DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Weird. Often not seeing Sully's posts in RSS. Survival 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (with guidance)


Hey, Rani! Don't forget the additional +2 to Survival checks for exploration that we get for hexes A2, B2, and C2, as well as the additional +1 to Survival checks for exploration that we get for using the damaged wayfinder. That should put you up to a 19 before any of us aid you. Speaking of which...

Survival Check (Aid Another): 1d20 + 5 ⇒ (15) + 5 = 20


For the new page:

Kingmaker Calendar

Greenbelt Hex Map


Survival: 1d20 - 1 ⇒ (16) - 1 = 15; not that it seems needed at this point.


The Chartered Six easily explore the region, even though there are little to no distinguishing landmarks. Miles on miles of gently waving grasses, a few stunted trees, and several rocky outcroppings extend in all directions. The stark beauty is a sharp contrast to the thick forests of the Narlmarches to the south and east.

By early evening, the group has put together an excellent map of the territory, and is ready to move on.

20xp for everyone! If I remember correctly, you guys were going to continue west, right? On my above post I made as if you were travelling east, but I was wrong. You are clearly headed west. Sorry about that! If you are going to A2, roll survival checks. If you would like to head elsewhere or do something else, let me know that as well.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Survival (Aid Rani):1d20 + 4 ⇒ (16) + 4 = 20


Might as well head on over to A2.

Survival Check (Aid Another): 1d20 + 5 ⇒ (3) + 5 = 8

EDIT: Oops! Looks like Harther isn't much good in this one!


Male Halfling Cavalier 1 (Honor Guard, Emissary)

1d20 - 1 ⇒ (18) - 1 = 17 Aid Another


Survival: 1d20 - 1 ⇒ (13) - 1 = 12


Survival 1d20 + 8 + 1 + 1 + 2 ⇒ (20) + 8 + 1 + 1 + 2 = 32 (guidance, wayfinder, bonus still applies?)

Edit: wow.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Rani wrote:

Survival 1d20+8+1+1+2 (guidance, wayfinder, bonus still applies?)

Edit: wow.

Don't forget the 3 assists so you're up to 38...pretty damn good for a 1st level group.


Holy expert explorers, Batman! Nice skill check.

Midafternoon of the next day, the Chartered Six is making excellent time in mapping the next region (hex A2 if there is any confusion). The further west they travel, the rockier and hillier the landscape grows. The tall grasses still cover the landscape, gently rocking in the breeze, and what few trees grow are blooming, showing that spring has finally almost found a foothold in the Greenbelt.

Perception check DC 15 -

Spoiler:
Atop a nearby hill covered by a wild blackberry patch, there is a strange pile of weathered, moss-covered rocks stacked in a manner reminiscent of a cairn or barrow.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (2) + 4 = 6


Perception 1d20 + 6 ⇒ (1) + 6 = 7

Edit: Rani don't see nuthin.


Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
DM Sully wrote:

Holy expert explorers, Batman! Nice skill check.

But somehow we're all unobservant...so far. Harther, Berenkor, Tyr....Help!


Perception Check: 1d20 + 7 ⇒ (13) + 7 = 20

"Look, over there!" Harther exclaims, pointing to a nearby hilltop covered by a wild blackberry patch. "See those moss-covered rocks? They're stacked in a way that almost looks like an old cairn or barrow."


Male Halfling Cavalier 1 (Honor Guard, Emissary)

1d20 + 1 ⇒ (20) + 1 = 21 Perception Check

Lol, even topped Harther

Its about time you spotted it Harther. I was worried those sharp eyes of yours had led you down.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

"Let's head over and have a look. Shall we?" Karthas says already walking toward the object pointed out by Harther and Berenkor.


Berenkor Trandoran wrote:
Its about time you spotted it Harther. I was worried those sharp eyes of yours had led you down.

"Aye, my friend," Harther smiles. "I'm afraid I've been distracted by the stark beauty of this land."

Karthas wrote:
"Let's head over and have a look. Shall we?" Karthas says already walking toward the object pointed out by Harther and Berenkor.

"An excellent idea," Harther responds as he nocks an arrow to his bow. "But let's be wary. Who knows what might be using the old barrow for a lair."


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas pauses momentarily, heeding Harther's warning, then draws his greatsword and continues on his way. "As long as its intended resident doesn't try and greet us, I'll be just fine."


