GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |
Orin Earthglider wrote:
GM Darkblade wrote:
It is a full day to be near enough to Kressle's camp that you can hit them with the dawn. It is a two day trip, or about a day and a half from Kressle's camp to the Sootscales' caverns. The mites are about a day from the Sootscales. A return from the mites would be another day and a half. If you take a squad of troopers with you to handle prisoners, if any, from the bandit camp, you may still travel light enough to make a complete circuit in no more than a week's time.

Two questions for everyone else.

  • Do we have enough persons with low light or darkvision to make a night time raid against the bandits worthwhile?

  • Do we possibly want to reverse the order of visits? Mites, Kobolds, Bandits? My rational being we'd already be negotiating from a better position with the kobolds having used diplomacy or force to subjugate the mites. Then we'd possibly have kobold scouts who do have good enough vision and stealth to make a night time raid against the bandits more worthwhile.
  • I was thinking of something similar. We hit the hardest target last, building moral and hopefully gaining allies along the way..

    Though I also worry that we might being too ambitious. We could deal with in order of the threat they pose.

    1) The Stag Lord is a direct threat to our very survival so he should be dealt with first.
    2) The Kobold camp and their evil chief are next. That helps us build allies and the silver mine in line with our goal of prosperity.
    3) The mites will help us bolster our allies. It will be a sign of good faith, our strength and also secure the silver mine and flow revenue.

    Personally while I like the first option better I think the second one would be more prudent.
    We have to worry about the risk of the Stag Lord attacking Olegtown while we are all away as well. His attacks have been growing bolder and closer to home each time.

    Baron Syne's announcement that we're going after the Kobolds could a good tactic so the Stag Lord's spy wouldn't know we're coming after him.


    Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

    Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23
    Geography: 1d20 + 11 ⇒ (7) + 11 = 18
    History: 1d20 + 11 ⇒ (7) + 11 = 18
    Local: 1d20 + 7 ⇒ (16) + 7 = 23
    Nobility: 1d20 + 7 ⇒ (14) + 7 = 21

    Late rolls, but here they are.


    Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

    Councilor:
    The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the
    commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions that benefit the kingdom’s communities and its citizens.

    Or

    Magister seem like the best roles for Ayerth at this point.


    OK, so if I am correct, this will soon be the new makeup of the Barony of the Greenbelt leadership:

    Baron Echo Syne
    Consort: None Appointed
    Councilor Ayerth Terramielle
    General Grailmont
    Grand Diplomat Ser Brandon
    Heir/Seneschal: None Appointed
    High Priestess Korya Lebeda-Gregori
    Magister Orin Earthglider
    Marshal Kenzi Eagle
    Barony Armsman Kesten Garess
    Spymaster Irakli Laindir
    Treasurer Silas Lavein
    Viceroy: None Appointed
    Warden Dramott Orlovsky Warden

    Any changes need to be made?

    Jhod Kavken will leave Olegton to continue work on the Temple of Erastil.
    Holgast will leave the council to focus on the study of the Charter Stone.
    Ulfric Gromm will leave the council when Shamus Vendrake does so.
    Shamus Vendrake will leave the council to be replaced by Silas Lavein.

    Two Yes/No Questions for the players:
    Do you wish to keep Deudermont on as scribe or should the Councilor take over those duties?

    Will the Crimson Guards find the "stolen" funds if hidden in the remaining caravan wagons?

    Also, still need some names for the Barony, or shall the Barony of the Greenbelt stick?


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    From a purely min-max standpoint, switching Ayerth and Silas would give more bonus points to everything involved, but that's also a purely mechanical thing that may not matter as much to the actual characters.

    ***

    Don't see a problem with keeping Deudermont as a scribe, since none of our characters seem especially interested in writing things.

    Silas knows nothing about the stolen funds.

    ***

    A name that romanticizes the wilderness-ready-to-be-tamed could be good for promotion. Maybe something without too much change like "Greenland" or "Greenvale."


    I know the characters may not know much about the funds, this is posed to the players. From a story point, do you want the missing funds to be found with the wagons or would you rather they not be found?

    Consider this a Choose Your Own Adventure moment, a chance to decide which way the larger story arc develops. As GM I have two different ways to go with this, but rather than flip a coin or make my choice, I'd like to let you guys pick, if interested.


    Also folks, I know some of you are already good at having your information on the site here, but I was wondering if you might be persuaded to set up your profiles something like the sample below. I am playing in a PbP myself and the GM required the sheets this way. I find it helps me keep track when I don't have my sheet or books handy.

