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.


251 to 300 of 1,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Grailmont's Fort Save 1d20 + 5 ⇒ (16) + 5 = 21 = Successful

Grailmont moves up to aid Irakli, double move to provide a flanking bonus.

Irakli attacks the spider again with his Rapier 1d20 + 3 ⇒ (17) + 3 = 20 for Damage 1d6 + 1 ⇒ (6) + 1 = 7, running his blade deep into it's head, killing it.

Deudermont moves to Rufus, to check him for injuries.

Initiative pairings are as follows:
*Deudermont & Echo
Rufus, Grailmont & Irakli

MAP

Echo is up, back to 48 hour clock.


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

Lets build a fire, and stay here for the night. If there is anything else out there, it would have come in by now.
In the morning we can scout around and check the webs and the ground warren. Grailmont and Irakli, would
you mind taking the two watches? We can use a good blade and sharp eyes through the night.


Deudermont volunteers to take a Watch with Rufus, but would prefer either the first or the last, to give him the rest he needs to try and recovery his mystical energies.

If you set up watch, tell me who watches when, how long the shift, and on the map indicate where you want to set up camp, and the position for each of you. Use the Fire marker to indicate the fire pit, which will be considered to take up the entire square.

MAP

We will end rounds count at this time.


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


How long until sun up? Deud, that's why I asked Grailmont and Irakli to take watches.
I want you and I to be able to rest/restore our minds. If there is time for you to take
a short watch, and you feel up to it, take first watch. Then, if they will, Grailmont and
Irakli can take the last two.


Male Human Fighter - Level 3

Grailmont whistled for his horse. I shall take first watch, however I need some first aid after, that spider tore my leg up. Hopping on his horse, he withdrew his shield from his back and trotted up to the upper path, heeding his horse back and kept his eyes peeled.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Map


Deudermont indicates there are roughly 10 hours remaining before sunrise. He will take the first watch, a short two hours, but first casting Cure Light Wounds on Grailmont to aid his recovery 1d8 + 1 ⇒ (2) + 1 = 3, bringing his hit points back to nearly full health.

He then tends to the wounded horse, aiding in it's Fortitude Save vs the spider's venom 1d20 + 6 ⇒ (10) + 6 = 16, ending the poison's threat.

Deudermont does not heal the mount's damage, instead using his last Cure Light Wounds on Echo, healing 1d8 + 1 ⇒ (2) + 1 = 3 his new leader back to full health. Deudermont does apply First Aid to the mount, 1d20 + 9 ⇒ (8) + 9 = 17, binding it's leg and preventing further injury.

Grailmont suffered 2 points of Strength Damage from spider venoms, his mount suffered 4. Rules for recovering Ability Damage Ability Damage Basically this means that given normal rest and recovery, Grailmont will be back to full strength the day after tomorrow, his horse two days after that. If you take a full day's complete rest for the horse under a competent healer, the beast should be back to full strength at the same time Grailmont is up and ready, but this would need to be back at Oleg's.

On Deudermont's shortened watch, his Perception Check 1d20 + 3 ⇒ (4) + 3 = 7 notices nothing out of the ordinary, much the same as Grailmont's watch which followed.

Sneaky GM roll behind the Screen... 1d10 ⇒ 9

MAP - Assuming Grailmont returns to bed down after his shift.

Irakli is up for the third watch. 48 hours remaining.


Male Elf Rogue/3

Walks around the camp about 25' out in a circle looking and listening to spot anything else that may be lurking out there.

Perception Check: 1d20 + 4 ⇒ (3) + 4 = 7


A Walk in the Woods II: Aragog's Revenge

As Irakli is walking the perimeter 1d8 ⇒ 8 a sudden chittering clicking sound is heard as a swarm of small spiders erupts from the spider's lair, rushing the nearby wandering guard, the sleeping party members unaware of the attack.

The spider swarm receives a Surprise Round action, which is a rush towards Irakli.

