GM Giuseppe's Kingmaker (Inactive)

Game Master Giuseppe Capriati

Handouts [1] [2] [3] [4] [5] [6]

House Rules [Downtime at Oleg's]

Oleg's Trading Post (Reference Document) [*]

Quests & Rumors [*]

Treasure spreadsheet [*]

Kingdom Building spreadsheet [*]

Legal Sources [*]

Pinterest Gallery [*]

Roll20 Campaign Page [*]

XP Tracker 4,625/5,000


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Council of Thieves Maps

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DateStarday, Pharast the 25th, 4609 AR
TimeNight
LocationTrap-filled glade
WeatherCloudy and temperate

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You follow Johd and Vekkel back to the trading post. The travel is harder than expected for everyone except Shirzon, who can see in the dark. Although hard, the travel is mostly uneventful and you manage to reach Oleg’s trading post when the sun is rising behind the clouds. It’s very could out there, and as you arrive, Svetlana greets you with a earthy breakfast. After consuming it, you head to your beds to rest your tired bodies, since you haven’t been sleeping for the whole night.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

"Good morning Svetlana, thanks for this." Serolt grins and eats heartily. Though he's very appreciative, he barely says thanks after the meal as his eyelids droop.

He sleeps soundly through until dinner.

Over dinner, he asks Oleg, "So how did you know the weather was going to turn? We had an inkling thanks to Rok here, but how did you know it would be so bad?"


Council of Thieves Maps

"It wasn't me, dear boy" shrugs Oleg. "You must thank him", says Oleg pointing at Vekkel. The old hunter shrugs in his turn and smiles kindly at you and Oleg.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Now well-rested and with his belly full was more like it for a city-boy.

Jacobus buts in the conversation, "So the area we were exploring was full of traps. Large traps. Do you know the hunter who frequents that area?"


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Roksana doesn't sleep for very long after breakfast. She's excited to see the land covered in snow. She spends much of her day training but when she over hears Jacobus and Serolt in conversation she comes over and joins in.

"If you do know the hunter you should tell him to mark his traps. Kryo nearly met his death out there and we'd hardly left the trading post!"

She shakes her head in anger.
"Whoever it was is lucky I don't put their foot in a trap too."


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Kryolani, having wiped off one of the benches and work tables of snow, is carefully using a tool to tap bits of stone off a rock he found near the trading post earlier in the morning. The work is slow, but it seems to please the young man.

"We're all lucky. If it was you, I wouldn't have been strong enough to help pry you out of there. Thank you, for that." Kryolani, distracted by the memory, cracks the stone in half with his next strike. He sighs, "I hope none of you think the less of me for it, but I kind of want to kill the guy when we find him."


Council of Thieves Maps

Ok so it seems like option #2 prevailed. Please post 4 consecutive downtime actions and roll the appropriate skill checks ;)


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

The next few days were quiet for the inquisitor. He took up his prayers and even read the holy book he carried with him. Throughout his time, he also decided to ask around for any rumors and also befriend the commanding officer at the trading post.

diplomacy hear rumors: 1d20 + 5 ⇒ (3) + 5 = 8
diplomacy hear rumors: 1d20 + 5 ⇒ (9) + 5 = 14
diplomacy befriend Kesten: 1d20 + 5 ⇒ (9) + 5 = 14
diplomacy befriend Kesten: 1d20 + 5 ⇒ (15) + 5 = 20


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Kryolani spends the snowstorm chipping away at his latest piece of stone artwork, debating the comparative merits of divine magic and innate sorcery with Kavken, and being impressed at Roksana's training regimen. Not that he intends to partake in anything so vigorous himself. No, his version of exercise during the poor weather are brief walks to look for likely stones after becoming restless with the indoors. These walks are never long, however, and never out of sight of the trading post.

diplomacy befriend Kavken: 1d20 + 8 ⇒ (15) + 8 = 23
diplomacy befriend Kavken: 1d20 + 8 ⇒ (20) + 8 = 28
diplomacy befriend Kavken: 1d20 + 8 ⇒ (12) + 8 = 20
craft stoneworking: 1d20 + 2 ⇒ (11) + 2 = 13


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
“Oleg” wrote:
"It wasn't me, dear boy" shrugs Oleg. "You must thank him", says Oleg pointing at Vekkel. The old hunter shrugs in his turn and smiles kindly at you and Oleg.

