GM Captain Trips - Kingmaker! (Inactive)

Game Master Chad Newman

Roll20.net Link


1,301 to 1,350 of 1,759 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Gobbo!

I don't think there will come a point where I will be prepared nor open to the idea of a 10 person group. From a logistics standpoint that sounds like a complete nightmare.

And to add, no one has ever said you can't have both clerics in a group together. Let one group take the paladins, they both have Lay on Hands now.


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

I agree with Trips. While it wouldn't be the most logical or efficient use of the groups skill sets, who cares? :) I think changing the group structure could be really fun now and again.

Brom welcome the others back with happy grins and even several manful hugs. He's sure to tell his story about the bear attack and show off the skin and scars on several occasions.

When discussing their plans Brom pipes up, "Zhere are many places yet to go, and I zhink ve can handle any challenge. I vould like to go to zhe kobolds vhen ve are ready."

Saving money for now.


Male Half-Elf Cleric/Ranger(Guide) 1

By the way, Brom, might want to update that loot link to The new split

"I am fine with going with either group," Castor declares as plans are being discussed. "I am no diplomat, nor am I a warrior, therefore neither group would benefit from my presence more than the other."

I for one would not want the two teams to crystallize and always be the same. I say bring on the shuffle every time.


Gobbo!

Random groups! :P

Better yet, send out 10 groups and really make my life hell.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Would we want to draw straws? Everyone roll a D2 and stop when a team gets to 5?

”I am not really a warrior or diplomat as well, though spending some time around nobles, I have seen how they can spar with words.” says Will, ”So I too, have no real leaning towards one quest over the other.”


Male Half-Elf Cleric/Ranger(Guide) 1

Three groups of three/four may one day be useful if the captain has no objections to it.

I don't see why not. Sounds good to me. 1 is Kobolds, 2 is Bandits. (Of course, people are free to choose rather than draw.) 1d2 ⇒ 1


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

I'm fine with random. I would like to keep it two groups just to keep it as easy as possible for Trips. But I'm down with the consensus. 1d2 ⇒ 2 Bandits for me!

Brom grins, more of a baring of teeth than a smile, "Vhy be diplomats vhen Krasa can do zhe talking, yes?" and gazes fondly at the large weapon.

Loot link update in statbar

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

I think given that we are going into a known combat situation, Will will flip a 2 = 2 just to make sure we don't unintentionally test the Paladin healer option on a big combat. In future exploration missions, he'll flip normally.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

While the break has been nice, giving Cappi time to drink, to smoke, to meet some new people and fabricate some new stories... the walls of the fort are beginning to feel a bit confining.

"I'll go anywhere!" he bursts, as the groups begin to discuss different courses of action. "I mean, either group would probably like the opportunity for me to join them. And I don't like playing favorites. Not that I don't have favorites. I do. But I'll keep them secret for now."

Grabbing a straw...1d2 ⇒ 1 Tiny dragon-vermin!


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

1 = 1 Because I'm the only one who can speak kobold...err draconic.

"I'm not very good at dealing with bandits, I'm sure I'll fair much better sweet talking the kobolds." Winifred tosses her opinion in, of course she had wanted to visit the kobolds earlier anyway.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse draws his straw with some trepidation.

1d2 ⇒ 2

"Looks like I'll be handling some bandits," he sighs. It is difficult to tell if he is saddened or secretly glad for the result.

Bluff: 1d20 + 2 ⇒ (12) + 2 = 14

Sense Motive (DC 14)(if anyone cares):
Though he does his best to hide it, you notice the subtle, sidelong glance that the half-orc gives to Winifred. It is clear that he has affections for the girl. But, there is something else bothering him as well. Something that is more difficult to place...


Male Human Ranger 2 | AC 14 T 12 FF 12 | HP 20/20 | F +5 R +5 W +1 | Init +4 | Perc +6

1d2 ⇒ 1

"These kobolds sound a bit more interesting than more bandits. Think I'll go with that group."


Gobbo!

So far we have:

Kobolds (Which you have no idea where they are located) - Theod, Winifred, Cappi, Castor...

Bandits (Which you do have intel on) - Brom, Karse, Will...

We are missing some folks still. They are either AWOL or asleep at the wheel. I know that Dendarial is actually in my area this week and his access is probably limited. We still need a chime in from Hadin and Rufus to proceed.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

I'd like to join the fight against the bandits.


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Send Rufus along to find the Kobolds (I vote), to give them another fighter type.