Initiative Checks:

Spider Swarm 1d20 + 3 ⇒ (8) + 3 = 11
Deudermont 1d20 + 2 ⇒ (1) + 2 = 3
Echo 1d20 + 2 ⇒ (14) + 2 = 16
Grailmont 1d20 + 0 ⇒ (4) + 0 = 4
Irakli 1d20 + 5 ⇒ (3) + 5 = 8
Rufus 1d20 + 1 ⇒ (2) + 1 = 3

Initiative pairings are as follows:
Echo - sleeping, unaware and unable to act
*Spider Swarm & Irakli
Grailmont, Rufus, & Deudermont - sleeping, unaware and unable to act

The swarm continues it's rush towards the guard, surging into his square and biting, clawing, and scratching at any exposed opening, hoping to sate their hunger. The elf takes Sting Damage of 1d6 ⇒ 1 and must make a Fortitude Save vs the spider swarms' Poison. Irakli faces Distraction from the swarm engulfing him, requiring another Fortitude Save to negate being Nauseated for 1 round. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single Move Action per turn.

Combat information on Swarms

Irakli is next, 48 hour countdown commencing

Assuming Irakli begins yelling for everyone on his turn, the Pecrception Check DC is a 6 to awaken from the noise on this round. It takes a Full Round Action to awaken and stand up. It takes a Standard Action to shake another person awake.

MAP


Male Elf Rogue/3

Caught off guard from the rushing swarm as it rushes him and feels a intense pain of a sting on his leg.

And I thought it was going to be a good night

Fort save vs poison: 1d20 + 2 ⇒ (1) + 2 = 3

Fort save vs Nauseated: 1d20 + 2 ⇒ (14) + 2 = 16

Reaches for his a dagger and swings at the swarm wildly trying to get them off.

To Hit: 1d20 + 3 ⇒ (1) + 3 = 4

Dmg if hit: 1d4 + 1 ⇒ (1) + 1 = 2


Please make a second attack roll to determine whether or not you critically fumble, Irakli.


Male Elf Rogue/3

1d20 + 3 ⇒ (8) + 3 = 11


Irakli avoids harming himself, but he quickly realizes that conventional weapons will not work against the swarm ie no damage of diminutive baby spiders crawling all over his body. He manages to swat enough of them off himself to avoid their distractive presence. He moves back out of the immediate coverage 5' step and begins shouting for the others to alert them to the danger, even as the multitude of stings begins to spread poisons across his body. Poison Strength Damage 1d2 ⇒ 2, muscle fatigue and weakness started to spread throughout his limbs Second save required next round

Perception Checks 1st Round:

Deudermont 1d20 + 3 ⇒ (14) + 3 = 17
Echo 1d20 + 2 ⇒ (6) + 2 = 8
Grailmont 1d20 + 3 ⇒ (5) + 3 = 8
Rufus 1d20 + 8 ⇒ (4) + 8 = 12
All awaken to the sounds, but due to the delay in Irakli's actions, may only perform a standard action Awaken{/b] this turn. Standing up next round will take a [b]Move Action to perform.

Initiative pairings are as follows:
*Echo - awake, laying on the ground
Spider Swarm & Irakli
Grailmont, Rufus, & Deudermont - awake, laying on the ground

MAP

Echo is next, 48 hours and counting

Hint: Swarms take half again as much damage as normal from area or square affecting attacks. See the previously posted link(s) for hidden pointers/suggestions.


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

Move in place of standard to stand up. Use a piece of the camp fire to burn the spiderlings out.


Echo is able to get up from his sleep at Irakli's confused and pained shouting. He takes a Standard Action to stand up, a 5' Step to the campfire, and uses his last Move Action to pick up a burning branch from the fire to use as a make-shift torch.

The Spider Swarm surges forward after Irakli, for having tasted of his blood the young broodlings find they want that much more. Irakli takes Sting Damage 1d6 ⇒ 1 as the arachnids drain more fluids from him, whilst also increasing the poisons entering his bloodstream. Fortitude Save for the poison please (DC increased for second dose) and also a Fortitude Save for being re-engulfed and facing the creature's Distraction - Nauseated effect for one round, same DC as the previous. As above, Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single Move Action per turn.