”Well thank you very much there Vekkel. Mind if I buy you a drink? That was above and beyond the call. Thank you.”

Serolt spends the next few days getting to know Vekkel better. Or at least following him around trying to learn a thing or two.

Diplomacy: 1d20 + 0 ⇒ (19) + 0 = 19
Diplomacy: 1d20 + 0 ⇒ (8) + 0 = 8
Diplomacy: 1d20 + 0 ⇒ (19) + 0 = 19
Diplomacy: 1d20 + 0 ⇒ (20) + 0 = 20

When he's not with Vekkel though, he's a bit anxious. He's eager to get going, and paces around Oleg's. He doesn't quite curse the snow, but he does look forward to the day when he can alleviate some of it's impact.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Roksana initially approaches Kesten to see if he would be willing to spar with her, always on the look out to be better trained. The following days she spends with Svetlana attempting to make a number of the dishes she's served the party since they arrived. She doesn't have much success.

Diplomacy - Befriend Kesten: 1d20 - 1 ⇒ (20) - 1 = 19
Craft - Bigos: 1d20 + 1 ⇒ (4) + 1 = 5
Craft - Babka: 1d20 + 1 ⇒ (5) + 1 = 6
Craft - Brindza: 1d20 + 1 ⇒ (7) + 1 = 8


Council of Thieves Maps

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DateSunday, Pharast the 26th ― Wealday, Pharast the 29th, 4609 AR
LocationOleg’s trading post
WeatherSnow, snowstorm

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You spend four consecutive days at Oleg’s trading post, sheltering from a long wave of bad weather. During these days, the snow has covered the Greenbelt, and the temperature has fallen drastically. On Moonday, Pharast the 27th, a violent snow storm has hit the Greenbelt, covering both the Narlmarches and the Kamelands in a thick and deep layer of snow.

---

During your stay at Oleg’s, you have had the chance to learn more about the other people of the trading post.

---

Jacobus has been able to breach Kesten Garess’ personal armor, and has learned a lot about him, winning the gruff man’s trust and respect. Kesten has also revealed his own story to Jacobus, and told him the reason why he’s currently here in this frontier land.

Kesten’s story (Jacobus only):
Kesten has confessed you that he’s here because of a scandal when an affair between him and a lowborn woman named Tania, a weaver’s daughter, became public knowledge. His father Evan, a cousin of the Garess family patriarch, disowned Kesten, who fled to Restov to serve as a mercenary. He volunteered to lead the small group of soldiers to help guard Oleg’s Trading Post after his own depression and shame grew too much to handle. Kesten hopes to either make a name for himself as the defender of a remote fort, or to find an honorable death among the bandits and other dangers in the region.

In addition, Kesten has also told Jacobus about a mercenary he worked with months ago. The man was a Varisian named Falgrim Sneeg. Falgrim robbed the group and fled into the Greenbelt to become a bandit, and Kesten hopes to catch him alive and return him to Restov for punishment. Kesten has promised to reward you with four masterwork weapons of your choice, should Falgrim be delivered alive. If he’s delivered dead, Kesten can only promise two weapons.

Jacobus has been able to shift Kesten’s attitude by two steps, which makes him helpful towards Jacobus. Also, Kesten has assigned a new quest to the party. The quest has been added to our Quest & Rumors reference document.

Jacobus also gains a boon for having made Kesten helpful towards him. Please Jacobus, copy and paste this boon in your character’s sheet.

Kesten Garess’ Boon ― You’ve been able to befriend Kesten Garess, and he has revealed you his story and his motives. The noble man has agreed to train you in the use of any one weapon included in the following groups of weapons: crossbows, heavy blades or pole arms. The training takes 3 months, and grants you a +1 bonus to all the attacks with the selected weapon. Once used, this boon is wasted and cannot be used again. Additionally, once a year, you can ask Kesten to follow you on your adventures for a period of 1 week by succeeding at a DC 9 Diplomacy check.

