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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The snake is similar to a Cottonmouth, dark scaled in deep black and gray with a pale white mouth, roughly four to five feet in length, but hard to tell with certainty due to it coiling up around itself, ready to strike.

If Kenzi has not posted by tomorrow evening, I will take his surprise action and roll his initiative.


Kenzi moves forward, drawing his blade as he charges the snake, to stop it before it strikes. Surprise Round Standard Action

To hit 1d20 + 4 ⇒ (9) + 4 = 13 modified by the charge bonus (-2 to AC)
Damage 1d8 + 0 ⇒ (5) + 0 = 5

Initiative Roll 1d20 + 1 ⇒ (4) + 1 = 5

Kenzi's blade just connects with the coiled up snake as it launches itself into motion, cutting into it but not enough to end it's life.

The Initiative Order:

Davster 15 double move up the bank away from the river
Trelvar 15 double move up the bank away from the river
Tan 14 double half moves, swimming out into the river
Echo 12 Next to act
Ravasaad 12 TBD
Snake 10 TBD
Trayon 6 TBD
Kenzi 5 TBD
Thorry 2 TBD


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Echo follows through on his intent. Echo draws his crossbow and readies an action to shoot the snake if it a clear shot presents itself (can shoot with no penalty).

OOC:
GM can make those LOS/penalty determinations and roll hit/damage at the time the action occurs, if the circumstances are met. If we make it to a second round, I will move to shoot then.


Drawing the crossbow and loading it are two move equivalent actions, at least until Echo has a +1 BAB. That will be the limit of his actions in the first round.

Ravasaad will attempt to throw his bucket at the serpent, then take a move action diving into the river.
Bucket Toss 1d20 - 3 ⇒ (10) - 3 = 7 An improvised weapon which misses widely, landing in the brush nearby.

The snake lashes out at the trespassers into it's domain Odd Kenzi/ Even Trayon 1d6 ⇒ 3 fangs seeking Kenzi's armored calf.
Snake bite 1d20 + 2 ⇒ (12) + 2 = 14 vs AC16, the bite failing to reach the man's leg as it's injury tears at it's side.

Trayon takes a 5' move away from the snake, dropping prone and shielding himself with two buckets, drenching himself in the process.

Kenzi turns his sword back towards the creature, hoping to finish the serpent.
To hit 1d20 + 2 ⇒ (18) + 2 = 20 No longer benefiting from the charge. Success
Damage 1d8 ⇒ 2 The blade barely cuts into the snake's head in an upswing, almost severing the lower jaw and tip of the tongue.

The paladin then takes a 5' step away from the reptile, back towards the cowering Trayon, giving his companion room to fire next round.


Thorry stands frozen in place, with Kenzi and Trayon between him and the snake, remembering some old bit of lore about snakes leaving you alone if you don't move.

Round 2:

Davster 15 treads water Swim check 1d20 + 1 ⇒ (18) + 1 = 19
Trelvar 15 stops to watch the guardians in action
Tan 14 stops to watch the guardians in action
Echo 12 Next to act
Ravasaad 12 treads water Swim check 1d20 + 1 ⇒ (12) + 1 = 13
Snake 10 TBD
Trayon 6 cowers full defense while prone
Kenzi 5 TBD
Thorry 2 continues to stand still


In camp, the shouts from the river are faintly heard. Shamus calls for calm and the Crimson Guards rush to check the camp perimeter. All seems safe and normal at the camp.

Shamus looks to the other guardians, Do you think it best to stay here, or try to help your allies?

It would take a round for you to take a full action run to reach the river site.


Male Elf Rogue/3

If in the area where Shamus is

Maybe we should just to be safe never know what it could be


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Echo finishes drawing the string back on his light cross bow. Aiming cautiously, he yells, Gentlemen it's snake. Relax, focus your attention on it, and either kill it or don't move so as not to hinder those that will. Don't lose track of the equipment either. With that, he fires the (standard action)shot.

Dice:
hit, dmg: 1d20 + 2 ⇒ (18) + 2 = 201d8 ⇒ 4

After his shot, he takes another move equivalent to reload and prepare for further combat.


The snake, enraged and severely wounded, strikes out again at the paladin, mindlessly throwing itself into the fray.

To hit 1d20 + 2 ⇒ (15) + 2 = 17 latching onto the paladin's shin guard but failing to penetrate his armor.

Kenzi swings his sword downward, wary of the snake's close proximity.

To hit 1d20 + 2 ⇒ (8) + 2 = 10 failing to hit but shaking the snake free and back towards the brush.