Initiative pairings are as follows:
Echo, awake, standing by the fire
*Spider Swarm & Irakli
Grailmont, Rufus, & Deudermont - awake, laying on the ground

MAP

Irakli and Grailmont are next, 48 hours guys


Male Elf Rogue/3

As the swarm engulfs him again feeling the stinging again.

Fort save vs poison: 1d20 + 2 ⇒ (19) + 2 = 21

Fort save vs Nauseated: 1d20 + 2 ⇒ (18) + 2 = 20

As the swarm craws all over him he tries to swat them off and stomp on the ones on the ground.


Irakli saves vs the poison and the nausea, it slowly dawning on him that his attacks, whether weapons or own hands, are ineffective in slowing or destroying the horrendous mass of spiders crawling all over him. Irakli in the Furball

Times up for Grailmont. He rolls over in his bedding, pulling the blanket up over his head. Just five more minutes ma' then I'll milk ol' Bessy. Hmmmm, Bessy, hey girl...zzzz

Rufus awakens and seeing the spiders crawling all over Irakli alternates barking and dancing near to the rogue, not sure how to help. Standard Action to bolt up, Move Action to approach the mass that is the swarm/elf.

Deudermont awakens to the sound of Irakli's mumbled calls for help, trying to keep the creatures out of his mouth. He sees the mass and fears for the rogue. He takes a Standard Action to stand up and a Move Action to take his only "Alchemist's Fire" vial from his pack. Do I light them up Irakli? I've only got this one vial.

Initiative pairings are as follows:
*Echo, awake, standing by the fire
Spider Swarm & Irakli
Grailmont, Rufus, & Deudermont - Grailmont asleep, the others standing, ready to act

MAP

Echo is next, 48 hour clock ticking


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

Move action to move to Grailmont, and standard to wake him up with one hand (stick from the fire in the other). Grailmont, time to be a hero, again. Bessy will wait.


Go to Map


The Spider Swarm continues to engulf Irakli, his smashing and swatting only further enraging their thirst for blood. Irakli takes more Sting Damage 1d6 ⇒ 4 as the arachnids drain him further, adding more poison to his bloodstream. Fortitude Save for the poison please and another Fortitude Save for the creatures' Distraction Ability.

Irakli realizes his weapons and natural attacks are not enough to do any lasting or real harm to the sheer number of spiders feasting upon him. Something more primal needs to be done.

Initiative pairings are as follows:
Echo
*Spider Swarm & Irakli
Grailmont, Rufus, & Deudermont - Grailmont awake on his back

Irakli is up, 48 hour clock

MAP


Male Elf Rogue/3

Fort vs poison: 1d20 + 2 ⇒ (6) + 2 = 8
Fort vs naus: 1d20 + 2 ⇒ (14) + 2 = 16

Tired trying to defend himself he tries to slow his mind down to think what can be done.

Bring... cough torch.. cough over cough


Irakli feels himself weaken further from the poison coursing through his veins, his armor becoming heavier. Poison Strength Damage 1d2 ⇒ 2.

Deudermont assesses the situation, and shouts Get out of the way before ordering Rufus, Take him down boy! pointing not at the swarm but at Irakli, himself moving closer to the fray.

Irakli looks up, confused and harassed by the spiders, attempting to understand what Deudermont said. Wisdom Check 1d20 ⇒ 3 vs DC 5. It was all too confusing for the rogue to catch.

The dog runs full on at Irakli, attempting to knock him clear of the swarming mass of arachnids. Charging Bull Rush 1d20 + 5 ⇒ (16) + 5 = 21 vs CMD AC9 (Irakli was not prepared for a teammates attack so is Flatfooted). Rufus skids short once past the spider swarm, his forepaws and head having slammed the elf full in the midsection, momentarily knocking the wind out of him. The dog and rogue move away from the swarm, stopping as the elf bumps into the nearby tree.

Deudermont hurls his Alchemist's Flask at the swarm, hoping to burn out the majority and drive off the rest. Ranged Splash Weapon 1d20 + 2 ⇒ (10) + 2 = 12 vs the swarms square AC 5, hitting and exploding with little fiery force, dealing Fire Damage 1d6 ⇒ 1 x 150% for a total of 2 points total. Rufus takes 1 point as the weapon splashes partially across his hind quarters.