---

Kryolani, on the other hand, has been able to befriend Father Kavken quite quickly. The two have shared long-lasting talk about several subjects, from religion to politics, and from ethics to local traditions. Jhod has also revealed his story to Kryolani, telling him his story and the reason why he ended up in the River Kingdoms.

Jhod’s story (Kryolani only):
In truth, Jhod has been all but excommunicated from Erastil’s priesthood after he helped form a lynch mob against a traveler his home village thought was a werewolf responsible for several recent killings. Only a few hours after they lynched the man, the true killer was caught by a hunter and revealed to be nothing more sinister than a particularly wily worg. An investigation by the church of Erastil followed, and they found Jhod’s involvement in the village’s overly aggressive pursuit of the traveler’s lynching to be actionable. Only the fact that the traveler happened to be a bandit spy sent to town to look the place over (a fact that Jhod discovered only after the man was executed and his belongings were searched) kept the church from fully excommunicating the priest— and even then, only if he accepted exile. And so Jhod traveled from his home in Galt up the Sellen and into Numeria. From there, his wanderings eventually brought him east into Brevoy, where he had a particularly vivid dream about an overgrown temple of Erastil guarded by a huge, angry bear. Upon waking from the dream, Jhod felt an irresistible tug to the south, and realized that Erastil had given him a chance to redeem himself.

Kryolani has been able to shift Jhod’s attitude by two steps, which makes him helpful towards Kryolani. Kryolani also gains a boon for having made Jhod helpful towards him. Please Kryolani, copy and paste this boon in your character’s sheet.

Jhod Kavken’s Boon ― You’ve been able to befriend Jhod Kavken, and he has revealed you his story and his motives. Once a week, you can ask Jhod to scribe a single scroll of any one spell from the cleric’s spell list for you, paying only half of the base price for that scroll. Additionally, once a year, you can ask Jhod to follow you on your adventures for a period of 1 week by succeeding at a DC 12 Diplomacy check.

---

Serolt and Vekkel Benzen spend most of their downtime together, discussing hunting and archery techniques, survival tricks, wilderness and hunting stories and so on. The old hunter proved very competent in each of these fields, and listened enthusiastically to Serolt’s stories, particularly those regarding his animal companion Regin and the Cinderlands in his homeland. Vekkel has told Serolt several times about his dreadful encounter with the boar Tuskgutter: the boar claimed the hunter’s right leg, putting an end to his career as a traveling hunter. Vekkel hopes that someday Serolt could hunt down the boar and avenge his missing leg.

Serolt has been able to shift Vekkel’s attitude by two steps, which makes him helpful towards Serolt. Serolt also gains a boon for having made Vekkel helpful towards him. Please Serolt, copy and paste this boon in your character’s sheet.

Vekkel Benzen’s Boon ― You’ve been able to befriend Vekkel Benzen, and he has revealed you his story and his motives. Vekkel has shared many of his “survival tricks” with you, granting you a +2 bonus Survival checks made to predict weather. Additionally, Vekkel has shared many tips about his knowledge of the Greenbelt, granting you a +1 bonus to Knowledge (geography) and Knowledge (nature) related to the Greenbelt.

---

Roksana has spent most of her time with Svetlana, and the two women have developed a strong friendship. She has told her half-orc friend many details about her love story with Oleg, also asking for tips and advices every now and then. Also, Roksana has befriended Kesten Garess and talked with him frequently: their conversations inevitably related to life as a mercenary and the soldier’s career.

Roksana has been able to shift Kesten’s attitude by one step, which makes him friendly towards Roksana. Roksana also gains a boon for having made Svetlana helpful towards her. Please Roksana, copy and paste this boon in your character’s sheet.

Svetlana Leveton’s Boon ― You’ve been able to befriend Svetlana Leveton, and she has revealed you her story and motives. Svetlana knows how to be well-liked by the people, and has shared many of her tips on how to deal with people with you. The people at Oleg’s trading post know you’re a friend of hers, and treat you with respect as a consequence, trusting you more easily. You gain a +1 bonus on Diplomacy checks. If you’re in Oleg’s trading post, this bonus increases to +3.