Round 3:

Davster 15 swims out and back to shore away from the combat Swim check 1d20 + 1 ⇒ (18) + 1 = 19
Trelvar 15 continues to watch the guardians in action
Tan 14 continues to watch the guardians in action
Echo 12 Next to act with a clear shot once more
Ravasaad 12 swims back to shore Swim check 1d20 + 1 ⇒ (11) + 1 = 12
Snake 10 TBD
Trayon 6 cowers full defense while prone
Kenzi 5 TBD
Thorry 2 continues to stand still


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Aiming patiently, the shot lines up and Echo takes it...

Dice:
hit & damage: 1d20 + 2 ⇒ (8) + 2 = 101d8 ⇒ 8

Shooting wide of the slithering beast convinces Echo to rethink his tactics. Echo decides to move up to Kenzi and join the fray.


Echo's bolt beds itself deep into the soft bank as the snake coils up and strikes at Kenzi once again.

To hit 1d20 + 2 ⇒ (1) + 2 = 3 The snake over extends itself, the damage it has taken straining scales and tendons, causing it to shudder and convulse.

Trayon screams as he sees the snake suffering an involuntary convulsion, fearing some demonic influence. Please don't let it get me.

Kenzi's turn now.


Kenzi moves to one side of the serpent, hoping to distract it from his ally closing on the opposite flank. He gives his sword another swing, hoping to finish the creature once and for all.

1d20 + 2 ⇒ (19) + 2 = 21 Kenzi's blade catches the serpent below the head, slicing into the narrow point wear the body begins possible critical 1d20 + 2 ⇒ (3) + 2 = 5 nope nearly severing through the creature's neck. Damage 1d8 ⇒ 5.

The snake jerks back from the blow, flopping and twitching once, twice, and then it collapses still and unmoving.

The men give a cheer as they watch the creature die, gathering around the heroes, clapping backs, shaking hands, and letting the rush of adrenaline pass.

After a few moments, everyone is composed once more, they resume their work, and in short order the barrels are filled. Together the group leads the way back to the camp, the snake alongside to find it's way into a stew pot, the skin promised to Kenzi for a belt, boots, whatever he so desires from the grateful men.


When Justice sends its Internal Help to guide my hand, there's nothing I can't accomplish! (Wink)


Male Human Fighter - Level 3

Such a commotion over a little snake, I fear to see what other dangers lay before us.


The tall Ulfen warrior approaches the group, overhearing Grailmont's comment. Ner'r faget, tha wee serpent hae nuff venom tae kilt a full grewd man in but a single nip. Not all dangers be as biggen as me n Ol' Grimscar, landing a meaty but friendly jab to the lad's arm. Nae so pretty ae us nether. Comen all, lets hae a bite n get tha camp settl'd, we hae an early morn and decidin' ta be done.

The camp enjoys their first meal away from family and friends, together as a group. The added ingredients make for a nice addition to the dried and preserved stock, and friendly wagers pop up as to what unique meals they might encounter before reaching Oleg's.


Afterwards, the camp clears the fires and beds down for the night, many resting either in their wagons or beneath them.

The watches prepare themselves, setting passwords and wake orders.
The groups alternate walking the perimeter and maintaining the camp fires. The weather is calm and cold, the clouds clearing overhead, a waning moon giving some light in exchange for the frosty mist that rolls in off the river.

Irakli, Shalmarea, and Maros Hawke take the dusk watch.

For Irakli:
Perception check please, modified by +4 bonus for the other's assistance

Grailmont, Shamus, and Theron Swordhand take the late watch.

For Grailmont:
Perception check please, modified by +2 bonus for the other's assistance

Kenzi, Gromm, and Golfond Kir take the high watch.

For Kenzi:
Perception check please, modified by +4 bonus for the other's assistance

Echo, Ilimara, and Kesten Garess take the dawn watch.

For Echo:
Perception check please, unmodified by the other's assistance

If you wish any conversation with your watch-mates, please feel free to initiate them. Otherwise, the watch proceeds and you pass the torch to the next group.


Male Elf Rogue/3

Looks over at Shalmarea

Feeling any better?


The elven woman seems a little uncomfortable alone with her elven companion, constantly shifting and glancing about. Yes thank you. Nallie is quite skilled at the healing arts. And the scratches were not really so bad. It seems I have an allergy to the fangberry oils, which caused most of my discomfort. I guess that is what comes from spending more time in human lands and cities, less so out in the wilds. Looking around further, noting Maros making a far sweep of the horse ring, torch held high, So, have you noticed anything unusual tonight?