Initiative pairings are as follows:
Spider Swarm & Irakli
Deudermont & Rufus
*Grailmont & Echo - Grailmont awake on his back

Grailmont and Echo are next, 48 hour clock running

MAP


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

Move action to my horse, standard to retrieve lamp oil from saddlebag.

Map


Male Human Fighter - Level 3

Grailmont hopped up to his feet and began looking around, still groggy he tried to figure out the commotion


The spider swarm, still covered in a flaming mixture, attempts to disperse enough to end the flames, Reflex Check 1d20 + 3 ⇒ (10) + 3 = 13 vs DC15. Failing the swarm takes an additional 1d6 ⇒ 4 x 1.5 for 6 points of damage.

The baby spiders disperse in all directions, one or two escaping safely in any particular direction. The majority however cannot cleanse themselves of the burning fire, and are destroyed. The swarm, as an entity or a foe, are no more. The combat has ended. There is no need for additional initiative rounds, post as you wish.

Irakli still needs to make that Poison Save or face additional damage, up to 3 more checks in fact, one save ending the need for further checks.

There was only about an hour left on the last watch, not really enough time to get back to sleep. The sun is cresting the horizon, light starting to shine amongst the upper reaches of the trees.

What does the group want to do next? You have a campsite to clear, a large nest and burrow dug into the ground, masses of webbing spotting the trees, 4 dead spiders and a mass of crispy baby spiders crunching underfoot.

MAP


Male Elf Rogue/3

Falls to his knees where he stands the poison still coursing in his veins causing great pain and making him sweat. Closes his eyes and tries to relax to resist it.

Fort vs poison: 1d20 + 2 ⇒ (10) + 2 = 12


That is a successful save, no further saves required, no additional damage.


Male Elf Rogue/3

Feeling the effects of the poison residing sits on the ground for a few minutes to regain his strength.

Deudermont that was a crazy move....but thank you for the save.


I was not sure it would work. Rufus did the hard part, Deudermont says, scratching his dog behind the ears while gently pinching off singed bits of fur and dried bits of alchemical splatter.

At least it seems these spiders are done in, his eyes wandering to the tunnel nest and the larger bundles hoisted up amongst the trees. Or should I say they should be done in.

Come on guys, 48 hour posting or what's the point of continuing. I've got better things to do that nothing.


Male Elf Rogue/3

After a few moments gets up and walks over to Rufus Thanks boy

We should get a move on now...everyone ready


Male Human Fighter - Level 3

Alright gentlemen, we've accomplished nothing on this venture, we need to get back to olegs and study this land, see if anyone has mapped it out, and see if anyone knows more about the wildlife surrounding us before it attacks us again.


Male Elf Rogue/3

As he walks looks around for anything useful

Perception Check: 1d20 + 4 ⇒ (9) + 4 = 13


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

Lets check the hole for any more spiders or any survivors that may be held captive in there. It will just take a little bit and we will still be back to oleg's before nightfall.


Irakli notices one of the larger bundles hanging amongst the trees, appears to have a bow sticking out of the webbing. Perhaps there is something to be found amongst the bundles.

Peering into the tunnel, which appears to stretch maybe 12 to 14 feet, is thickly clogged with webbing. A few baby spiders still crawl amongst the webs, but not nearly as many as those that attacked Irakli. A burning torch would most likely burn away the webs in a quick flash.


Male Elf Rogue/3

Spotting the bow hanging from a bundle he cuts it open to see what is inside.


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

Echo pulls an ember, still lit, from the previous night's fire and proceeds to carefully burn away the webbing. Once the area is reasonably clear of webbing, he begins searching the small cave thoroughly (taking 20).


You manage to find seven larger bundles that are too big to be typical game animals hanging amongst the trees. Two are the remains of deer fawns, one is a forest lion, another an elk. The last three are humanoids, killed, drained and dessicated by the spiders.

