom are up


Palom moves to H10 and observes the bandits trying to ascertain relative strengths so he can better direct the battle


Move to H12


B4 is better armed and armored than the rest of the bandits, while clearly surprised by the attack you can tell he is no newcomer to battle. He looks like he knows how to wield his longspear. The rest of the bandits have maces and knives at their belts.


Male Human Barbarian / 1

Move to I13

Daliy:Macetails Rage +7 vs Reflex. 1d12+4 damage, and you knock the target prone. MISS:1/2 damage. Effect:You enter the rage of the macetail behemoth. Until the rage ends, whenever you hit, you gain temporary HP=STR mod (+4)
attacking b4
1d20 + 7 ⇒ (10) + 7 = 17 vs REFLEX
1d12 + 4 ⇒ (4) + 4 = 8


Sarge moves to attack the bandit leader hitting hit with his oversized blade knocking him down. As he does Sarge goes into a rage.

Roderick 22
Bandit 4 13 (prone)
Ram 12
Bandit 1 11
Bandit 3 11
Palom 6
Porom 4
Sergeant Schultz 25

normally I'd have to update the map first but so far no one has done anything I can't verify, once it's the bandit's turns though no more actions until the map gets updated(tonight)


Male Human Ranger / 1

Minor: Hunters Quarry b3
Standard action:Twin Strike (You must be wielding two melee weapons or a ranged weapon. +7 vs AC 1d12 damage. TWO ATTACKS )
1d20 + 7 ⇒ (14) + 7 = 21 first attack @ b3
1d12 ⇒ 2
1d20 + 7 ⇒ (11) + 7 = 18 second attack
1d12 ⇒ 3
HQ:
1d8 ⇒ 3


Bandit 3 suddenly finds himself with 2 arrows in the back.

Ram 12
Bandit 1 11
Bandit 3 11
Palom 6
Porom 4
Sergeant Schultz 25 (prone)
Roderick 22
Bandit 4 13

Bandit 4 stands up and makes a sweeping attack at Sarge with his spear.

1d20 + 10 ⇒ (14) + 10 = 24vs AC on hit knocks prone
1d10 + 7 ⇒ (9) + 7 = 16dmg

Sarge has been knocked prone.

Ram is up, the map hasn't been updated with movement of barbs, but none of the bandits have moved


Male Human Barbarian / 1

Shout of Terror:
+6 vs AC 1d12+4 damage. You then howl in a blast 3 that includes the target. Each enemy in the blast is slowed until the end of your next turn. ALSO, gain a bonus to damage rolls against slowed creatures=CON mod (+2).

Attacking Bandit 1
1d20 + 6 ⇒ (19) + 6 = 25 VS AC
1d12 + 4 ⇒ (7) + 4 = 11 damage

Center blast on Bandit 1


Ram's bestial roar shakes every enemy in the immediate vicinity.

Bandit 1 attacks Ram with his mace 1d20 + 4 ⇒ (19) + 4 = 23 vs AC
1d8 + 1 ⇒ (5) + 1 = 6dmg

Bandit 3 shifts to H13 and attacks Sarge 1d20 + 4 ⇒ (12) + 4 = 16 vs AC
1d8 + 1 ⇒ (6) + 1 = 7dmg

Sarge is blooded as the Bandits begin to take their toll on his prone form.

Palom 6
Porom 4
Sergeant Schultz 25 (prone) (bloodied)
Roderick 22
Bandit 4 13 Sl unt eont
Ram 12
Bandit 1 11 Sl unt eont
Bandit 3 11 Sl unt eont (quarried)

Palom


Male Human Barbarian / 1

yargh. *bleed bleed*


Inspiring Word to Sergeant spend a healing surge and add 1d6 ⇒ 6
Move to H12
Commander's Strike for Ram against B1 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 vs ac, 1d12 + 4 + 3 ⇒ (7) + 4 + 3 = 14

Palom yells at the barbarian to rub some dirt into his wounds and start acting like a man, and then distracts the bandit long enough for Ram to take a swing with his axe.

1 to 50 of 1,123 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Spyke Kingmaker All Messageboards

Want to post a reply? Sign in.