Council of Thieves Maps

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DateOathday, Pharast the 30th, 4609 AR
TimeOleg’s trading post
LocationOleg’s trading post
WeatherClear and temperate

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The snows has finally loosened its grasp on the Greenbelt, and you can finally pack your gear, mount your horses and depart again, bound for the wildlands. The people at Oleg’s bid you farewell reluctantly: they’ve been enjoying you’re company, and many of them are a bit sad to see you go, but they perfectly know that your duty must be carried out.

Early in the morning, you eat Svetlana’s warm breakfast and then you depart.

The terrain outside the trading post is still partially covered in snow.

You travel for the whole day in order to reach the new area you’re bound to explore, but the travel is mostly uneventful.

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⁞⁞ WEATHER ⁞⁞
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Predict the weather ⇒ DC 15 Survival check:
Tomorrow will be a temperate if cloudy day, well suited to explore the wilds.

Predict the weather ⇒ DC 20 Survival check:
The day after tomorrow will be a clear an temperate day, perfectly suited for exploration.

Predict the weather ⇒ DC 25 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration.

______________________________________
I’ll be posting again at 10:30 P.M. GMT +1, botting everyone who has not acted yet.

Quest & Rumors Reference Document updated. Check it out!

Oleg’s trading post updated. Check it out!

GM Rolls:

--- RANDOM ENCOUNTERS ---

Entering a new hex (5%): 1d100 ⇒ 7

Entering a new hex (5%): 1d100 ⇒ 16


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Surival, weather: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20

Bolstered by his new found knowledge of the weather, Serolt predicts two nice days ahead. "Should have lots of time for searching. Maybe, with a bit of luck, we'll find the hunter laying those deadly traps around."

He helps set up the tent that night and turns in early, eager for the next day and adventure.

Rations removed.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Given his time spent with Vekkel these last few days, Roksana is happy enough trusting Serolt's prediction of the weather. She's even happier to be on the move again. Oleg's was starting to feel a bit like home but nothing beat traveling the countryside.

"If we do find that hunter, he'd better stay out of arms reach. Damned fool." Even her threat sounds good natured as she assists with the tent set up.


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Kryolani is hunched by the fire, heating up snow-melt in a tin so they can have something warm to drink as the sun goes down.

"I'm just hoping the weather holds out. I want the hunter dealt with, sure, but we'll need a good stretch of dry days if we're going to make serious progress exploring the region. He's got to have some kind of shelter he goes to when the weather turns. That's what we need to find. Same with the bandits, who I'm betting have Svetlana's ring."


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus accommodates his behind on the saddle and comments, "Yeah, it was time to get back out here. We'll miss the meals but such is life."

He looks about, "I was talking to Kesten quite a bit and heard about another bounty out for yet another bandit. This one's name is Falgrim Sneeg. And get this. Kesten is willing to give us 4 finely made weapons if we bring him back alive. Only two weapons if dead but hey, we should keep our eyes open."

He took a breather, "Anything interesting on your end?'


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

"Not from Jhod, not really. He came here to find a temple, know's it's guarded by an angry bear. At least, as much as anyone knows anything that they see in an apparently god-granted dream."

He casts Prestidigitation on the steaming water to give it a little flavor.

"Seems like a good guy though. Getting over some issues. His story to tell if he wants to tell it. That being said, if Erastil really is trying to get an old temple re-discovered, we should probably be extra careful. More than bear careful. But once it has been, maybe we can stockpile some supplies there to make trips deeper into the wilds a bit easier to manage."


Council of Thieves Maps

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DateFireday, Pharast the 31st, 4609 AR
TimeDawn to evening
LocationThe Narlmarches
WeatherCloudy and temperate

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The snow has eventually loosened its grasp on the Narlmarches, and you spent the whole day exploring a new area, without having to bother about bad weather. The exploration is mostly uneventful, apart from something occurring in the afternoon.

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TimeAfternoon
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As you’re exploring the area, you stumble in a strange scene. A bearded man’s corpse lies here: it seems like he died tragically, pinned to the ground by several large logs when a deadfall collapsed on him.

DC 25 Perception check:
The ropes that snapped and allowed the logs to crush the man’s legs and pin him to the ground appear to have been severed by something sharp.