The first of the three:
A human male bandit, equipped with Leather Armor, Short Sword, Longbow, 19 Arrows, Silver Stag Amulet worth 20gp, ruined canvas satchel, several days moldy rations, empty Canteen, Belt Pouch with 10 gold, waterlogged Journal.

The second of the three:
A half-elven noblewoman, equipped with ruined robes, Heavy Leather Cloak, Brass Comb worth 2gp, Masterwork Dagger in Steel Scabbard worth 15gp, Twisted Red Oak Wand, Silver Signet Ring of House Orlovsky, ruined travel bag, nearly ruined Grimoire.

The third of the three:
A male halfling traveler, equipped with Leather Armor, Hand Axe, Masterwork Composite Shortbow for +2 strength, 16 Arrows, clean Dark Blue Cloak, Backpack, few days dried rations, half full Wineskin, Belt Pouch with 43 gold.

Echo finds the following loose items strewn around the spider tunnel, including several small skeletons of various creatures like birds, moles, and badgers. There are 205 coppers, 86 silver, 33 gold, and a handful of loose ornamental stones worth 45gp.

Searching and gathering these items will take about an hour to complete.

Once you get back to Oleg's you will have gathered enough experience to reach 2nd level.


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


Once we get back to Oleg's I want to get an appraisal
for all these goods (minus the journal and grimoire).
Once we have all that, we can try to divide it fairly.


10g
43g
33g
86s
205c


45g stones
20g amulet
2g brass comb
MW dagger
15g steel scabard
Twisted Red Oak wand
silver signet ring
leather armor (human)
leather armor (hafling)
hand axe
MW composite shortbow (+2 str)
short sword
long bow
35 arrows
dark blue cloak
backpack
Journal
Grimoire


Carefully try to look through the grimoire, and let the Journal dry.


An appraisal of the goods and items, once sold, gives you the following coins in trade, 201 gold, 6 silver, and 5 copper.

A-B:
The Silver Stag Amulet is an officer's badge amongst the bandits. You may sell it for 20 gold.

The Masterwork Dagger offers a +1 bonus to hit. The steel scabbard designed for it helps keep it clean and ready sharp. You may sell the pair for 166 gold.

C-D:
The Twisted Red Oak Wand is magical. It is a Wand of Burning Hands, caster level 2, and has 4 charges remaining. The command word along its base, is Forlae.

The silver signet ring belongs to an heir of the Orlovsky family, A major noble house of Brevoy. The house is on the fence when it comes to House Surtova or Restov, not having chosen a side. Their influence would be beneficial. You may sell it for 75 gold.

E-f:
The Masterwork Composite Shortbow offers a +1 bonus to hit and allows the user to add their Strength damage to arrows fired. You may sell it for 225 gold. I made a mistake on this one, the strength bonus is +1, not +2. Sorry

The Dark Blue Cloak is magical, a Cloak of Resistance +1. This bonus is added to Saves.

G-H:
The Grimoire is a damaged arcane spellbook. Only 5 spells seem to be salvageable; Identify, Mage Armor, Reduce Person, Silent Image, and Unseen Servant remain intact. You may sell it for 45 gold. Deudermont expresses an interest in owning the book.

The Journal, once dried out is crumbling apart and only partially legible. It details the life of one of the Stag Lords bandits, Hyrum Fallor. He mentions:
(a)his life as a bandit
(b)the routines of bandit patrols
(c)visiting other bandit camps
(d)the location of kobolds in the area
(e)a successful bandit raid on the goblins
(f)a discussion about the Stag Lord
(g)the last passages are about a noblewoman prisoner.
You may pick three passages to read before the journal is too badly damaged to continue.

The Elders gather around to hear your tale, and to get more information on what you learned over the past day or so. They heal everyone back to full health and use prayers to restore strength lost to the spider's poisons.

If you choose to make Oleg's your first town, you must decide the primary role his fort will play, as previously mentioned. Let me know what role that is, what other structure will be first constructed, and the colonists will get started while you plan out your next steps.

Congrats on reaching second level. If any new players wish to start with the group, they must do so now before you leave Olegs.


