GM Captain Trips - Kingmaker Exploration Group 1

Game Master Chad Newman

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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)]

Drawing his blade & slashing at the fell vermin in one motion, Rufus adds his own effort to Will's retrieval.
Move action: Draw sword.
Bastardsword attack: 1d20 + 6 ⇒ (10) + 6 = 16, that might hit. Bastardsword damage: 1d10 + 4 ⇒ (7) + 4 = 11


Gobbo!

Rufus draws his blade and hacks at the giant spider, taking two of its legs out in a clean stroke and leaving the thing crippled, but still alive.

The spider, cornered and looking to make an escape, lashes out at -

Random party member adjacent, 1=Rufus, 2=Sir Karse
1d2 ⇒ 1

- Rufus, snapping its scimitar sized mandibles at the warrior...

Attack: 1d20 + 6 ⇒ (5) + 6 = 11

...but the man neatly dodges the attack and shifts to a more favorable attack position.

The party is up, Will is now at -7 and needs another stabilization check. He also takes 1d3 ⇒ 1 points of strength damage and needs to make another Fortitude save.

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

Fort: 1d20 + 2 ⇒ (4) + 2 = 6
Stabilize: 1d20 + 2 - 7 ⇒ (16) + 2 - 7 = 11

While continuing to froth at the mouth, the spasming slows as the body begins to relax from the traumatic events.


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)

Dendarial takes another shot, eyeing his bard friend and wondering if their rescue attempt will be in time. After the show he moves to Will's side as his move action regardless if the beast is still up.

Longbow: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 3 ⇒ (6) + 3 = 9


Gobbo!

Dendarial fires off another whistling arrow at the massive spider, the shot landing squarely between its multifaceted eyes and sending it crashing to the ground in a heap, the remaining limbs connected to its body twitching violently as its life slips away.

End Combat

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 grabs Will's body and attempts to render aid.

Heal check (untrained): 1d20 + 3 ⇒ (16) + 3 = 19


Gobbo!

Karse rushes forward and with an inspired attempt manages to stem the flow of blood from the wounds on Will's body.

We still have 4 more rounds of poison to contend with before it runs its course. Either we can make 4 rolls and see the results (2 saves will cure it, DC 15) or someone can use Heal to give Will a bonus to his saving throw. DC 15 heal check will give him a +4 to his saves against the poison. Each tick of poison requires a separate heal check.

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

Save 1: 1d20 + 2 ⇒ (20) + 2 = 22

Or Will can mock the feeble poison! After losing another 1d3 STR...


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)]

Taking one of the healing potions, Rufus pulls out a handkerchief & soaks a corner of it in the potion before moistening Wills lips with the now potion infused cloth. "As sore wounded as he is, we dare not pour it in his mouth, he might choke. If this is enough to rouse him, he can drink the rest himself."
"I fear the poison more now."
Examining Sir Karse's handiwork. "That was well-done sir knight, I've seen only a few battlefield barbers who might have done better."


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)

Already at Will's side Dendarial retrieves his healing kit and tries to treat the poison coursing through his veins. I've dealt with this type of natural venom before. Give me room. he says as he begins to press venom from the deep punctures.

Heal: 1d20 + 8 ⇒ (19) + 8 = 27

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

Sorry, forgot that I needed 2 saves

Str Loss from 2nd fail: 1d3 ⇒ 2
Save 2: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21

After Dendarial's careful purging of the venom, Will seems stable, albeit, unconscious.

Total STR loss: -3


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)

Dendarial continues to cradle the bard's head and monitor his vitals. He is stable Rufus. Give him the rest of that potion.


Gobbo!

Pushing forward, need to know if or how we are healing poor Will. You have a bit of a haul yet to return to the post and it wouldn't be practical to carry him the rest of the way.


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)

Right. Waiting for Rufus to administer that healing potion. If it gets him above zero then he can maybe heal himself. If it does not wake him then Den will use one of the ones he is carrying. Also, once Will is taken care of we can finish looting the area.


Gobbo!

Posting this up in advance

The area is obviously scattered with the remnants of many victims, and the dirt is nearly covered with valuables. Collecting the treasures takes the better part of an hour as the upright members of the party scour the area, sifting though bones, dirt, and other detritus.

Once everyone brings together their parcels of treasure and the results are gathered the total is astounding, more than you could have hoped for. Included are the following...

Assuming here the party appraises and performs spellcraft as needed, you will have more than enough time on the way back to give everything a very good inspection.

A suit of masterwork chainmail, a masterwork suit of half-plate armor, a falchion, a blowgun, a set of nunchaku, seven tindertwigs in a small metal canister, a potion of cure moderate wounds, a potion of guidance, an arcane scroll of vampiric touch, a divine scroll of inflict moderate wounds, a short sword +1, a white opal worth 679gp, an alexandrite worth 243gp, an onyx worth 17gp, a jasper worth 18gp, a blue quartz worth 2gp, a piece of turquoise worth 4gp, a tigereye worth 1gp, 29pp, 441gp, 1950sp, and 4900cp.