    Just a thought, let me know, it will help out soon when you start raiding the enemies of the Barony.

    Sample Profile


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    GM Darkblade wrote:

    Two Yes/No Questions for the players:

    Do you wish to keep Deudermont on as scribe or should the Councilor take over those duties?

    Yes. That guy seems very efficient. :D

    GM Darkblade wrote:
    Will the Crimson Guards find the "stolen" funds if hidden in the remaining caravan wagons?

    Uhhmmm... I... oh such story fodder... I can see it being interesting if found. Even more so if the Guard had the goods the entire time and plant them to give them an excuse to plant themselves into certain places... I'm not sure. I will think on it more. Right now I don't really have an answer.

    GM Darkblade wrote:
    Also, still need some names for the Barony, or shall the Barony of the Greenbelt stick?
    Silas Lavein wrote:
    A name that romanticizes the wilderness-ready-to-be-tamed could be good for promotion. Maybe something without too much change like "Greenland" or "Greenvale."

    I kind of like Greenvale... though I don't think we are in/near any actual mountain or valley areas...

    We could go with the naming the area after an obvious geographic feature, or after a founder to commemorate him/her (kind of like Oleg's Trading post became Olegton), or we could go with some shameless suck up option, like renaming the area after the King or the Queen...


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    I've got a sheet for Brandon that is pretty similar but maybe a little less detailed that yours.

    Well since will be a diplomat, (pretty sure Ser Brandon didn't see that one coming) though I think while he finds is mind full of military ideas he will enjoy applying the same to the social side of things. Time to learn draconic I suppose since I will have to treat with the Kobolds)


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    Ser Brandon wrote:
    . . . . Time to learn draconic I suppose since I will have to treat with the Kobolds)

    Or share language. :)


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    That's awesome. I did not even know that existed. Well, until I learn it, I suppose it will have to do. Thanks Orin.


    Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments

    I would say that the money is not found by the guard. How many times can they detain and search the same wagons and not find it unless it is not there or magically concealed? If the captain had not been so brisk in his handling of the Elven Wizard, he might have checked for magical auras amongst the caravan.

    I think something along the lines of:
    Grunveld
    Grunwald
    Greenveld
    or the Barony of the veld

    Would sound cool.

    Or Syneveld to name it after its founder, but that sounds like a weekly syndicated sitcom.

    Ayerth might also push to have the historical name renewed or the Elven place name if he knew it.

    history/geography: 1d20 + 11 ⇒ (3) + 11 = 14


    The Greenbelt is a land with a mix of highlands, forests, marshes, and river ways marking the southern border of both Brevoy and Numeria, the northern boundaries of the River Kingdoms.

    Some common terms associated with these types of terrains/kingdoms are as follows:

    bank, bar, barony, bayou, berm, bluff, bog, bourn, brooks, brush, bush, butte, creek, domain, dominion, downs, drumlin, duchy, empire, expanse, fell, fens, fields, foothills, forest, fresh, grassland, greenwood, ground, heights, hem, highlands, hills, hummock, knoll, land, lawn, line, marshes, mesa, mire, moors, morass, mound, mount, muskeg, peak, peat bog, point, province, quagmire, realm, rich, ridge, rill, rise, rivers, runnel, side, slope, slough, strand, stream, swampland, sward, timberland, uplands, verdant, verde, verge, waterway, wetland, woodland, woods,

    Perhaps these will give you some ideas for a name for the kingdom.

    In the AP it is part of the Stolen Lands, the Greenbelt, with the Hooktongue Slough, Nomen Heights, and Glenebon Uplands forming the other three parts.

    The Greenbelt contains the Narlmarches forest, Tuskwater Lake, and the Kamelands hills.


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    My only problem with "Greenbelt" itself is that it sort of limits future expansion to a barony-sized area, which I have a feeling might change.


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

    A few random name ideas...

    Greenholme
    Verdant Manse
    Emerald Dominion
    Spring leaf Territories
    Leyline
    Feyline
    Alloy March

    As a side name... something needs to be named Charter Hall. :)


    Silas Lavein wrote:
    My only problem with "Greenbelt" itself is that it sort of limits future expansion to a barony-sized area, which I have a feeling might change.

    Well, when it grows large enough, change the name to "Kingdom on the Green", a nice place to unwind after 18 holes or take a date for a nice meal and a small hamlet to call your very own.