Male Human Fighter - Level 3

The challenges they have overcome has granted him new found knowledge, making him feel braver to any tasks ahead. Cayden Guides Me. He says, gripping his fist

Bonus Feats:
Am I to understand I gain an additional feat or I am now allowed to swap my current feat for another?


Yes you gain a bonus feat at second level.

What feat did you want to change?


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

Take the dagger, irakli.
Deuder the grimoire is yours.
Grailmont the cloak is yours.
I will take wand.

Does anyone want the bow?
Keep the ring for now.

Read about b, f, and g.

Sell the rest and get a total amt of coin please?


Male Elf Rogue/3

Takes the dagger and looks it over and then puts it on his belt Thanks for the dagger can't have too many of those Laughs

I may want the bow depending if it will do me any good and is better then the current one I have


Male Human Fighter - Level 3

Ah tis' a fine piece of cloth Echo, thank you. He graciously took the cloak and tied it around his neck. The fights that grailmont undertook now granted him more knowledge, the harder you hit, the less likely you will hit something. The feat Power Attack is now in Grailmont's abilities.


Male Elf Rogue/3

Let us decide what we should build first before we get too far behind on the mission. That said what should it be?

Sry was wanting to post sooner but could not access the site for sometime


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

We will follow the court's recommendations for the most part, with the following amendments:

Buildings:
Claim Oleg's Hex (already cleared) as the start of the Barony of the Greenbelt for 0BP.
Claim the Road passing through Oleg's Hex for 0BP.
Convert Oleg's into a Watchtower for 6BP. (Stability+1, Unrest-1, Defense+2)
Build the first block of colonist's Houses for 3BP. (Unrest-1)
Build an Inn for 10BP. (Economy +1, Loyalty+1)

The following Edicts:
Token Promotion at this time for 1BP (+1 Stability).
Light Taxation at this time (+1 Economy, -1 Loyalty)
One Festival at this time, to celebrate the founding of this fine Barony for 1BP. (+1 Loyalty)

Current BP stands at 32BP, less the above costs 21BP, less the consumption for the month 2BP, plus whatever is determined by the Economy Roll.

Verify the math before I continue:
The Stability Check: 1d20+16, DC 22.

The Economy Check: 1d20+18, DC 22.


Dot for re-activation


A rider comes into Olegton just ahead of a pair of wagons. The man is dressed in crimson and gold leathers wearing a long bright red cloak. He sports a wide brimmed hat with a gold feather which reaches several inches past the back of the thing. He approaches the center of town, stopping to post a long decree to the notice pole, covering a few of the fliers only just placed by Mayor Leveton.

As he turns to leave, Oleg calls to the man, wanting to know his business with the pole, and with the town. The man looks down at Oleg, giving a condescending sneer, and says Back away sir, I am about the official business of Castellan Waldorf Dupreux of Brevoy. Do not try to detain me, you may not lay hands upon a royal herald. The castellan announces he will be visiting in a tenday, to determine whether this place shall remain under the charter of the King, or be ceded back to the crown for redistribution. Good day to you.

The man wheels his horse about and begins to trot back out of town, slowly taking in the lay of the place and her peoples. His eyes are judgmental, less than friendly.

The two wagons arrive just as he makes his turn, disgorging two families of settlers as well as a few individual passengers. At least one has a small charter tucked into his belt, a missive identical to those granted the Guardians by the Swordlords of Restov. That would be Silas.


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

Almost before it stops rolling, a man steps forward off the first wagon. He is tall, and brawny—for an elf—and his hair and clothing are matted with rain.

With a hefty tug, the tall elf retrieves a massive wooden chest that he can barely carry. On the front, in various scrawling fonts, has been painted the words "Silas Lavein, Alchemist, Architect, Armorer, Blacksmith, Bowyer, Builder, and Many Other Letters".

He walks towards the gates of the Council Hall as quickly as possible, if only to get out of the rain, leaving the other arrivals following a ways behind through the tracks his chest has dragged into the mud. It's late, but he finds the most senior-looking guard he can and immediately presents his charter.

"Silas Lavein, here, agent of Brevoy, got a right proper charter from the Mayor of Restov himself an' those good old Swordlords. Need a place to stay, if you've got any beds, and will be looking for work first thing in the morning."