The party fights their way up the hill and through the thorny tangle of blackberries, no doubt sampling a few on the way as those in the group versed in woodcraft know them to be safe and delicious. At the top of the hill, the group sees that indeed this is an ancient barrow mound, the topsoil at the crest of the hill worn down over the years to expose the top of the large cairn. Based on the size of the hill and the size of the stones used, the barrow interior can't be very large.

Knowledge(Architecture and Engineering) DC 15 -

Spoiler:
It is plain to see by the shape of the hill that the chamber below has mostly collapsed.

Knowledge(History) DC 15 -

Spoiler:
Many years ago, a barbarian tribe known as the Tiger Lords controlled territory that stretches all the way from Numeria to the forests of the Narlmarches right here in the Greenbelt. They were known to bury their dead, especially that of their nobles, in barrows, often with their prized earthly possesion.

Perception DC 15 -

Spoiler:
There are no entrances to be found either at the crown of the hill or anywhere on its length. You'll have to dig in the top if you with to explore further. To dig your way down it requires two hours work and a DC 24 Strength check.


Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Eseldra walks carefully around the perimeter of the barrow and reports, "I can't see any way inside."

She returns to the group. "If we want to explore further, I'm afraid we'll have to dig," she adds, smirking slightly at the beefy men in the group.


Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Harther tilts up his hat and scratches his head as he studies the mound.

"I don't know about the rest of you, but I didn't bring any digging gear - not even a shovel. We may need to just mark this location on our map, and then come back to investigate it further after we've had a chance to get some digging tools from Oleg's."

Harther pauses before he continues, "That is, if we even want to look inside the barrow..."


Just to let you know, it's less "hey let's dig through this dirt" and more "hey let's move these rocks out of the way." It isn't under a bunch of soil, it's mostly medium sized rocks of fifty to a hundred pounds each. Just to clarify! Not a whole lot of equipment needed, save elbow grease.


Ah! Thanks for the clarification!

So, the question remains - do we want to potentially desecrate the sacred burial ground?


Sorry, still working through shifts. Tyr would vote to let the deceased rest in peace. Though marking the map of course in-case the dead decide to not stay resting at some later point.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Nodding in agreement with Tyr, "Our charter is to explore these lands, not dig up old graves."


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Knowledge (History)1d20 + 1 ⇒ (10) + 1 = 11
Knowledge (Architecture and Engineering)1d20 + 1 ⇒ (7) + 1 = 8
Perception1d20 + 1 ⇒ (10) + 1 = 11

I have no qualms about removing anything from this barrow that might aid us. The dead have no further use of it, and the inhabitant was likely someone of importance and might have been buried with his worldly goods.


"However, taking a person's worldly goods from his grave is often something that discourages him or her from staying there."


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Nazard wrote:
"However, taking a person's worldly goods from his grave is often something that discourages him or her from staying there."

That's a risk that I, personally would be willing to take. What say you, fair ladies?


Tyr Thordinsjon wrote:
Tyr would vote to let the deceased rest in peace.
Karthas wrote:
"Our charter is to explore these lands, not dig up old graves."

"I agree with Tyr and Karthas. Let's mark this location on our map, but let's not disturb the dead's rest."


That's three definite votes to leave the cairn undisturbed. One more and the consensus is to move on. What say the rest?


Hmmm. The KM piece on Erastil is strangely silent on burial rites. Nonetheless:

"I also do not wish to disturb the peacefully resting...and certainly not to merely see what goods they may have been buried with. If you will allow me, I will clean up this shrine before we leave and say a few words that may keep those buried here at peace for a while longer."


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Rani wrote:

Hmmm. The KM piece on Erastil is strangely silent on burial rites. Nonetheless:

"I also do not wish to disturb the peacefully resting...and certainly not to merely see what goods they may have been buried with. If you will allow me, I will clean up this shrine before we leave and say a few words that may keep those buried here at peace for a while longer."

By all means, go ahead Priestess Berenkor says softly with a gentle smile.


While the Chartered Six spend the remainder of the day finishing mapping the stark beauty of the grassland, their discovery of the cairn and the arrival of a dark, cloudy sky bring about a somber mood that plagues the group all day. By the time the night draws in, the party is confident that all landmarks, however few there may be, have been mapped out with near perfect precision. That's 20xp for everyone.

During the course of the day, the group finds the corpse of a long dead adventurer, little more than a pile of bones. All of his equipment, assuming it was a he, is ruined, but 12 platinum pieces of a type not minted in Brevoy in near sixty years are found in his boot.

As the group begins to set up camp in the grasslands, they discuss their next move.

Where to? And survival checks for the next hex as well.