Male Elf Rogue/3

Nothing yet, hope it stays that way


Male Elf Rogue/3

peception check: 1d20 + 8 ⇒ (12) + 8 = 20


Male Human Sorcerer (Infernal) - Level 1 HP: 6


Perception check:

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


Grailmont spends his shift trying to prove himself to Shamus and the guardsman, taking point and sweeping the camp in quick, timely circuits.
Perception 1d20 + 3 ⇒ (5) + 3 = 8

Kenzi spends his shift more in quiet contemplation, commenting and working with the others as needed, with more time spent watching and listening to the camp itself, getting the feel for the group he is travelling with now.
Perception 1d20 + 2 ⇒ (4) + 2 = 6

For Kenzi:
No sign of evil auras within the camp. Some of the travelers may not be "good" but there is no radiating trace of evil either.

-------------

The night passes fairly uneventfully. There was a moment when Irakli thought he heard something out towards the roadway, but his desire to avoid conflict and his intent to spend time conversing with Shal prevented him from acting upon what was just the "whispers of the night".

As dawn approaches and the morning comes, the camp begins to break down for the day's ride ahead. Shamus comes to you as everyone finishes the morning's repast of reheated evening fare. The wagons are turning to form up once more.

Gromm wanted me to report two riders made past on the road overnight, heading onwards out of Restov. It does not appear they noticed us off the road like this.

Depending upon which road you take, you will either end the day in Nivatka's Crossing or on the old track north of the village.

The crossing has a toll and Crimson Guardsman presence. There are merchants if you need to purchase supplies, make repairs, or trade with the locals. The roadway beyond is a prime target for the bandits raiding out of the Greenbelt.

The northern road has foraging opportunities, access to a few well stops, as well as the side effect of having not been used much or maintained over the past few years. The bandits of the Greenbelt rarely watch it, having better luck on the main thoroughfare.

So Master Guardians, how do you wish to proceed? The camp is fairly split upon which option to take, so we leave it to your decisions. Nivatka's Crossing or the Old Road?


Male Human Sorcerer (Infernal) - Level 1 HP: 6

All things considered in terms of taxes, tariffs, tolls, and trolls, we will make for the northern road. As I said before there is a "devil you know" feeling I get, when I look to the west. However it does not seem worth the the trouble of the fight and the cut to supplies, if we can quietly slip by. Our supplies are not low at this point and we can continue to reinforce those with nature's offerings.


Male Elf Rogue/3

I agree the road less traveled is best if we can sneak past and not alert bandits in the area


Grailmont and Kenzi quickly consent to Echo's suggestion, commending him on his forward thinking, Good man that one. The elder leaders of the caravan concur and soon the wagons move out, making good progress. Echo and Irakli take point as outriders, ranging shortly ahead of the column, while Kenzi and Grailmont take to the rear, following in the dusty cloud that lingers from the groups passing. After a few hours the group arrives at the crossroads where the old track diverges from the main road. So little used any longer, the signpost has fallen and been tossed aside into a runoff ditch.

Gromm and Irakli check over both trails, looking for prints and signs, determining the riders from the night before passed onwards to the Crossing. Gromm finds no sign anyone else has recently taken the old track and as such the way should be relatively deserted, lest wist as me own eyes be seein' tha tis.

The caravan takes the cut and leaves behind more familiar environs for the wilder, more forgotten tracks along the old northern trail. It remains in fair condition, a few ruts easily skirted, a downed limb or two that Irakli quickly tows out of the way with his horse while Echo watches, crossbow at the ready. All in all nothing the group cannot handle.

By day's near ending, the group finds itself roughly due north of Nivakta's Crossing, maybe three hours distant. A faint glow along the horizon from the village's watchtower is all that gives hint of the place as Shamus calls the group to a halt.

No ready campsite has been spied during the past hour, but one is surely near ahead. Gromm remembers it, but not the exact turn in the road. The sun is falling sooner than we expected here in this lowland stretch. The far hills are robbing us of an hour's good light. We are favoring moving on, but you must decide, will we camp here off the roadway, or brave the falling light and try to reach the next shelter? It cannot be much farther, but it has been a day, and you lead. What say you all?


