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

Aid Another: 1d20 + 1 ⇒ (6) + 1 = 7
Fáinní pokes his nose out Orin's mass of hair, sniffs the air, and quickly retreats back into the warmer nest available.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Orin looks around without really seeing anything, his attention turned inward. Mostly quiet over the day's ride, he occasionally mumbles a spell and gestures, renewing a minor enchantment.


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

Ayerth speaks Draconic since it is the language of magic.


Ayerth translates... Woe be pun-pun. Now is all sickies, soon will pun-pun dies. helps us, helps pun-pun oh greats dragonney grand grand great grands, helps your poor pun-pun...


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

"This kobold is named Pun-Pun. He says he is sick and near death. He is calling out to some dragon related being or beings for help for his people or for himself. He uses the word us, but I believe he may mean it in the singular I sense."


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

"Let's keep going. We've got the statue—but in case it doesn't work, we may need to be ready for a confrontation with the usurper shaman."


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

"Perhaps you can diagnose what is wrong with this kobold. Is he diseased or just suffering from exposure?"


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 |

Ser Brandon haults upon his amount as Ayerth informs them of a Kobold his hand immediately reaching for his sword. He relaxes on hearing the rest of Ayerth's words. "We should aid it if we may. Perhaps it we will learn of this sickness that has caused such trouble." He looks to the others to see what they make of the idea.


You notice beyond the cages a small stony path leads up a small slope towards a worked opening in the cliff face. To either side of the opening, large piles of rock and slag are heaped, forming a rough shielding wall. The kobold continues his lament, apparently not yet noticing the group.

Still waiting for Perception checks from the other players, those with the skills could also make a Knowledge check to attempt to discern Pun-Pun's condition, either Healing, Nature, or Arcane, only the highest "skilled" roll is needed.


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

Knowledge (nature): 1d20 + 9 ⇒ (11) + 9 = 20


Silas Perception Check: 1d20 + 4 ⇒ (19) + 4 = 23

Aside from the unnatural coloring, the kobold appears to be unremarkable and healthy. Very much normal in body and build that is, save for his eyes, the kobold being a male of the species. His eyes are more catlike than those of a typical kobold, slightly smaller, slightly more slanted/elongated, less rounded than normal. They possess dark brown irisis flecked with specs of gold and tan.


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

Knowledge Nature: 1d20 + 11 ⇒ (19) + 11 = 30

" Most odd."


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 |

Perception: 1d20 ⇒ 1

"What do you see. Where is the fellow?" he says shifting around in his saddle, trying to spot the little skickly critter.


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

"Well, this is a male of the species, his coloring is somewhat remarkable. What makes him interesting however is his eyes. His eyes are more catlike than those of a typical kobold, slightly smaller, slightly more slanted/elongated, less rounded than normal. They possess dark brown irisis flecked with specs of gold and tan."

"Many kobolds claim dragon heritage, but this one may actually have some kind of mutation or draconic features."


Quite a claim Ayerth without the Knowledge Arcana or Perception checks to back it up.

Ayerth Perception Check: 1d20 + 10 ⇒ (7) + 10 = 17
Ayerth Knowledge Arcana: 1d20 + 11 ⇒ (19) + 11 = 30

Lucky the rolls came up to support the supposition. Indeed it does appear the kobold may have some draconic blood in his family tree. Likewise, Ayerth suspects the "ailment" is not natural in origins, and may be of an arcane nature. The kobold's scales are perfectly colored the same tone of yellow throughout, no variation, no splotching, no fading or darkening at ridges, tips, or undersides. The kobold is the same uniform mustard yellow in color.


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

Ayerth rolled a 30 on the last page...


Ayerth rolled Knowledge Nature, the same as Silas, which had already given information gained by that skill. I allow for different checks as you may learn different things from each skill, overlap in some cases, but none are all in one learning opportunities. The requested Perception checks were required to notice anything particular about the kobold, the cages, or any other "hidden" details.


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! My bad.


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 |

Ser Brandon looks around for the creature and considers for a moment if his companion is deceiving him, remembering the pranks played on him. He dismisses the thought instantly and responds. "Is the sickness infectious? Do you think we could help the creature somehow or is this beyond our healing magics?


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

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Know: Arcana: 1d20 + 5 ⇒ (20) + 5 = 25


Echo and Ayerth put their heads together, talking in whispers while the rest of the group watches the lone kobold trapped in his cage. The sun is rising towards noon above, still shielded by heavy clouds but the slightly increased light seems to be bothering the creature. It turns itself round and round, as best it can manage in the close confines, before settling down to lay curled up on itself, it's tail draping over it's head and snout, shielding it's eyes from the light.

After a few minutes the pair addresses the others, particularly Ser Brandon's question. While it cannot be stated with certainty without a proper examination, it may be that the creature has been cursed or magically altered to it's current state, though the exact cause or extent is yet unknown. Likely the creature is not contagious. Evidence that no mite showed such signs or symptoms would lend credence to that assumption as well. It cannot be determined from this distance whether there is anything we can do to assist the creature with this malady.