An hatchet, stuck in the stump of a tree a few feet from the dead body’s outstretched arm, is a masterwork hand axe.

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⁞⁞ WEATHER ⁞⁞
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Predict the weather ⇒ DC 15 Survival check:
Tomorrow will be a clear an temperate day, perfectly suited for exploration.

Predict the weather ⇒ DC 20 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration.

Predict the weather ⇒ DC 25 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration.

______________________________________
You gain 25 XP for having explored this hex.

I’ll be posting again at 01:30 P.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- RANDOM ENCOUNTERS ---

Entering a new hex (5%): 1d100 ⇒ 39

Exploring an unclaimed hex (15%): 1d100 ⇒ 66

Camping in an unclaimed hex (15%): 1d100 ⇒ 47


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt investigates the body.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
"Would you look at this. Someone cut these ropes. I bet this was the hunter, and our faery friends finished him off for us."

...and searches for tracks nearby. Small tracks perhaps.
Survival, tracking: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Later he looks to the skies.
Surivival, weather: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

"Looks to be good weather ahead, I think spring may be upon us at last! A few more storms maybe lingering, but we might be past the worst of the cold. We should check out the hot springs next I think, and then to Elk Rock."


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

"Seriously? This was the guy?"

He glances down at the corpse. "Well. That's moderately horrible. We'll ask Oleg if he knew a hunter that looked like this. I'd like to be sure he's really the fellow who set the rest of the traps, and not just some poor bastard like I almost was."

Kryolani leans over and pulls the hand ax out of the wood, "Either way, this won't be doing him any good, and we could probably sell it for a pretty penny."


Council of Thieves Maps

No tracks nearby Serolt ;)


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

"I bet it was the guy. No tracks. Now either someone was good and hid them, or it was a flying, invisible, faery with a knife."

True or not, that's what Serolt believes. He spits on the body.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus looks at the corpse and tries to determine how long ago it died.

heal: 1d20 + 2 ⇒ (3) + 2 = 5

He also searches to see if there was anything of value on the man or anything to identify him further...


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Roksana lets the others inspect the corpse while she watches the area, to make sure this isn't some form of trap. Once they've recovered the axe and Serolt proposes a plan, the large woman nods her head.

"Yes! Let's go to the hot springs!" She chimes in eager to move on.


Council of Thieves Maps

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DateStarday, Gozran the 1st, 4609 AR
TimeDawn to evening
LocationThe Narlmarches
WeatherSunny and temperate

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You wake up early in the morning and hit the road as quickly as possible, eager to explore a new area. Today it’s the first day of Gozran, and it seems like the spring has finally come to the Greenbelt. You spend the whole morning exploring this forested area and following the river’s course.

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TimeNoon
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Two hot springs bubble at the source of the Skunk River, filling the surrounding area with the distinctive odor of rotten eggs. Despite the smell, the hot springs appear to be really rather pleasant to relax in. As you’re examining the spring, suddenly two creatures, resembling in every way to normal frogs, with moist, mottled, blackish-green skins, but grown to truly monstrous size, emerge from the pond, eager to attack those who dare invade their home.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Jacobus
Kryolani
Roksana
Serolt
Frogs

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⁞⁞ WEATHER ⁞⁞
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Predict the weather ⇒ DC 15 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration

Predict the weather ⇒ DC 20 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration.

Predict the weather ⇒ DC 25 Survival check:
Spring has come! The next day will be temperate and sunny, ideal for exploration.

______________________________________
New Roll20 map available!

I’ll be posting again at 07:30 P.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- RANDOM ENCOUNTERS ---

Entering a new hex (5%): 1d100 ⇒ 57

Exploring an unclaimed hex (15%): 1d100 ⇒ 6

Camping in an unclaimed hex (15%): 1d100 ⇒ 37

----- INITIATIVE -----
Jacobus: 1d20 + 5 ⇒ (15) + 5 = 20
Kryolani: 1d20 + 5 ⇒ (12) + 5 = 17
Roksana: 1d20 + 5 ⇒ (4) + 5 = 9
Serolt: 1d20 + 4 ⇒ (4) + 4 = 8

Giant Frogs: 2d20 + 2 ⇒ (7, 1) + 2 = 10 ⇒ 5[/dice]


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

"Well those are certainly the biggest frogs I've ever seen."