Brom nods as he see's how their arranged, "If Rufus is going to find zhe Kobolds, I zhink ve are being set to go." and looks around for confirmation.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

So Bandits group contains: Will, Hadin, Brom, Karse, and Dend and the Kobolds group is: Rufus, Winifred, Theod, Cappi, Castor. Seems pretty well balanced just in case the Kobolds get uppity.


Male Half-Elf Cleric/Ranger(Guide) 1

Sounds good to me.


Gobbo!

Alrighty. We can assume then that everyone has taken care of whatever needs they had while in camp? No further purchases or actions?

If so, will the Kobold team report to the second thread and the bandit team hang tight here.


Male Human (Kellid/Varisian) Cavalier (Standard Bearer)/Skald 4/1 [ HP: 38/38 | AC: 15 T: 12 FF: 14 | F: +7 R: +2 W: +3/+4 | Init: +1 Perc: -1 | Effects: Raging Song (Inspired Rage)]

Rufus' Questioning rolls:
I'm going on the idea of one check in the morning & one check in the afternoon. If the is too many, please let me know &/or ignore the afternoon checks.
Diplomacy: Morning: 1d20 + 8 ⇒ (2) + 8 = 10, Diplomacy: Afternoon: 1d20 + 8 ⇒ (18) + 8 = 26
Diplomacy: Morning: 1d20 + 8 ⇒ (1) + 8 = 9, Diplomacy: Afternoon: 1d20 + 8 ⇒ (15) + 8 = 23
Diplomacy: Morning: 1d20 + 8 ⇒ (16) + 8 = 24, Diplomacy: Afternoon: 1d20 + 8 ⇒ (13) + 8 = 21
Diplomacy: Morning: 1d20 + 8 ⇒ (6) + 8 = 14, Diplomacy: Afternoon: 1d20 + 8 ⇒ (9) + 8 = 17
Diplomacy: Morning: 1d20 + 8 ⇒ (12) + 8 = 20, Diplomacy: Afternoon: 1d20 + 8 ⇒ (11) + 8 = 19
Diplomacy: Morning: 1d20 + 8 ⇒ (16) + 8 = 24, Diplomacy: Afternoon: 1d20 + 8 ⇒ (14) + 8 = 22
Diplomacy: Morning: 1d20 + 8 ⇒ (9) + 8 = 17, Diplomacy: Afternoon: 1d20 + 8 ⇒ (8) + 8 = 16
Diplomacy: Morning: 1d20 + 8 ⇒ (12) + 8 = 20, Diplomacy: Afternoon: 1d20 + 8 ⇒ (17) + 8 = 25
Diplomacy: Morning: 1d20 + 8 ⇒ (5) + 8 = 13, Diplomacy: Afternoon: 1d20 + 8 ⇒ (8) + 8 = 16
Diplomacy: Morning: 1d20 + 8 ⇒ (18) + 8 = 26, Diplomacy: Afternoon: 1d20 + 8 ⇒ (20) + 8 = 28
Diplomacy: Morning: 1d20 + 8 ⇒ (7) + 8 = 15, Diplomacy: Afternoon: 1d20 + 8 ⇒ (4) + 8 = 12
Diplomacy: Morning: 1d20 + 8 ⇒ (12) + 8 = 20, Diplomacy: Afternoon: 1d20 + 8 ⇒ (6) + 8 = 14
Diplomacy: Morning: 1d20 + 8 ⇒ (20) + 8 = 28, Diplomacy: Afternoon: 1d20 + 8 ⇒ (3) + 8 = 11
Diplomacy: Morning: 1d20 + 8 ⇒ (12) + 8 = 20, Diplomacy: Afternoon: 1d20 + 8 ⇒ (3) + 8 = 11

Rufus nods in acknowledgement as he sees to the preparations for coming to some manner of 'understanding' with the small reptilian humanoids.

edit: Captain Trips, I don't recall my username for the Wiki. Would you please let me know what it is so that I may update the character sheet? Also, am I correct in guessing the Kobold group is using the same gameplay thread we were using before for exploration?


Gobbo!

Speaking with the former bandits over the course of the party's stay at the post Rufus uncovers a good deal of useful information about what the men know of the Stag Lord and his fort.

The men explain the fort was built upon the ruins of a small monastery to the goddess Gyronna. They explain that there is a legend that the monks once angered the goddess, and in punishment she caused the dead of the surrounding hillside to rise up and drag the monks into the earth, to serve as guardians. They mention that the main path to the fort is safe, but that any other approach is cursed and rumored to trigger the ancient guardians to once more rise from their graves.