Male Elf Rogue/3

I say we make use of the light we have left to gather some resources if we need and the others set up camp.

pauses for a moment

Just in case something is lerking in the shadows at we will have watch to be ready


Male Human Sorcerer (Infernal) - Level 1 HP: 6

I have complete trust in Ulfric, he has not led us astray thus far. We will press on to the shelter ahead. It has been a long and weary day, but lets pick up the pace a bit to preserve what little light we can. We will be safer and more secure as a result of it. If the site happens to be further than he recalls, the only thing we have lost is some light.


Male Elf Rogue/3

As do I, if we do press on hopefully the light will last til we get to the shelter. Would not like it if we get ambushed by someone or something.


Riding up to join the discussion, Kenzi speaks for himself and Grailmont. I think it best if we seek a true camp for the night. We can forage another day if needed. We have made good time and can get a good start if we have a safe sheltered place to rest out the night.

With that, it is decided that the group will seek out the camp, eyes peeled for signs of the off road glen Gromm recalls.


The four guardians ride ahead of the train, eyes wide to spot any signs of a past encampment.

Perception checks please.

DC10:
You uncover signs wagons have past this way before, but nothing that would indicate a campsite.

DC15:
You find the site, an overgrowth of scrub bush hiding the turn-off. With a shout you alert the others and a low cheer erupts from the wagons.

DC20:
Not only do you spy the encampment, you find hidden in a ranger's blind nearby a stash of seasoned firewood and dried goods. Not enough to feed everyone, but certainly something to improve the moods of weary travelers. And the untouched bottle of dwarven fire ale is nothing to sneeze at either.

Post your checks and replies based upon the DC's above please


Perception check 1d20 + 2 ⇒ (9) + 2 = 11

His keen eyes better served in the light of day, Kenzi fails to spot much on the ground in the gathering gloom. After beating the brush for nearly half an hour, he calls back to the others Nothing this far along this side. Anyone else having better luck?


Male Elf Rogue/3

Perception Check: 1d20 + 4 ⇒ (12) + 4 = 16

Looking around he spots the site and the turn off hidden by an overgrowth of scrub bush

Shouting Hey here is the turn off to the camp site

Holds his hand up and points in the direction of the turn off.


Male Human Sorcerer (Infernal) - Level 1 HP: 6

Perception:

1d20 + 2 ⇒ (18) + 2 = 20

Of to the side...there...see it? That will be of some use to us. Don't use all the firewood, and leave the dried goods. We brought our own supply. These goods are a kindness meant for those that need them. We are not yet those folk. That bottle on the other hand...Ulfric knew it was here and has done well by us yet again, he should have the first taste. Let's see to camp. It is too late to send scouts out. Lets get an early start and take breakfast again on the road. As Shamus has pointed out we are losing a lot of light being in this valley, we need to move quickly.


Male Human Fighter - Level 3

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Upon sighting nothing, Grailmont noticed Echo moving off to the old encampment, feeling a bit jealous of ulfric as he will be the first to taste the alcohol. I vote we take the rations, kindness will only get you so far in this wilderness, and just because we are not of need of them now, whose to say fate won't strike us into a time of need.


Male Human Sorcerer (Infernal) - Level 1 HP: 6


There may come a day when we do need. That day is not today. At this point it is stealing. I am not your father, you may absolutely do as you please, but please be aware: this is not some deep dark dungeon of forgotten treasure that we have earned thwarting all manor of evil and becoming big damn heroes. This is food for needy, weary travelers, placed here recently enough that it is still good. This was done intentionally, surely you can see that. We have plenty of supplies. We can save the next life that comes through here and needs it. And he or she will never know, and may never even be grateful. Or you can take it "in case you need it later". The decision puts you on a crossroad: The first step toward being the hero, or the first plunge toward being the villain. Once you take that plunge, forever will it dominate your destiny.


However, if that does not compel you. Then there is this: I saw it first, which makes it mine to do with as I please, if you have any honor at all. And I choose to leave it to someone in more need than we are. Except the bottle. The bottle will make a fine treat for our weary compatriots.


With that Echo subtly winks at Ulfric, and moves on to prepare camp.


Male Elf Rogue/3

Goes over to Echo to help prepare camp.

What was that argument between you and Grailmont about


Kenzi approaches Grailmont. I understand your concerns. This trail has been abandoned so the goods are likely to go bad. While we are not in need they would be of some benefit to us. That said, Echo does make sense in that we may earn favor with Erastil and the others good gods by leaving provisions for others who may be in need. Looking around to the others making camp, he pats the young warrior on the shoulder. There will come other choices, other decisions. You hold to your ideals and express them just as strongly as others. Right will win out in the end, it always does. Now, let's help set the camp and watches.


