DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Male Halfling Cavalier 1 (Honor Guard, Emissary)

Berenkor moves closer to investigate, wary that this might be an ambush. He loads his heavy crossbow, then steps close to the man to inspect the situation.

1d20 - 1 ⇒ (19) - 1 = 18

Well... his loss our gain I suppose. Berenkor mutters as he puts the hand axe into his backpack to sell to Oleg at a later date.

No one was keen on Kressle's handaxes earlier, so Berenkor is assuming we will also sell this one.

Berenkor will search through the man's clothing and his possessions, hoping to find a clue as to who he might be.


"Caught by his own trap, it seems."


Perception: 1d20 + 7 ⇒ (17) + 7 = 24

"Did you find anything that might indicate who he was?" Harther asks Berenkor.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (13) + 4 = 17 (used to aid another party member if possible)

Looking at the deadfall trap, then appearing to contemplate something, "Harther, this isn't the type of trap anyone would use to capture an animal is it? Could this be the fool that was setting the bear traps we found a few days ago?"

Yes, I know with Karthas and his INT of 8, there is likely smoke pouring out of his ears attempting to think...:)


An examination of the man's possesions turns up little of value, but there is a cast iron bar strapped in a holster on his belt. Other than that the man has 5gp and 9sp in a pouch.

Perception check DC 10 -

Spoiler:
Etched into the cast iron bar are the initials "BO."

Knowledge(Nature) or (Architecture/Engineering) DC 15 -

Spoiler:
The bar is a tool used to aid in prying open bear traps.

Feel free to discuss or continue exploring the site. When you are ready to move on:

When you move on:

Spoiler:
The Chartered Six put the finishing touches on the map for the densely wooded territory, noting places of interest and landmarks. There is a strong underground spring that feeds the Thorn River at its source. It flows up around the norther border of the region, finally flowing out to the east.

If you choose to move to the next hex east, roll a Survival check. If you wish to do something else, that is also acceptable! :)


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (19) + 4 = 23

"I think I may be onto something here." Karthas say holding the cast iron bar, "See here, the barbarian continues, pointing at letters etched in the bar a BO, just like we saw on the bear traps."


Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge (nature): 1d20 + 4 ⇒ (11) + 4 = 15

"I see it, too." Harther says, examining the bar in Karthas' hands. "And this is the type of tool used to pry open bear traps."


For the new page:

Kingmaker Calendar

Greenbelt Hex Map


We've just finished exploring hex C3, and we've already explored the next hex to the east (Hex D3). Shall we head back to Oleg's, or map a few more hexes to the south (B4, C4, and D4)?


"Whoever this poor soul was, let's give him a proper burial. And let's fill in this pit so that no one else has an accident," Harther suggests.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Harther Medvyed wrote:
We've just finished exploring hex C3, and we've already explored the next hex to the east (Hex D3). Shall we head back to Oleg's, or map a few more hexes to the south (B4, C4, and D4)?

Even if we were to go back to Oleg's, I don't believe any of the items anyone requested would be there yet. So, that being said, I'm all for exploring B4, C4, and D4 before returning to Oleg's. If something takes a turn for the worse, we can always head back sooner than finishing out three more hexes.

Survival (Aid Rani - for the next Hex, if that's what we choose to do):1d20 + 4 ⇒ (17) + 4 = 21


Recommend hex B4, and work east.

Survival (Aid Rani): 1d20 + 5 ⇒ (17) + 5 = 22


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Harther Medvyed wrote:
"Whoever this poor soul was, let's give him a proper burial. And let's fill in this pit so that no one else has an accident," Harther suggests.

Karthas nods in agreement and goes to begin filling in the pit with dirt, rocks and whatever else might be handy, but then briefly stops. "Harther, do you think this pit, since it was of his design, would be a suitable grave for him?"


Harther pauses, considering the irony. "It would seem that this was the same person who was setting the bear traps in places that would endanger - and possibly kill - other travelers. Perhaps it's only fitting that he dug his own grave."


Sorry, at my regular game today...was out of Internet range. :) Nearly lost my pally to a nasty green dragon. Squeaked by but the battle rages onward. How do you guys rule the fly spell works underwater? Function at all? Less well (reduced move, etc.)? Just curious...can post of discussion thread if you have a comment.

"I do not know what happened here but this trap makes no sense, much like the bear traps ignorantly placed. It reminds me of an old saying of Erastil's: The difference between stupidity and genius is that genius has its limits."