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

"The kobold we spoke to in town indicated that their shaman might know more of this malady. Perhaps we should approach their home, and return the statue—with caution, of course.


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

I agree, Silas. But first we should put something over the cage, give the poor fellow some shade. He was put in the cage to be held, not roasted. Let's put a few branches on top of the cage so that he gets a solid canopy from the noon sun. It won't take but a moment. Echo dismounts from his horse and begins gathering small limbs that can be broken easily from trees or bushes. Nature provides...


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

Orin listens, shrugs, then dismounts and heads over for a closer look in the wake of Echo's suggestion for giving the kobold shade. Not certain if the little dragon kin have left any traps, he casts about, looking for holes or tiny versions of bear traps.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

When he gets close enough, he asks "Do you speak the trade tongue?"
"Parlez-vous la langue de la grotte mal?" (undercommon)
"Eğer cin dilini biliyor musun?" (goblin)

(If he answers to one) Orin will continue "It will be temporary, but if you put some of this under your eyes, the light will hurt less. It is ash from a forge." Orin will extend some of the ash he uses as a material component of the Penumbra spell to the creature, using the moment of contact to speak "Shadow" in Dwarven to confer the cantrip on him.

(If the kobold doesn't answer, or answers in a language he doesn't understand) Orin exaggeratedly applies ash to under his eyes and offers some to the caged creature, hoping to do the use the moment of contact to speak "Shadow" in Dwarven to confer the cantrip on him.

The spell is harmless.


Orin spots no traps as he approaches the small kobold, though he does notice a poorly concealed watch post which should guard the approach. The concealing stones are old and loose, some having already fallen away. There is no sound or movement detected in the space beyond.

The kobold looks up at Orin, uncoiling itself as he approaches. Answering to common the creature says, Pun-pun no trade tongues, pun-pun likes his tongue. Tastes good eggs and coneys it does.

The creature allows Orin to provide his ash remedy with only a slight flinch as the magic is cast.

DM Roll:
Roll: 1d20 ⇒ 20

Why pinkskins come to cursed Sootscales home? We be cursed here, all soon dead kobolds.


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

In Draconic:
"We have come to speak with your shaman. What sickness do you speak of? Describe it to me."

"He is speaking Draconic."


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 |

Ser Brandon keeps guard, doing his best to stay alert while those that know the little dragon's tongue speak with him.

He turns to Grailmont, "I've been thinking of our battle in the tunnels. We were lucky to make it out alive. On our return we should practice more in dealing with such creatures. It seems our enemies will not always be those on two legs."


The kobold squints at Ayerth, curiously cocking his head to one side. Pun-pun thinks your eyes works. You see pun-pun, yes? The creature continues without awaiting a reply, You see pun-pun all cursed up. Pun-pun hated by the goddess. Now pun-pun has the yellow sick curse, so soon pun-pun will be dead. Pun-pun will go to see dead brothers, see dead mothers, pausing a moment to lay his head back down on his arms, see dead father. Pun-pun last was last son, not favorite son, now pun-pun not even get to die right, cursed and left to die in sun.


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

Can anyone here diagnose the malady now that we are seeing it first hand? Is it truly a curse of some kind? I wonder, with the statue's help in some way...destruction or removal of magic...the Shaman could take the curse/disease away?


A closer examination would require Healing, Knowledge Arcana, Spellcraft, maybe possibly a Detect Magic in checking over the kobold.


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

We're not going to hurt you, but I want to see if we can remove the curse, Pun-Pun. So I am going to look very closely at you. Will you hold my hand through the cage?

Detect Magic combined with the 25 on the knowledge arcana above


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 will throw a detect magic on it. I didn't want to upstage the cleric, but he hasn't thrown w heal check on it.

"I will cast a magic detection spell your grace."

"Have you always been this color Pun-pun? When I saw your color I believed it to be the cause of a reptilian color phase mutinagen."

"Do you support the Shaman or your new Chief Pun-pun? Why would they put you out in this cage?"

Knowledge Arcana was a 30. Maybe history will reveal a similar plague? Worth a shot.
history: 1d20 + 10 ⇒ (10) + 10 = 20 shot in the dark.


Echo and Ayerth determine the kobold bears a faint trace of transmutation and necromantic magicks, primarily around the scales and yellow coloring, but not enough energy remains to determine the nature of the spell involved.

Ayerth is not familiar with any historical information on such aliments be3ing reported previously.

Pun-pun is cursed and dying. Pun-pun not always yellow no. Pun-pun was not the best of the clutch, pun-pun was bluer than grey, not fully worthy of Sootscale pride.

Pun-pun not support shaman or chief, pun-pun was youngest son so pun-pun does as told. Brothers all dead, father dead, so Chief say pun-pun's turn when brothers not come back. Pun-pun cursed for not saving goddess, now pun-pun yellow. Soon pun-pun will be dead. Pun-pun will die in a cage so pun-pun will not join his brothers, his mother, his father.