This is the last encounter of the group's first level, and brings the party in line with AGPL.

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.)

So we level? Oh, thank the gods!

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

Trips, can they deliver a potion without risk of Will choking? I think we are all waiting on the results of Rufus' attempt to trickle some in via a cloth. I'm not sure the volume of liquid in a healing potion. Is it a 48 oz big gulp, a shot glass, or something in between?


Gobbo!

Ah sorry, I misunderstood his post. I've always played it where you can feed a downed person a potion, so he can do that without issue.

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, since no one has rolled the cure from the potion...
Potion 1: 1d8 + 1 ⇒ (6) + 1 = 7at 0, now staggered

After the potion is drizzled into his mouth, the healing magics slowly disperse throughout Will's body. His eyes fluttering open, he looks up into the cloudless sky, a vision he was sure he'd never see again. "Thank you" he stammers in a raspy voice as his lungs reinflate. He tries to stand, only to wobble half way up and collapse again. "If you don't mind, I'd like to rest for a moment before we move on." Namely, the hour while the rest of the party collects the loot.


Gobbo!

Moving on for the sake of expediency...

The party gathers the treasure from the spider's haunt and begins the remaining journey back to Oleg's. After another day of travel they find themselves once again greeted by the welcome and familiar site of the trading post. The landscape has changed somewhat since your last departure, as you now see a fair sized gathering of cut timber and rough stone beginning to form not too far into the distance, an obvious sign of new construction in the area.


Gobbo!

You can now report back to the main thread.

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

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

As the group gets ready to head out, Will sings a little tune, his hands glowing with healing light. Pressing it against his wounds, the skin knits together and bruising fades.


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)

After Will's rest and the casting of his healing spell Dendarial examines his wounds again. The spider's poison has weakened you. I will be a few days before you are back to normal. I recommend the natural healing, but if we get in a tight spot you should drink this. He hands Will the potion of Lesser Restoration to hold.

Not sure how dependent you are on strength and wanted you to hold this just in case. My hope is you can stand to heal without magic. Its a valuable potion to have, more so because even when we can cast it its slow to cast - 3 rounds. This makes the potion great for combat situations.

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

Being primarily support, STR is not really that important. I'm probably only going to do damage when there aren't spells to cast and songs to sing.


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)

While he is handing out potions he offers Winifred the potion of mage armor to carry. The rest of us are armored Winifred, at least lightly. You should carry this. As the loot is discovered and identified he will ask Does anyone mind if I carry this for now? indicating the short sword. I no one objects he will replace his normal blade with the magical one.


Gobbo!

Ok, for the kobold group, I need a rough idea of your destination or path. Since no one seems to have a fuzzy clue yet where these little guys are there is only a chance you might find them. You can either give me a direction, a destination hex number, or a pattern.


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

Before setting out Theod will ask the men they came across if they know anything of the kobolds, he'll also examine the maps and see if he can recall anything about likely kobold nesting grounds.

Know. Local: 1d20 + 5 ⇒ (7) + 5 = 12
Know. Geo.: 1d20 + 5 ⇒ (9) + 5 = 14


Gobbo!

None of the men have any knowledge of the location, and there is nothing specific you can determine about where they might be from your maps.


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

My vote would be B6, B4, B2, A1, B1, C1 to start with.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Reading the sootscale unrest request on the wiki leads me to believe that the kobolds are actually in the F or G range, since it says they are in the kamelands and may end up being an issue to our southern border, the word kamelands is written on the last row. C1 is really far away, how about C7 or C9, also, which square is the other group leading to?

Knowledge Local: 1d20 + 7 ⇒ (20) + 7 = 27 Will that help with any information regarding the Kamelands or the sootscale tribe?


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

The other group is going down to F6 if I'm not mistaken


Gobbo!

Winifred knows that they would likely be located near a ready source of water, and you only have a few options in the Kamelands, which are the plains in the southern and middle portions of the map. They would likely not be too far south either, which limits the area somewhat.

And I just noticed the map upgrade we got courtesy of Theod. Awesome work! My map making skills are suspect at best. :)


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

With that I would say lets go E7, E9, D10,D11, C13? Basically go to the split in the river and explore the areas around following it NE.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Any of those sound good, we could head for C13 first and then follow that river.

"Kobolds, like many creatures tend to dwell near water, we should limit our search to locations in the Kamelands near water." Winifred explains to the others.

Just so we can say that everyone else knows.


Male Half-Elf Cleric/Ranger(Guide) 1

"I know little of those creatures, so I trust your judgement. I'll gladly follow along."


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 hope you coordinate with the other group so we do not explore the same hexes...


Gobbo!

So would a good path be C9-D8-E7, and then follow the river from there? Or do you want to start in C13 and work your way down, moving through pre-explored areas first?


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

Personally I think if the goal is to try and find the kobolds we should go right to it, Theod on the other hand would love to explore as much as possible.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

More exploration wouldn't necessarily be a bad thing, and as we have trouble locating the kobolds, they can't be causing too much trouble just yet.


Gobbo!