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    GM Darkblade wrote:
    Silas Lavein wrote:
    My only problem with "Greenbelt" itself is that it sort of limits future expansion to a barony-sized area, which I have a feeling might change.
    Well, when it grows large enough, change the name to "Kingdom on the Green", a nice place to unwind after 18 holes or take a date for a nice meal and a small hamlet to call your very own.

    Even miniature kingdoms have at least one windmill.


    Male Elf Rogue/3
    GM Darkblade wrote:
    Silas Lavein wrote:
    My only problem with "Greenbelt" itself is that it sort of limits future expansion to a barony-sized area, which I have a feeling might change.
    Well, when it grows large enough, change the name to "Kingdom on the Green", a nice place to unwind after 18 holes or take a date for a nice meal and a small hamlet to call your very own.

    That has a nice ring to it lol


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |
    Orin Earthglider wrote:

    A few random name ideas...

    Greenholme
    Verdant Manse
    Emerald Dominion
    Spring leaf Territories
    Leyline
    Feyline
    Alloy March

    As a side name... something needs to be named Charter Hall. :)

    I love the name Charter Hall. I second that something has to be renamed Charter Hall. Perhaps the hall in which we had the meeting. Where court/forum is held.


    For clarification, each encounter area on the Barony Exploration map, located on the campaign page is known to the group. Kressle's camp has been confirmed as the Thorn River bandit Camp, but only so in the past day. The Stag Lord's location is not on the map, it has not been discovered, or perhaps the hex hiding it has not yet been explored.

    As Echo has not posted, I am GM'ing the interrogation and rolling the bandit saves vs Charm Person.

    Owlin Creed Save vs DC17: 1d20 + 7 ⇒ (9) + 7 = 16

    Jeb Megeson Save vc DC17: 1d20 + 5 ⇒ (6) + 5 = 11


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

    Failed!

    ...is it wrong of me to love that? :)


    Come back in about an hour and see the results. Wonder what the bandits have to say? Wonder what the Baron promised? I have my notes at home, so have to wait til then,


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    I was under the misconception that Kresel and the Stag Lord were the same person.

    Looks like a very interesting interrogation. We're going to have a big fight on our hands soon. We will need to be read.

    Either way we have to deal with them now. We're going to need to fortify Olegtown as best we can and start training every able bodied man and woman who is willing to stand up for the defence of the town.

    We will need bows, arrows, swords, shortspears, armour and shields.

    I'm not sure mechanically how it will work but leather armour with a light wooden shield and shortspear is what a common soldier could have. It's easier to learn to use a spear than a sword and they would be quicker and simpler to make.

    I suppose getting the Kobolds on our side would also be a priority then. We could ride there deal with their chief and ask them for aid as well. They are sick after all so I don't know how effective we could be.

    We could also attack the mites and prevent them for rallying with the Stag Lord. This would also help with the Kobolds.

    We could perhaps try and use diplomacy on the Goblins to prevent them from working with the Stag Lord on the attack. That would reduce the forces we need to deal with, though I'm not sure what our chances would be to convince the goblins or whether they would even listen to us.


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    Who exactly is Kressle as opposed to the Stag Lord. Is he one of the Lieutenants of the Stag Lord? Sorry just wanted to be clear.


    She is a lieutenant. He has a few, or so the information goes. Kressle commands the bandits closest to Olegton. Her rumored lover Happs Bydon was slain by the Guardians when they first arrived at the trading post. He was attempting to beat Oleg and he and his men were going to have their way with his wife Svetlana.


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    Have the prisoners given us the actual location of the Stag Lord? If so, I'd say we should head in that direction and stop by the kobolds/mites if they're on the way, since as soon as the bandits' leader is taken out his lieutenants might be more willing to surrender.


    They have told you it is on the shores of Tuskwater Lake, which covers an area over roughly three hexes. It would take two days to ride completely around the lake's perimeter. The prisoners indicate Kressle has more direct information. Only trusted bandits know the exact location, others who have been there have been hooded the last day of the trip, a trusted bandit leading the supply/tithing wagon into the place. Since the village ruins around the place are considered haunted, most bandits have not fussed about the treatment, afraid of catching the evil eye from some wayward spirit or haunt.

    DC 10 Geography Check:
    Tuskwater Lake

    Location: Middle of the Greenbelt region on the western edge of the Kamelands, bordering the Narlmarches Forest.