Ulfric looks at Echo, his eyes wary at the wink. Tha ta be a draught tha wee strong, un best ust ta times o deep chill er good celebratin. Ta shudt be held til tha need fer it wins out.

He turns and begins directing the wagons into their spots for the night. Fires are set and a quick and simple stew is prepared. Soon the meal is finished and the darkness of the night closes tightly around the camp.

Ferst watch, prepare yeself. Same shift ta last eve, bo I 'ope ta hae better eyes n ears out tha last time. We be nae in tha wilds, but we nae be nestled ta our momma's ample bosoms er. Stay sharpt.

Perception checks for the night watch please. Same modifiers apply.


Kenzi turns in for a few hours sleep before taking his turn at watch. He spends his time between questioning Ulfric about the lands of his birth and listening to stories Guardsman Kir. The aged soldier tells of his time with the Crimson Scales serving the former House Rogarvia and the current House Surtova. Gromm tells little of the Linnorm Kings, telling more about his travels after leaving his homeland shortly after his passage into manhood.

Perception Check 1d20 + 2 ⇒ (9) + 2 = 11


Male Elf Rogue/3

Walks around the camp site in silence listening and watching for any movement in the dark

perception check: 1d20 + 8 ⇒ (16) + 8 = 24


Male Human Sorcerer (Infernal) - Level 1 HP: 6


Perception Check:

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Male Human Fighter - Level 3

Grailmont was a bit upset as he was preached to about honor and favor. A bit too soft they are.. he thought in his head. Mulling over the thought of what Kenzi had said about the rations going bad. He decided that he would at least check the rations and look them over after his watch to see in what condition they were in.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Male Human Fighter - Level 3

My dice are broken. :C


During his shift, Irakli notices the sounds of animal movement out near the roadway, catching the distinct scent of deer spore on the air. The sounds would seem to pass parallel to the encampment, following along the disused track. Let me know if you wish to investigate further

The other shifts pass quietly and uneventfully. The day dawns cool and overcast, a wind picking up, coming up from the Greenbelt, bringing a slight dampness.

For Grailmont:

Investigating the supplies in the hidden cache, you can determine they are about three to six months old. They probably have another six to eight months of shelf life remaining. There appears to be about thirty to forty pounds of stock there, enough for a hundred or so dry, bland meals.


Male Elf Rogue/3

Alert to the sound he looks around for some bushes or undergrowth to hide in.

Perception Check: 1d20 + 4 ⇒ (8) + 4 = 12
If needed


Irakli is able to sneak closer to the roadway, spying up the course roughly 30 yards, a large white stag, broad antlers shining almost silver in the faint moonlight. The beast stops to pluck a tuft of soft greens from a small bush, before slowly starting on down the path, the same direction the group would travel in the morning.


Male Human Fighter - Level 3

Considering all ends, Grailmont peered into the barrels of stock and decided to fill his waist pouches with dried meats, berries and hard tack, enough for three meals on the go, figuring they had been the only ones there in months he might as well use a bit of it in case it all goes to waste. I suppose I shall pass on a few meals that are prepared over the pit and let the others help themselves, Erastil wouldn't mind the sacrifice while still leaving plenty, and as long as I live free, Cayden shall smile upon me, he rhymed. After packing his belt pouches with food, Grailmont stepped out of the shed and placed the pouches on the side of his horse, as they would slow him down anyways.


Male Elf Rogue/3

Seeing the stag he is fascinated by how it is shining in the moon light. He stays hidden watching the stag as it gets further away and then gone.

Thinks to him self Is this real or is it a sign from someone or something

Takes a minute to think if he has seen a stag like that if he has he can't remember.

Once the the stag is out of sight he turns in for the rest of the night.


Knowledge Religion or Knowledge Local check for anyone with the skill, should Irakli share what he has seen with others.

DC8 Religion DC 10 Local:

One of the symbols used for Erastil is the stag, or more precisely the Stag's Horns. The horns are splayed across the chest using open hands, fingers spread, thumbs touching to ward off evil.

DC12 Religion DC 15 Local:

In Brevoy, white stags are considered good omens and may not be hunted, on penalty of death if discovered.

DC15 Religion DC 20 Local:

One of the heralds of Erastil is the Grim White Stag, a large white stag with antlers like living Silverwood, and legs covered in living ivy.


Male Elf Rogue/3

As the camp wakes up and starts to pack up.
He shares what he saw on his watch last night but only shares with Ulfric Kenzi Shal and Shamus.

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