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

"Well now, this is just getting sad," Silas says to the group.

And then, retrieving the statue

In Draconic:

"You mean this statue, Pun-Pun? We've come to bring it to your shaman."


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:
. . . Pun-pun not support shaman or chief, pun-pun was youngest son so pun-pun does as told. Brothers all dead, father dead, so Chief say pun-pun's turn when brothers not come back. Pun-pun cursed for not saving goddess, now pun-pun yellow. . . .

Assuming that the kobold is speaking in Common, or failing that, assuming that someone is translating for the peanut crowd...

Orin startles a moment and then asks Are you suggesting, little captive, that you are of the same clutch of the previous chieftain's children?

Turning to Echo and Ayerth, Orin wonders aloud, If that is the case, then it could be the new chief is trying to kill off all competition without it being tied to him.


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, that should read that Silas is retrieving and holding up the statue for the kobold to see.


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 |

Ser Brandon watches the scene unfold, letting the experts taking charge of the situation while he keeps an eye out for any trouble.


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

*Snicker* Experts... *chortle*


Male Elf Rogue/3

Stands with Ser Brandon with a hand on his dagger kinda relaxed from exhaustion from last fight.

-Posted with Wayfinder


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

On closer examination there is definitely something wrong here. Magic has taken its hold. I think we should bring him to the shaman...since we are on our way to speak to him and kill the usurping chieftain, anyway. What do others think?


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

"Leave him, Echo. If things go well, we'll be back here in an hour—if not, he'll be a burdensome distraction. As it is we've spent much time discussing this."


I believe Echo may have been waiting on Silas to examine the kobold for possibly actual disease or illness. Heal Check: 1d20 + 3 ⇒ (10) + 3 = 13

From Silas' point of view, the kobold seems to be fit and of sound health, viewed up close. He does not appear to be shedding, his scale folds are full and rounded, no peeling or curling visible. From the smell of the pen, the creature has normal "movements" and they do not smell abnormal from what one would expect. While depressed and accepting of his fate, he does not seem to be in any physical distress, merely yellow in color.

I should make it clear that the necromantic and transmutation magic may be indicative of the mentioned "curse".

In response to Orin, Pun-pun confirms he was one of the previous chieftain's clutch, the last of the litter, lesser physically of most hatchings and considered a shameful stain upon the chief. That he survives while all others have gone is even more of a dishonor to the clan. Pun-pun so worthless curse only claim him last as no one else is to be claimed. Even egg turner Shosa gone before pun-pun, and Shosa only quarter Sootscale.


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

"It doesn't look like a real illness... just some sort of yellowing spell. Maybe the damage comes after, all at once, or maybe the chief just kills the 'sick' ones when nobody's looking. Either way, I vote we go find the shaman and deal with this later."


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

You're alright with leaving him imprisoned, left to die? While I do agree it would likely be only a short time. You are right. I worry what happens when we leave him alone. We should at least bring him along. I don't know sootscale hierarchy by any means...but he is the son of the previous chieftain. That would make him the true heir, if they follow familial lineages? I think the heir to the sootscale tribe may be worth rescuing, if for no other reason than it is the right thing to do.


Male Elf Rogue/3

"I agree with Echo we take him with us but be on the defense just is case"

-Posted with Wayfinder


Assuming Irakli intends to support Echo's suggestion, it is a simple lock holding the pen shut. Disable Device: 1d20 + 11 ⇒ (7) + 11 = 18 A little rusty but the lock yields and the cage is opened.

Pun-pun looks at the group curiously. Stiffly the creature crawls out of the pen and rises up, his joints creaking slightly from the long hours cramped up. He stands a little taller than 3'. When upright, you see he has two extra frill fins, short stubby protrusions, along his back shoulders, partly covered by the ragged tunic he wears.

You seek to see chief. Others will not take you. Pun-pun will show you, pun-pun is dead already, cannot be killed twice by chief or by curse. Is the chief where you want to go?


Male Elf Rogue/3

Looks to Echo and the rest of the group "Shall we?"

-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

"Hadn't realized we needed a guide. Thus my impatience was a folly. Thank you, and lead on."


Male Elf Rogue/3

Watches Pun-pun just is case he tries something
Sense Motive : 1d20 + 5 ⇒ (5) + 5 = 10

-Posted with Wayfinder


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'd advise we seek the Shaman first, but at this point---whatever, lets just move on."


Irakli finds it difficult to read the expressions of the young kobold, but can discern no apparent ulterior motives.

Pun-pun agrees, shaman klatoo is much better to talk to, he always likes to talk to pun-pun, is very nice. Chief Tartuk always mean, yells, spits and kicks poor pun-pun. I can take you to klatoo as well. Who do you want to see first?

Mentioning the shaman seems to spark the first bit of life in the otherwise depressed kobold.

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