Survival 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27


"I am all for burying the fool where he fell," Eseldra says, adding his coinage to the party loot bag.

Survival for next hex: 1d20 - 1 ⇒ (1) - 1 = 0

NOOOOOOO!!!! Kevorin's dice rolls have followed me to Eseldra!!!


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

Sorry, at my regular game today...was out of Internet range. :) Nearly lost my pally to a nasty green dragon. Squeaked by but the battle rages onward. How do you guys rule the fly spell works underwater? Function at all? Less well (reduced move, etc.)? Just curious...can post of discussion thread if you have a comment.

"I do not know what happened here but this trap makes no sense, much like the bear traps ignorantly placed. It reminds me of an old saying of Erastil's: The difference between stupidity and genius is that genius has its limits."

Survival 1d20+8+1

No Eseldra! :( Kevorin's like a plague :(

Rani, I would personally rule it has NO effect underwater. There are other spells for being underwater, it's not really the domain of Fly.

Survival check to aid Rani (not that she needs it this time)1d20 - 1 ⇒ (15) - 1 = 14


Work has been crazy today. I'm sorry I haven't been able to update the game. Will do so after band practice tonight. Hang in there everyone!


Isn't flying underwater...swimming? Anyway... :)

The first day of exploration goes extremely well, with the group blazing a trail and the sun filtering down through the trees, bringing much needed warmth and light to the forest floor. The Chartered Six waste no time marking game trails, and noting the Thorn River that flows from the west and exits the territory to the southeast.

Perception check DC 25 -

Spoiler:
Forty feet up in a fir tree, there are a pair of small round nests made from sticks, woven grass, and leaves.

If and only if you make the check above (or it is pointed out to you) Knowledge(Nature) DC 15 -

Spoiler:
The nests are well constructed and even have small windows. They were made by intelligent beings.

Knowledge(Nature) DC 20 -

Spoiler:
The nests were most likely at least in part built by a fey creature known as a grig. They are mischievious but ultimately kind-hearted fey that have the upper torso of a woman and the lower body of a cricket the size of a house cat.

Knowledge(Nature) DC 25 -

Spoiler:
Grigs are especially partial to gifts, and often ally with other good-hearted, intelligent creatures of the wilds.

Based on the results of the Knowledge check you will know not only the highest you achieve, but also every one below (as usual).


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (15) + 4 = 19

Good, but not good enough


Hey, Sully! Which hex are we currently exploring?


Perception: 1d20 + 7 ⇒ (10) + 7 = 17


Perception 1d20 + 6 ⇒ (3) + 6 = 9

Edit: Don't see nuthin'...


Harther Medvyed wrote:
Hey, Sully! Which hex are we currently exploring?

Just east of the one you recently finished exploring. That was the plan, I believe.


DM Sully wrote:
Harther Medvyed wrote:
Hey, Sully! Which hex are we currently exploring?
Just east of the one you recently finished exploring. That was the plan, I believe.

Hmm, I'm a bit confused. We had finished exploring C3, which is where we discovered the body in the pit and the headwaters of the Thorn River. By my understanding, the next hex east would be D3, which contained the bandit camp and which we explored and mapped on Pharast 5-6. I thought the next hex we would explore would be B4, to the southwest of C3.


Ugh. You are right. Disregard previous post. Which hex were you planning on exploring? I'm sorry about that...I modified this map slightly differently than the book and that's what I get for updating from memory when I'm not home.

So where would you like to head? The Survival checks are still valid, obviously.


I think the plan is B4 and then head east.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Harther Medvyed wrote:
I think the plan is B4 and then head east.

That would be what I remeber as well. B4 -> C4 -> D4 before heading back to Oleg's.


Perception Check:1d20 + 1 ⇒ (14) + 1 = 15

At least Tyr can see the trees in the forest...:P


Survival: 1d20 - 1 ⇒ (20) - 1 = 19
Perception: 1d20 + 2 ⇒ (13) + 2 = 15


I'm sorry posting has been so erratic the last few days. I'll be around all evening tonight, so I'll try to make sure things keep moving.

The first day of exploration goes extremely well, with the group blazing a trail and the sun filtering down through the trees, bringing much needed warmth and light to the forest floor. As the Chartered Six continues on, they notice a relatively large clearing in the forest ahead.