They also explain that there are passwords required for safe entry into the fort, since the number of bandits moving in and out of the area is so high, but the passwords are changed weekly due to the Stag Lord's paranoia, so the ones they knew will likely no longer be accepted. There are also passwords used when a bandit suspects another of being an infiltrator.

The Stag Lord himself is rarely seen, but is known to be a raging alcoholic and very abusive to his men. He has a number of lieutenants that serve under him and do most of the day to day running of the fort. He does love to hunt and prides himself on taking down large and dangerous game. His favorite weapon is a longbow and he is well known for his skill in its use. Many a bandit who thought to run from the fort against orders has found himself skewered at 200 yards by one of the Stag Lord's deadly arrows.


Gobbo!

Before everything for this section starts, I just want to note a few things to make sure there is full disclosure. I'm running the AP using the advancement track, which means there are fairly set points where the party will level up. Having said that, it is suggested that the party is well into 3rd level before taking on the Stag Lord and the encounter will prove extremely challenging at your current ability. I'm not saying you cannot make the attempt, but there are risks if you make a straight line towards the fort without exploring some more of the surrounding area. Just my bit of advice.

Shortly before the two groups set out, word comes from Restov of a bounty that has now been placed upon the head of the Stag Lord, as the rumors of his existence are proven to be true by the bandits that returned to the post with the party. The lords of Restov have offered a 5,000gp bounty for proof of the Stag Lord's death or his capture, either being perfectly acceptable to them.


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Hearing all this about the Stag Lord fills Brom with both excitement and a nagging sense of caution. "Well, zhe men make it sound like a challenge to get it. Maybe ve should locate zhe Fort, and see if ve can find any veaknesses. Perhaps pick off some sentries or a patrol. Zhen eizher or attack or return here and explore along zhe vay. Vhat are you zhinking?" he looks to Will, Hadin, Karse, and 'Den', curious of their thoughts.

What kind of hearts do these little men have I wonder. Full of courage and vigor, or caution. This will be a most educational trip. Eyes and ears open Brom! he thinks to himself.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

"I should prefer to take this Stag Lord alive, if possible, but if that proves difficult, then we will do what is necessary to insure the safety of this region. That said," Karse pauses to glance at Rufus, "Discretion is the better part of valor. We should learn as much as we can about the defenses mounted by this fort before rushing in, and if we can reduce their defenses by a few men in the meantime, so much the better."

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will listens as Karse and even Brom talk about caution and preparation for what very well may be a siege of a fortified encampment. ”I like those ideas, and although the area around it is said to be haunted, it would not do to leave the area as it is. WE are supposed to be taming these lands, and that means going where others fear to tread. I propose this: we head down to where the camp is located, and explore the areas around it first. This should allow us to pick off any sentries or patrols as Brom suggested, allow us to better examine their defenses, as Karse would like, and also make sure there is nothing at our backs in case we need to tactically withdraw.” scratching the scruff on his chin, he pauses for a moment before continuing, ”Given the nature of our mission, and the less than stealthy tromping of horses, I suggest we let the other group have the mounts. They may seem more impressive all riding up together than if they were mostly on foot. Your thoughts guys?”


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Brom considers, thinking that this might be wise, "I zhink ve should see how far zhe camp is located, as it may be a vays distant."

So suggesting Brom considers what the reformed bandits told them and goes to get additional details if needed.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

We need to approach with caution: a full camp of bandits cannot be attacked head-on, because it's a sure defeat and it would only serve to irate the Stag Lord, who seems to be quite foul mooded enough. I don't want to think about the kind of retaliation he would bring upon my auntie and uncle, or others innocents, if we fail.Erastil teach us to be brave for the good of the community, not to be foolhardy and to give it new threats to fear.

Having spoken, Hadin keeps quiet.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

"It would seem you need to get the proper passwords, and be ready to scuttle from there, takin' the culls before they smoke it. You can snag all the words you want, but try it on a week later and you're pinched. And you'll need to make sure the buff is true, cause you'll queer it with a spoiled password." Cappi takes a drag from his pipe, which he spent the past 10 minutes preparing while the group discussed, seeming falsely detached. "All I'm saying is be ready to act quick once you've got the words. You don't lift a man's keys then wait a week to hit the house."