    Nearby Features: Candlemere, Gudrin River, Kamelands, Shrike River, Skunk River

    The Tuskwater is a deep, rocky lake in the Stolen Lands, surrounded by rising cliffs and steep hills. Nearly every river in the Kamelands and Narlmarches lead, inevitably, to the Tuskwater. The lake experiences seasonal flooding, brought on by the spring thaw, spilling out into ravines along its length to the west. Occasional great floods create gullies and pits of standing water that explode the local populations of mosquitoes, stirges, snakes, and assassin vines.

    At its depths, the Tuskwater is bountiful, roiling with pike, long-nosed gar, bluegill, and fang eels. The eels in particular are heavily valued, considered a rare delicacy on the tables of New Stetven and greater Brevoy, and the fisherman who plumb the depths of the lake were always slow to give up the secrets of avoiding their vicious bites, and grasping their slippery skins. Of late, catches of these desired favorites have dwindled in reaching northern Brevoy, the reasons being as yet unknown.


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    Ah got it. Okay so do we know where Kressel is? We could probably go after her as well. Though I don't if we can take care of everything in such a short time.

    Soottales, mites, Kressel and the Stag Lord. I believe we only have 12 or 14 days.

    -Posted with Wayfinder


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    Geography: 1d20 + 5 ⇒ (11) + 5 = 16

    So Silas knows, at least, that this is a rather central lake prized for its fishing (which has suffered lately, for reasons that now seem apparent).


    The map on the campaign tab for the PbP has Kressle's camp marked as the Thorn River Bandit Camp. The mites lair, which is beneath a great old sycamore tree, and the Sootscale's silver mine are also marked on the map.

    The northernmost edges of Tuskwater Lake would be about one hex southwest of where the Thorn River joins Shrike River. The Shrike River flows into and through Tuskwater Lake.

    The bandits thought the raid would begin in about a fortnight, or twenty days. This would be shortly after Kressle takes the most recent wagonload of supplies south to the castle, due to leave anytime now, once all of the local raiders return to camp with their offerings. Fer tha' Stag Laird, youse might has wat wats youse gets, but youse best shares wats wat youse gots or tha' Stag Laird willt takst yer hand an' all wat wats it holds.

    BTW, the charter of exploration would cover only a hex or two beyond the limits of Tuskwater Lake, should you feel so inclined as to limit your initial explorations to that document's boundaries.


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    GM Darkblade wrote:
    . . . The bandits thought the raid would begin in about a fortnight, or twenty days. This would be shortly after Kressle takes the most recent wagonload of supplies south to the castle, due to leave anytime now, once all of the local raiders return to camp with their offerings. . . .

    Does anyone else get the feeling that, narratively, sneaking into a bandit castle and taking out the group in one fell swoop is pretty awesome?

    But yeah, all those bandits at once would be tough.

    Edit: So looking at the map, Thorn River Bandit Camp (full day, hard ride), then Mites (probably another full day from there), then Kobolds (looks to be a third the distance, so four hours from the Mites?), then take the Shallows and follow the Shrike down to the Tuskwater?

    GM Darkblade wrote:
    FYI - The ride to Kressle's camp would take a full hard day's ride by horse. The ride to the Sootscale's caves would take two full day's ride by horse. These times would be slower on foot or by wagon. These are one way travel times.

    I can see the clean up times on each of those being a day or three, so anywhere between six days hurried to twelve days long, which would still give us time to make it to the bandit castle before they launch... if the intelligence is accurate.


    Male Elf Rogue/3
    Orin Earthglider wrote:
    GM Darkblade wrote:
    . . . The bandits thought the raid would begin in about a fortnight, or twenty days. This would be shortly after Kressle takes the most recent wagonload of supplies south to the castle, due to leave anytime now, once all of the local raiders return to camp with their offerings. . . .

    Does anyone else get the feeling that, narratively, sneaking into a bandit castle and taking out the group in one fell swoop is pretty awesome?

    But yeah, all those bandits at once would be tough.

    Edit: So looking at the map, Thorn River Bandit Camp (full day, hard ride), then Mites (probably another full day from there), then Kobolds (looks to be a third the distance, so four hours from the Mites?), then take the Shallows and follow the Shrike down to the Tuskwater?

    GM Darkblade wrote:
    FYI - The ride to Kressle's camp would take a full hard day's ride by horse. The ride to the Sootscale's caves would take two full day's ride by horse. These times would be slower on foot or by wagon. These are one way travel times.
    I can see the clean up times on each of those being a day or three, so anywhere between six days hurried to twelve days long, which would still give us time to make it to the bandit castle before they launch... if the intelligence is accurate.