Perception check DC 15 -

Spoiler:
The smell of rotten eggs and sulphur wafts through the air, coming from the direction of the clearing. The break in the trees is too small to see much, save that the trees quickly thin out and there is a clearing beyond.

Feel free to use the Perception you've already rolled!


Rani's last Perception check was a 9, so no help there. :)


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

"Ugh...what in the Nine Hells is that smell? Did something die in that clearing?"

I know...the barbarian shouldn't be complaining of bad smells. :)


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Hadn't rolled one, so-1d20 + 1 ⇒ (4) + 1 = 5

Oh Karthas, you haven't let wind AGAIN have you? Not that I smell anything, but i'll move a bit further away just in case...


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

"If it was me, would I be asking what that smell was? Hell, if that was my doing, I'd take pride in that." Karthas says with a grin.


"Whew! Whatever it is, it's pretty foul!" Harther says, waving his hand before his nose.


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Well, it still bodes investigating. Onwards!


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Berenkor Trandoran wrote:
Well, it still bodes investigating. Onwards!

"Agreed. Let's go."


Tyr balks at the stench rising to his nostrils. Actually staggering back a little at the noisome odor reaching his senses. He looks on in disbelief at Berenkor and Karthas' enthusiasm.

Blinking, eyes watering slightly, at Rani, Eseldra and Harther he just shrugs and then moves to follow the adventurous pair onwards.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Noting Tyr's reluctance to get closer to the stench, "Come on, surely you've smelled worse than this before."


The Chartered Six enter the clearing and are met with quite a sight.

The clearing opens into a rough circle nearly three hundred feet across. A pair of hot springs at the source of the Skunk River exude the foul stench that reached the group well before their arrival. The water seems murky, but not overly so.

Before the river begins flowing in earnest, it pools in a pond around a hundred feet wide. Waves lap gently at the ponds edge, which is covered nearly all the way around with cattails and river grass.

Perception check DC 22

Spoiler:
There is a rustle in the thick plant growth at the edge of the pond nearest the party.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (1) + 4 = 5


Karthas wrote:
Noting Tyr's reluctance to get closer to the stench, "Come on, surely you've smelled worse than this before."

Tyr just frowns at Karthas' comment. "Having experienced far worse still doesn't mean I want to experience anything like it again." Tyr huffs in reply.

Perception:1d20 + 1 ⇒ (9) + 1 = 10

The pairs conversation completely distracting them from whatever dangers lurk in this odorous place....:/


Perception: 1d20 + 7 ⇒ (16) + 7 = 23

"Hsst!" Harther hisses as he raises a fist in warning to quiet the others. "There's something rustling in that thick plant growth there!" He draws his greatsword and points to the edge of the pond nearest the party.


Tyr waves his hand before his face...

"Yeah...and it's no guess as to what." He comments absently, still distracted by the stench around them.

Perception:1d20 + 1 ⇒ (12) + 1 = 13

"I swear, this odor is thick." He complains.


Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Eseldra steps forward slightly. "I'll colour spray whatever comes out. Prepare to cover me."


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas draws his greatsword and moves into position to cover Eseldra.


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Berenkor's heavy crossbow is suddenly in his hands, as he quickly loads a flaming bolt in it and keeps the crossbow ready to fire at any threats that arise from the clearing.


Suddenly, four frogs the size of large ponies burst from the brush with ear-splitting croaks and charge in the direction of the Chartered Six.

Initiative Rolls -
Eseldra - 1d20 + 5 ⇒ (13) + 5 = 18
Berenkor - 1d20 + 1 ⇒ (15) + 1 = 16
Harther - 1d20 + 5 ⇒ (6) + 5 = 11
Karthas - 1d20 + 2 ⇒ (10) + 2 = 12
Hopping menaces - 1d20 + 1 ⇒ (13) + 1 = 14
Rani - 1d20 + 2 ⇒ (4) + 2 = 6
Tyr - 1d20 - 1 ⇒ (11) - 1 = 10

Initiative Order -
Eseldra - 18
Berenkor - 16
Hopping menaces - 14
Karthas - 12
Harther - 11
Tyr - 10
Rani - 6

No surprise round, so it's up to Eseldra and Berenkor. The frogs are currently fifty feet away from the party.


Too far away for Eseldra to get close and blast them with colour spray, so she lays a 10-foot square grease spell down right in front of the party, shouting out, "Laying down some grease. Let them charge us and fall."

Reflex DC 16 + whatever penalties you want if they are charging the party.

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