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will listens to Cappi, not really sure what he’s talking about until he sums it up at the end. ”Not really sure we are planning to try and infiltrate the camp. I think the plan is to try and pick off the outskirts and then go for the head. Brom, Karse, and Hadin don’t really seem the stealthy types, and I doubt they’d go for pretending to be bandits.”

Dark Archive

Maps: Car. Crown || Skull & Shackles

"Stealthy, I'm not," Karse admits readily. "As for pretending to be a bandit, so long as I wouldn't have to actually commit any acts of banditry, I'd be alright with it. My code does not prohibit being sneaky."


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Finally read the 170+ posts I was behind in this list. Let me propose the the Bandit camp wait until we are third level with better gear And that we hit it from two sides with both groups. If we are splitting 5K gold reward, plus all the spoils,seems like everyone should participate. If Trips can carve it into two encounters then 2 groups might be fine. If not we will have to send a single group I guess.

And sorry, but I do not have the Complete Campaign book and have no idea how this down time rolling works or what the options are, so please guide me. Some people seem to be rolling as little as 5 rolls, but I note that Rufus offered 28. I offer 10 survival rolls, with my owl assisting (poorly I might add). Not sure if this is a once a day roll or not. If we have two weeks I might need to roll some more...

Seeing all the extra mouths to feed Dendarial sets off with his owl to hunt. He hopes to bring back both furs and meat. Before heading off to hunt he recommends There is much to explore and secure before we must face the bandits. Let us see what this land may offer us. Perhaps we will find more allies. Even the kobolds may wish to see the bandits overthrown. And perhaps we will find outriders of the bandits that can be taken down, weakening their overall strength before we must fight them in their fortified stead.

Aid Another Survival: 1d20 + 2 ⇒ (1) + 2 = 3
Survival 1: 1d20 + 6 ⇒ (13) + 6 = 19

Aid Another Survival: 1d20 + 2 ⇒ (13) + 2 = 15
Survival 2: 1d20 + 6 ⇒ (3) + 6 = 9

Aid Another Survival: 1d20 + 2 ⇒ (4) + 2 = 6
Survival 3: 1d20 + 6 ⇒ (14) + 6 = 20

Aid Another Survival: 1d20 + 2 ⇒ (2) + 2 = 4
Survival 4: 1d20 + 6 ⇒ (15) + 6 = 21

Aid Another Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Survival 5: 1d20 + 6 ⇒ (2) + 6 = 8

Aid Another Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Survival 6: 1d20 + 6 ⇒ (8) + 6 = 14

Aid Another Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Survival 7: 1d20 + 6 ⇒ (10) + 6 = 16

Aid Another Survival: 1d20 + 2 ⇒ (19) + 2 = 21
Survival 8: 1d20 + 6 ⇒ (4) + 6 = 10

Aid Another Survival: 1d20 + 2 ⇒ (2) + 2 = 4
Survival 9: 1d20 + 6 ⇒ (15) + 6 = 21

Aid Another Survival: 1d20 + 2 ⇒ (1) + 2 = 3
Survival 10: 1d20 + 6 ⇒ (13) + 6 = 19

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

So I think it's agreed that we patrol some hexes over near the camp before taking on the camp proper.

Will nods as Dendarial's words support further exploration, much like his, "Shall we set off at first light?"


Gobbo!
Dendarial the Ken Hunter wrote:
...tons of rolls..

I'm going to break this down into 5 Influence and 4 Goods worth of capital. Basically helping keep the soldiers and other folks fed proves to gain some of their trust, and the goods are for spotting timber and materials during your hunts, which others can gather (i.e. the gold price pays for this).


Gobbo!

Once you all are ready to set out I need a heading or hex that you are headed for, or a path you want to take. I'd advise trying to explore along the way as that is a prerequisite to the next stage of the AP.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

My OCD wants to explore A1, but if the bandit camp is in C5, then I’d say something like B6, B4, C3, D4, D6, C7.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I think C5 is where we already hit the old camp. Do we know where the stag lord hangs out?


Male Human Ranger 2 | AC 14 T 12 FF 12 | HP 20/20 | F +5 R +5 W +1 | Init +4 | Perc +6

Just for reference the other group is looking at exploring E7, E9, D10,D11, C13. Don't think we'll cross paths but wanted to let you know just in case.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Sounds good. Just checking in. I haven't had a lot to say, but don't want people to think Cappi isn't around

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Well, Our plan is to explore around the bandit camp, so Trips, just set us on whatever path that is. We know where the camp should be because of our new recruits, so lets get going!