    I was thinking maybe going under cover and taking them out from the inside as the battle is fought...but then if I get spotted then I may lose this chara


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    Irakli wrote:
    I was thinking maybe going under cover and taking them out from the inside as the battle is fought...but then if I get spotted then I may lose this chara

    I would say if we go undercover, we go undercover as a group.

    GM Darkblade wrote:
    . . . This would be shortly after Kressle takes the most recent wagonload of supplies south to the castle, due to leave anytime now, once all of the local raiders return to camp with their offerings. . . .

    After we raid the camp, we take the carts and/or wagons to the Stag Lord as bandits ourselves. If one makes a decent face (bluff and disguise) and the rest keep our mouths shut so as not to spoil the effect, it might be do-able.


    Echo Syne wrote:
    OOC: Also, the DC for my Charm Person is 19. That may or may not matter to you for situational modifiers.

    I added a -2 modifier to the situation due to the prisoners still being shackled and isolated in captivity, which heightened their fears and apprehensions.


    OK, I have crunched your numbers for travel and the different plans laid out. I will give you a circuit route and you can decide how closely or differently you wish to follow it.

    Olegton to Thorn River Camp
    12 miles plains = 3hrs
    6 miles hills = 3hrs
    3 miles forest = 1 1/2 hours ride
    {near the limit for a day without stressing the mounts}
    After dealing with the Crimson Guard, you should be able to assault the bandits just after nightfall, good survival rolls willing. 1 day used

    Thorn River Camp to the Mites Lair
    3 miles forest = 1 1/2 hours
    12 miles hills = 6 hours ride
    {near the limit for a day without stressing the mounts}
    You would be able to assault the mites just before sundown, when they become more active. 1 day used

    Mite's Lair to Sootscale's Mine
    4 miles hills = 2 hours ride
    You would be able to meet with and either force the surrender or slay the tyrant chief and place the shaman into power. 1 day used

    Sootscale's camp to Tuskwater Lake, first hex
    12 miles hills = 6 hours ride
    {near the limit for a day without stressing the mounts}
    You would begin your search for the Stag Lord's base. 1 day used

    Exploring the Shores of Tuskwater Lake
    18 miles of coastline = 2 days ride
    {nearest to the limit for a day without stressing the mounts}
    You should find the Stag Lord's camp within that time frame. This is if blindly searching without any information gained from the Thorn River camp. 2 days used

    Attack and kill the Stag Lord
    0 miles traveled
    Grant one day to reconnoiter and assault the Stag Lord. 1 day used

    Return to Olegton
    24-30 miles hills = 12-15 hrs
    12 miles plains = 3 hours ride
    {near the limit for a day without stressing the mounts}
    Return trip between 2-3 days travel. 2-3 days used

    Complete trip between 8 to 10 days in total.
    The Castellan of Issia is due to arrive in 10 days time.

    Travel times would be slowed if using a wagon.
    If using a wagon increase travel times by one third if lightly loaded.
    If using a wagon increase travel times by one half if fully loaded.
    If using a double team for the wagon, travel times will remain the same if lightly loaded.
    If using a double team for the wagon, increase travel times by one third if fully loaded.


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    That sounds good, although Silas would prefer not to attack the mites without some kind of reconnaissance or parley before hand to determine how crazy/evil they are (although this might be too dangerous, in which case pragmatic extermination would be disappointing but acceptable to him).

    If we had some way to send back a message of success against the Stag Lord, like perhaps a few kobolds willing to wait afield with smoke signals, we'd have plenty of time for the good news to float around before the Castellan arrives. Unfortunately, that might not be practical.


    Those were only travel time estimates.

    The party should decide how best to travel and to what spots to stop.

    I merely wanted to give you the full breadth of possibility.

    Probability is another matter altogether.

    It may also be possible to pull at least one of the patrol teams to travel with you, part of the way, all of the way, or whatever way the group deems most prudent. I would not recommend they participate in combat, you folks are the heroes after all. How you choose to use them is however up to you, they will follow most orders.


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    The Patrol teams will be useful for cleanup and guard duty if we have wagons trailing behind us to take back prisoners, send messages etc.

    -Posted with Wayfinder


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

    Yes, Ser Brandon and GM... I agree that a group of one of the patrol teams to wrangle any prisoners afterwards but not get engaged in the fighting is a good idea.


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1

    Mini Crafting Rant:
    It kind of annoys me that crafting things other than scrolls and potions take eight hours no matter how cheap they supposedly are. My dwarf can squeeze even more crafting into a day with a favored class feature, but it doesn't change the fact that it takes eight hours.