Going to push this forward, and hopefully everyone is ok with my direction. If not, well, tough! :)

The group sets out the next morning, heading southeast through the plains to begin their search at the bend in the Shrike river where it heads east out of the Kamelands. Along their journey they pass through the plains where they had already spent a great deal of time, coming near to both the spider lair and the mine that was discovered.

You come out of explored territory in C11, heading then for C13 to begin following the river.

As you make your way to the east, Theod spots an unusual sight and calls out to the group to hold for a moment. An old lightning-struck oak tree stands atop a low hill at this spot—the only tree in a 2-mile radius, in fact. Approached from the north, the tree looks eerily like a claw reaching for the clouds. Wanting to understand the nature of the landmark, and to add it to his map, Theod carefully approaches the location, with the party close behind him. Upon arriving at the oddity, the party takes a careful look around and notices a hollow amid the tree’s roots on the north side, and further search reveals that a section of earth there has been disturbed.

Inside the follow the group finds a number of items, which appear to have been hidden here on purpose. The cache itself is wrapped in a heavy leather cloak and consists of a masterwork dagger, a wand, a silver ring, and a spellbook. Unfortunately, rain seeping down into the cache has damaged much of the spellbook, but five of the spells (identify, mage armor, reduce person, silent image, and unseen servant) remain intact.


Male Half-Elf Cleric/Ranger(Guide) 1

"Well, well. It appears we have been blessed with an odd find today. Do you think this belongs to bandits in the region?"

Once he's certain that the party isn't accidentally stealing from some honest third party, Castor will cast Detect Magic over the lot, and then attempt to identify anything magical with spellcraft.

Have some Spellcrafts just in case:

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22


Gobbo!

The wand is the only magical item in the bundle, the rest being mundane with the exception of the spellbook which is obviously arcane in nature. The wand turns out to be a wand of burning hands, caster level 2, with four charges.


Male Half-Elf Cleric/Ranger(Guide) 1

"I believe this wand may very well come in handy should we come face to face with a severe threat."

Castor smiles and presents the wand to Winifred.

"I believe, of all of us present here, you are the most likely to make good use of it, Lady Winifred."


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Winifred nods, taking the wand from Castor, "It's a shame I don't require a spellbook however, this is bound to have belonged to someone at one point, but judging by the damage to the spellbook, whomever it belonged to is long gone."


Gobbo!

Moving onward, no encounters here other than the discovered cache of treasure.

The party continues to the east until they reach the edge of the Kamelands and then catches the hook of the Shrike River and begins their way to the southwest.

C11 and C13 can be marked as explored.

A few days pass as the group follows the river, searching the overland areas for any signs of the kobolds they are looking for. As evening begins to settle in, and the party is checking the area for a suitable campground, they come to a crossing on the river, the remains of an ancient rope bridge spanning the water. A thick, sagging rope still hangs across the river, all that remains of the bridge that once spanned it. A signpost at either end of the ruined bridge reads “Nettles’ Crossing—5 coppers—ring bell for service.” A rusty bell hangs by each sign. On the south bank of the river, the crumbled remains of a burnt-down wooden building are slowly being overgrown by encroaching vegetation.


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

Theod takes detailed notes on his map as they continue their journey. Seeing the abandoned building "Perhaps we should check it out, maybe other items useful to our cause we could find there. The question is how to get across."

He tries to get a sense of the difficulty to cross and the strength of the rope and what it might take to reconstruct the bridge.

Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Know. Engineering: 1d20 + 5 ⇒ (16) + 5 = 21


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

"Well, the sign says to ring the bell, even though the bridge is not there, it couldn't hurt to try ringing the bell." Winifred says, perhaps stating the obvious as she moves up to examine the bell, and should there be nothing wrong with it, ring it.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2 Not that I would know if anything was wrong with the bell.


Male Half-Elf Cleric/Ranger(Guide) 1

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Castor looks around as well, for signs of anything suspicious.

Apparently, the party's view is obstructed by a fog of bad dicerolls.


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)]

Knowledge (local): 1d20 + 2 ⇒ (19) + 2 = 21, To see if I recall anything about a 'Nettles' Crossing'.
untrained Perception: 1d20 - 1 ⇒ (13) - 1 = 12, heh. Perhaps it is good to be the paranoid, mildly PTSD meat-shield sometimes...

Nettle's Crossing... Why does that sound familiar?..

"Wai-" Rufus attempts to interject as Winifred pulls at the rusty bell.


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

Sorry for the delay. Cappi's back

Earlier
"I'd make good use of that dagger." Cappi pipes in, his voice breaking slightly as he does. "Aherm. I mean, I'm not much for the large weapons. And that one looks well made." Looking at the rest of the cache, he adds. "And while Winifred may not be able to make use of that spellbook, such a thing would likely prove useful to others. Although I wouldn't recommend anyone flip through it without the proper knowledge. Chum of mine friend his brain doing so."

----------------------
Present

"I can try it on." He states looking at the remains of the footbridge, features pressed in a confident smirk as he spits on his hands, then rubs them together. "If the thing can hold me, that is. Give me an end or two of rope and we can tighten this thing up a bit, eh?"

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