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den is in favor of exploring each hex along the way to that hex too. And we need to tell the other group about how long we will be gone/when they should send out a search and recovery group, and get that info from them.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

ready to go when you want, where you want. Hadin will look for any trace of the Bear on the way

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2
Dendarial the Ken Hunter wrote:
And we need to tell the other group about how long we will be gone/when they should send out a search and recovery group, and get that info from them.

I kinda view this as hand waveable information. I get the feeling that if Trips wanted to stick it to us, it would be in ways other than "the other team doesn't know where you went." I could be wrong, but we've had a week to discuss this both IG and OOG, so I'd like to get moving and assume we've been able to set plans in motion with both groups as far as hexes we're exploring and what we hope to accomplish.


Gobbo!

I agree, we are going to just move forward at this point. It seems pretty disjointed and I think people are just wanting to get on with things. Since there really isn't a plan I'm going to just drive with the idea of the group wanting to get to the area and explore, and if the path takes you to an area of interest, so be it.


Gobbo!

The party sets off after much deliberation and discussion, heading southwest towards the area that was pointed out to them as the location of the Stag Lord's encampment. The first few days of travel are uneventful, as they pass through areas that were previously visited. Their additional time moving through those areas completes the exploration of the outlying area of the forest which makes up a large portion of the Stolen Lands.

Map hexes B6 and C5 are now completed. C5 contains the site of the bandit camp that was first raided by the party, called the Thorn River Camp.

As the party makes their way through the area of the first camp, Dendarial spots a rather large set of tracks which he quickly identifies as those belonging to a rather sizable bear, likely larger than the one that Brom claimed the fur from during a previous battle. The tracks lead west, deeper into the woods and away from their goal.

Do you want to continue on, towards the south, or follow the tracks?

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will looks at Brom, and then the rest of the group, having heard the stories of their fight during his time back at the Post. ”So you say this one looks to be bigger than the one you just fought eh? I’m torn then on what to do. I would prefer to deal with our bandit problem as quick as we can, but I don’t fancy leaving something that big and probably that dangerous behind us, lest it attack during a moment of rest or weakness. What do the rest of you think?”


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I say let us follow the bear. Such a creature will surely cause problems for either us or less capable travelers eventually. And there is something about the bear and a shrine, yes?

Survival: 1d20 + 8 ⇒ (13) + 8 = 21

Tracks lead this way.

Who all is with this group? Not sure I ever had a clear picture since I was hanging around in the other thread. And Den will carry the +1 short sword IF it has not been sold yet. Has it? If so, what has not?

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Don't believe it was sold, and our group is Will, Dend, Karse, Brom, and Hadin. Karse is on a vacation through Sunday, Hadin just checked in, but I haven't seen Brom for over a week. I know he was going through a rough patch, I hope everything is OK with him


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Ok Thanks. I believe that means we have two followers/paladins of Erastil with us. It would be cool if we could find that temple.


Male Human Paladin 1 I AC 16 T10 FF 16 HP 12/12 F+ R+ W+ I Init+0 Per+3

There is something about the bear and a shrine, Dendarial, as you said. I hope this is the right bear. It will be a good omen for us if we manage to free the old temple of Erastil from this beast.

There is a glint of hope in Hadin's eyes


Gobbo!

I've reached out to Brom, but his account has been inactive on the boards since Oct 17th. Not sure what is going on but we are going to have to press forward without his input for now. If it comes to blows I will have him participate as an NPC combatant. If we haven't heard from him in a reasonable amount of time I'll decide how to handle it at that point.

The party decides that tracking down the bear sounds like the best course of action, and they change their course to the west, following the tracks as best as they can.

After another day of travel, the party reaches what they feel might be the destination they were looking for. The thick tangle of brambles gives way into a large clearing in the woods, its border partially defined by ruined stone pillars. The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at the center. The side of this towering boulder facing the clearing has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide cave entrance. A flight of stone steps leads up to this cave entrance from the forest clearing—both the steps and elk face feel quite old and are thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Seeing the signs of Erastil everywhere, Will looks to Karse and Hadin to take the lead, not wanting to spoil their moment of discovery at one of their deities chosen places. He will keep his eyes peeled for the bear, hoping to point it out to the paladins before combat is entered.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

1,301 to 1,350 of 1,759 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Captain Trips - Kingmaker Gameplay All Messageboards

Want to post a reply? Sign in.