    It really should be divide what you can make into the eight hours and get x amount done per hour then. For example, since Orin can craft 1200 gp worth of wondrous item in an eight hour span (double that actually for a valet familiar), 2400 gp/8 hours means he's crafting 300 gp worth of goods per hour, meaning the token only takes under an hour and a half to make... but that's not how it actually works.

    So crafters must become absent minded or something that it takes them longer to make cheaper goods. :\


    Male Human (Chelish) Cavalier/3 (HP 16/26 | AC:22 | T:11 | FF:21 | CMB +7 | CMD 18 | Fort:+5 | Ref:+2 | Will:+2 | Init:+3 | +6 Bluff, +8 Climb ,+7 Diplomacy, +8 Handle Animal, +8 Intimidate, +6 Perform(Orator), +7 Ride, +6 Sense Motive, +8 Swim |

    Paizo has s@#!ty crafting rules and people have come up with several solutions and it's one of the things most GMs don't allow or house rule. The magic stuff is still fine it's everything else that is nuts.

    -Posted with Wayfinder


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    Ser Brandon wrote:
    Paizo has s@~$ty crafting rules and people have come up with several solutions and it's one of the things most GMs don't allow or house rule. The magic stuff is still fine it's everything else that is nuts.

    That's fair. I remember a 3rd party fix called Making Craft Work that was kind of nice.

    I meant with magic items, you get one a day. Period. So what if you can pay the money to scratch out multiple level one scrolls. You only make one a day. Maybe you have the money and the skill checks to crank out three or four tokens... sorry. One per day.

    It's just kind of weird sometimes.


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    Err, yeah. But your familiar can craft 8 hours a day, because of its feats, and can technically do that while you sleep (and then sleep in your pocket the next day)


    Male Dwarf Wizard: 3 | HP: 10/21 | AC:17 T:12 FF:13 | CMD:14 | Fort: +7 Ref:+4 Will:+5 | Init: +5 | Perc: +1
    Silas Lavein wrote:
    Err, yeah. But your familiar can craft 8 hours a day, because of its feats, and can technically do that while you sleep (and then sleep in your pocket the next day)

    ... ! ...

    I would have never thought of it that way. I assumed the doubling of output was the valet familiar making your effort more effective, not it crafting on its own.

    Even in a game with magic, I think animals without opposeable thumbs should have problems crafting... I mean... unless it's a whole team of rats obviously.


    I would agree with Orin, both master and familiar work together to double the output. Magic is primarily the master's area, the master has the spells and energies required to actually create the magic needed, the familiar is there only as a "valet", not as a second caster.


    While I have remained mostly silent on the crafting discussion, I would ask one question. How do you have access to the 5th level spell Major Creation to create feather tokens?


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    A wondrous item can be crafted with the spell pre-reqs; it just adds a +5 to the spellcraft DC for skipping one of the components.


    Not meaning to be difficult, but at this time you have neither spell component, nor meet the minimum caster level of the highest spell needed, so I can see the penalties stacking up.

    But really, what is this strange fascination you guys seem to have with catapults?

    I can see them being useful down the road when mass combat comes into play, but right now you guys are still the adventuring heroes about to go to the "dungeon" and slay the "monsters".


    Male Elf Wizard 3 AC 13, touch 13, FF 10 Init +7; Senses low-light vision; Perception +10 Fort +3, Ref +5, Will +5; +2 vs. enchantments
    GM Darkblade wrote:

    Not meaning to be difficult, but at this time you have neither spell component, nor meet the minimum caster level of the highest spell needed, so I can see the penalties stacking up.

    But really, what is this strange fascination you guys seem to have with catapults?

    I can see them being useful down the road when mass combat comes into play, but right now you guys are still the adventuring heroes about to go to the "dungeon" and slay the "monsters".

    This


    M Elf Cleric 3
    Quick Stats:
    HP 13/17, AC 21, touch 13, FF 18 Init +3; Senses low-light vision; Perception +4 Fort +4, Ref +5, Will +6; +2 vs. enchantments

    Ah. A catapult lets you deal large amounts of damage from far away. It's a real-life powerful weapon, and if the Stag Lord has an actual fortress, could be useful against that. (While yes, it would be useless in a dungeon, knocking down walls and smashing archers off of parapets is pretty nice).

    That said, I can see why it might be out of place here, and if you think it's not quite appropriate (in theme or power), that's fine.

    Silas has some personal training with siege weapons, which is why he suggested it in the first place.

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