The next day, Silas resolves to go see the leaders of the colony—eventually. In the evening, if they come looking for him, or else on the morrow. Instead, he spends his first day in the Greenbelt wandering around town, with some sort of umbrella and rain shawl if the weather's still nasty.

Sites Silas will try to visit include the Smithy, the Alchemist's hut (he'll turn away if it's closed), and a few construction sites he passes; if any let him, he'll offer to stay and help out for an hour, just to meet the local craftsmen, make a good impression, and learn how skilled they are.

If there's any sort of healing hall for the sick or wounded, he'll stop by and dump his daily spells into however much healing he can achieve.

And, finally, Silas will probably approach the kobold outside the watchtower. "Hello there, little Sir. I must say, it's been a long time since I've met any of your kind, and it wasn't... under the friendliest of terms. Can I ask what brings you to Olegton?"


Silas, to fit your narrative, lets roll the clock back a bit. You have sneaked out of the wagon holding area the evening of the 7th during the storm, making your way to Olegton. You arrive near dusk and make your way to the Watchtower, the home of the Council. You may wander Olegton during the morning. I will post a notice of the highlights in the discussion thread.

Silas presents his charter to the militiaman standing watch at the gate to the Watchtower. He checks over the papers, stating Oy, yer a new one. Well, tha place is closed up tanite, but I thin I kin find ya a place, faller me. He leads you to one of the corner barracks, an empty chamber with triple bunks for six men. Ya kin stay ere a few days, tha boys dun gone on patrol. Ya needs ta see tha Council n tha Guardians tamara. Welcome ta Olegton. G'nite yer elfness.

The next morning the day dawns clear of rain, the sun peeking from behind light grey clouds. A light breeze blows from the west, clean and warm.

Silas comes out of the barracks as the wagons and rider arrive at Olegton.

When stopping to talk to the kobold, the little creature looks up at Silas curiously. I is Meepox. I is on offical buzzness for all of Sootscales. I speak for scary terror-bull Chief Tartuk of big hole Sootscale tribe and great wise shaman Klatoo. They have words for mighty good warriors and magicy men of Olegton. The kobold sits atop the old tree stump, his legs dangling barely above the ground. He holds tight to a worn leather satchel. Looped over his shoulder and down to his opposite waist is a brown leather weapons belt, missing the scabbard. It is tooled in a rough pattern of curls and loops. Seeing Silas eye the belt, the kobold chirps up, This makes me big impertinent bass-door of Sootscales.


Female Half elf Cleric of the Ketephys level 3

The rain had initially done little to dampen the spirits of K'Lana and the family she travels with. However, with a warm hearth within sight and the Crimson Guards delaying there arrival, not to mention the poorly hidden contepmt they have for a half blood, K'lana's patience is finally wearing thin.

Hoping off the wagon, she quickly exchanges farewells with the family, shoulders her pack and bow and heads for the nearest guard or militiaman she can find, her woodland cloack wiping in the wind behind her.

The Hunter's blessing on you sir, by right of charter signed by Swordlord Jamandi Aldori, I seek those likewise charged to bring peace to these lands.


The guard stammers at K'lana's brusque demeanor, not realizing she held any type of official decree. The man bids her to hold fast while he fetched the captain, then he disappeared down the column of wagons, seeking his commander.

K'lana seized the opportunity with a quick prayer and rushed off into the brush along the roadway. She was out of sight by the time the man returned, out of earshot before the search for her began. Little over an hour or so later K'lana was within a hundred yards of Olegton, passing through tents and small cabins, settlers and newcomers finishing breakfast and heading off to whatever tasks they worked each day as part of the small colony.

A half hour more and she stood before the Watchtower at the center of town, near to the tall post pole holding news, fliers and information of interest to the peoples. Through the open gate K'lana spied someone she recognized, a tinkerer that had shared a wagon a few spots ahead of hers, he searched herself to remember the elf's name, Sila or Silas I think.

1 to 50 of 1,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Darkblade Kingmaker Discussions All Messageboards

Want to post a reply? Sign in.