Hmmm....12 PP split 6 ways...give me a sec...don't tell me...borrow this, carry the 7......ah, that's 2 each!!! Woohoo! We're rich now, baby!!!!


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

My vote would be to explore the next hex to the south then work our way back east exploring hexes, ending up back at Oleg's


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Karthas wrote:
My vote would be to explore the next hex to the south then work our way back east exploring hexes, ending up back at Oleg's

Seconded. It's not like we're on a time limit anyway, Berenkor doesn't really mind where he explores next and its a good a plan as any.


Berenkor Trandoran wrote:
By all means, go ahead Priestess Berenkor says softly with a gentle smile.

Rani smiles back, "Wisdom and wit of your degree are often appreciated on such perilous journies as these, good gnome." She spends some time clearing debris away from the cairn, ensuring an orderly appearance, then says a few prayers of restfulness to Erastil.

Survival 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27 (if the +2 still applies). I think I may have thrown a guidance in there in a previous post. Not sure it's appropriate to use it for a situation where your skill is tested over a long period (even if there's only one roll)...more for something where there's one check and you know it's coming. That's my interpretation anyway so I'll leave it off from now on.

Edit: Roight! Ovah heah, weeve got...croikey! Lookitem! That's a crok...big as Tiamat, 'ee is.


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Rani wrote:
Berenkor Trandoran wrote:
By all means, go ahead Priestess Berenkor says softly with a gentle smile.

Rani smiles back, "Wisdom and wit of your degree are often appreciated on such perilous journies as these, good gnome." She spends some time clearing debris away from the cairn, ensuring an orderly appearance, then says a few prayers of restfulness to Erastil.

Survival 1d20+8+2+1 (if the +2 still applies). I think I may have thrown a guidance in there in a previous post. Not sure it's appropriate to use it for a situation where your skill is tested over a long period (even if there's only one roll)...more for something where there's one check and you know it's coming. That's my interpretation anyway so I'll leave it off from now on.

Edit: Roight! Ovah heah, weeve got...croikey! Lookitem! That's a crok...big as Tiamat, 'ee is.

I think using it in extended skill checks is reasonable myself. Your continually asking for Erastil's guidance throughout the exploration; and its infinite cast :). Will be interested in Sully's take on it. Just wish Bard's got guidance, its THE most useful level 0 spell IMO.


It probably just means that Rani is hoarse at the end of the day from constantly chanting to Erastil for guidance. Of course, Erastil might also just get sick of hearing all those prayers non-stop and decide to put that woman back in the kitchen where she belongs.


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Eseldra wrote:
It probably just means that Rani is hoarse at the end of the day from constantly chanting to Erastil for guidance. Of course, Erastil might also just get sick of hearing all those prayers non-stop and decide to put that woman back in the kitchen where she belongs.

Rofl


Eseldra wrote:
...put that woman back in the kitchen where she belongs.

He'd better watch it or he'll have one less future priestess. Now watch Rani blow every roll from now on...


I've always let it apply to any one roll. You have to use the roll in the next minute, but it never says how long the guidance itself lasts. I have no problem with using it for Survival checks at all. Next post up in a few.


Male Halfling Cavalier 1 (Honor Guard, Emissary)
DM Sully wrote:
I've always let it apply to any one roll. You have to use the roll in the next minute, but it never says how long the guidance itself lasts. I have no problem with using it for Survival checks at all. Next post up in a few.

Its 1AM here, girlfriend says its bedtime. Will catch up by midday tomorrow.


Berenkor Trandoran wrote:


Its 1AM here, girlfriend says its bedtime. Will catch up by midday tomorrow.

Night, man!


After the group decides where to explore next, they decide to bed down for the evening.

For Rani, read regardless of whether or not you make the Perception checks -

Spoiler:
Suddenly, during the end of your watch, several gallons of icy cold water materialize over your head, splashing down on you and drenching you to the bone!

For Rani only, a Perception Check DC 25 -

Spoiler:
You hear the sound of a high pitched voice chuckling very softly.

For Rani only, a Perception Check DC 30 -

Spoiler:
It is coming from a good thirty feet away, and about thirty feet up.

Yes, I know the checks are high. :)


Perception 1d20 + 6 ⇒ (7) + 6 = 13

Rani wakes everyone up with a shriek and a curse. She looks menacingly at Berenkor.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Waking from Rani's shriek and quickly grabbing his sword, "What?! Where?!" Then seeing Rani soaking wet starts laughing.

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