Kryolani draws his wand, and casts Ray of Enfeeblement at the frog lounging on the bank to their left. No time like the present to deal with hostile wildlife.

Ranged Touch Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Strength Penalty: 1d6 ⇒ 3


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Round 1

Roksana steps up to the nearest frog and swings her hammer at the frog. She doesn't use her full force, hoping to give the unusually large creature a warning tap to send it on it's way.

WarHammer: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 141d8 + 5 ⇒ (7) + 5 = 12 Non-lethal damage


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1

Status:
Weapon Equipped = Composite LongBow
Cold Iron Arrows = 18/30
Cold Iron Silver Blanch Arrows = 10/10
Conditions = None
longbow: Attack: BAB +1, Dex +4 Damage: Str +2
melee: Attack: BAB +1, Str +2 Damage: Str +2

Unable to do nonlethal, Cole steps up and targets the other frog - out on the rock.
”Piss of you frog! We don’t want to have to kill you!”

Longbow (cold iron): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 (point blank) damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 (point blank)

I just want a hot bath…

Looks like the Advanced Player's Guide is a legal resource. Blunt arrows here I come!


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Surprised his hot bath was interrupted, the inquisitor hefted his mace in two hands and brought it down on the frog.

mace to hit, 2H: 1d20 + 3 ⇒ (20) + 3 = 23, critical?
damage: 1d8 + 3 ⇒ (2) + 3 = 5
mace to hit, 2H: 1d20 + 3 ⇒ (14) + 3 = 17, ???
damage: 1d8 + 3 ⇒ (8) + 3 = 11

AHHRR

He yelled as he struck hoping to scare them off.


Council of Thieves Maps

Jacobus please remember that your BAB is only +0, thus you cannot draw your weapon as a free action as a part of a move action. This would prevent you from attacking this turn, and I will suppose that you're only drawing your weapon and moving closer to the giant frog for this turn. Also, I would like you to specify your target next time or at least move your token on Roll20: are you attacking the frog on the shore on the one on the rock?


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |
GM Giuseppe wrote:
Jacobus please remember that your BAB is only +0, thus you cannot draw your weapon as a free action as a part of a move action. This would prevent you from attacking this turn, and I will suppose that you're only drawing your weapon and moving closer to the giant frog for this turn. Also, I would like you to specify your target next time or at least move your token on Roll20: are you attacking the frog on the shore on the one on the rock?

I'm sorry but when I open up the map, I see my token right next to a frog. Therefore, I used a move action to draw the weapon and a standard action to attack. What am I doing wrong?


Council of Thieves Maps

You see it there because I moved Jacobus on the map after you posted :) Jacobus was not there when you posted.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
As Jacobus moves near to the frog on the left, Kryolani targets it with his weakening spell. A second after, Roksana hits the same frog with her warhammer as Serolt targets and hits the giant frog on the rock with his bow.

---

The frog on the shore bites Roksana in response, delving in her left arm with its sharp teeth, opening a set of bleeding wounds.
Roksana takes 4 points of damage

In the meantime, the frog on the rock stretches out its long tongue, in an attempt to grab Serolt with it, but the Shoanti archer is nimble enough to avoid the disgusting giant tongue.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Jacobus
Kryolani
Roksana
Serolt
Frogs

______________________________________
Roll20 map updated!

I’ll be posting again at 12:00 A.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- COMBAT ---

Frog #1 Fortitude Save vs ray of enfeeblement: 1d20 + 6 ⇒ (15) + 6 = 21

Frog #1 Bite Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Frog #1 Bite Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Frog #1 Grab: 1d20 + 7 ⇒ (8) + 7 = 15

Frog #2 Tongue Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Frog #2 Grab: 1d20 + 7 ⇒ (17) + 7 = 24

GM Stats:

Frog #1 — 15/15
Conditions — 1 Str damage, 12 nonlethal damage

[smaller]Frog #2 — 5/15
[smaller]Conditions


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 2

Status:
Weapon Equipped = Composite LongBow
Cold Iron Arrows = 17/30
Cold Iron Silver Blanch Arrows = 10/10
Conditions = None
longbow: Attack: BAB +1, Dex +4 Damage: Str +2
melee: Attack: BAB +1, Str +2 Damage: Str +2

”OK then, have it your way. Frog’s legs for supper folks!” He shoots the one on the rock once again. Worried that he might get dragged into the water, he focuses his hatred on the frog and steps back 5'.*

Longbow (cold iron): 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18 (point blank, focus)
damage: 1d8 + 2 + 3 ⇒ (2) + 2 + 3 = 7 (point blank, focus)

* Swift Action: Ranger Focus on target for +2 attack and damage rolls


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus yelled at Rok, "Watch out! That thing bites."

He then brought his heavy mace down on the amphibian.

if I can use my rolls above, let's do it, if not...:

heavy mace to hit, 2H: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 + 3 ⇒ (3) + 3 = 6


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Seeing that the other frog is good and well in hand, Kryolani steps up and points his wand at the frog on the rock, unleashing a burst of flames.

burning hands: 2d4 ⇒ (2, 4) = 6
reflex dc 11 for half


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Jacobus delivers the final blow to the frog on the shore. The creature collapses to the floor, unconscious. Kryolani catches the frog on the rock in his area of magical flames, but the creature manages to jump away just before the flames could consume it. But the frog’s resistance is bound to end: Serolt hits it with another arrow and giant frog is propelled back and plunges into the water.

---

Combat is over!

---

Once the giant frogs have been dealt with, you can enjoy a warm bath in the hot springs if you wish so. The rest of the day passes bay uneventfully, and at night you camp again, ready to depart for your new area of exploration.

______________________________________
You gain 200 XP for having defeated the giant frogs and 25 XP for having explored this hex. You’re almost there… :D

I’ll be posting again at 12:00 A.M. GMT +1, moving the adventure forward.

GM Rolls:

--- COMBAT ---

Frog #1 Reflex save vs burning hands: 1d20 + 6 ⇒ (15) + 6 = 21


Council of Thieves Maps

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DateStarday, Gozran the 2nd, 4609 AR
TimeDawn to evening
LocationThe Narlmarches
WeatherSunny and temperate

▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔

You wake up early in the morning and hit the road as quickly as possible, eager to explore a new area. You spend the whole morning exploring this forested area and following the river’s course. During the exploration, in the afternoon, Jacobus is the only one to spot something unusual in the forest depths, behind numerous thorny plants.

▁▁▁▁▁▁▁▁▁
TimeAfternoon
▔▔▔▔▔▔▔▔▔

The thick tangle of brambles gives way into a large clearing in the woods, its border partially defined by ruined stone pillars. The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at the center. The side of this towering boulder facing the clearing has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide cave entrance. A flight of stone steps leads up to this cave entrance from the forest clearing—both the steps and elk face feel quite old and are thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.

DC 10 Knowledge (religion) check:
This entire site is a shrine dedicated to Erastil, although also one that has long since fallen into disuse.

As you explore the ruins, suddenly something shakes the world around you: a fiery, raucous roar fills the air, and just a few seconds after you see a massive bear rumbling out of the cave to issue another bellowing roar and charge at you. Broad, powerful muscles move beneath this massive bear's brown fur, promising both speed and lethal force.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Bear
Serolt
Jacobus
Roksana
Kryolani

______________________________________
New Roll20 map available!

Now, this is a very scary encounter for a low-level group! Be wary! If you manage to survive and win the fight, you'll level up, so I guess the juice is worth the squeeze.

I’ll be posting again at 07:30 P.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- RANDOM ENCOUNTERS ---

Entering a new hex (5%): 1d100 ⇒ 63

Exploring an unclaimed hex (15%): 1d100 ⇒ 26

Camping in an unclaimed hex (15%): 1d100 ⇒ 98

--- PERCEPTION CHECKS ---

Jacobus: 1d20 + 6 ⇒ (17) + 6 = 23
Kryolani: 1d20 + 5 ⇒ (7) + 5 = 12
Roksana: 1d20 + 1 ⇒ (8) + 1 = 9
Serolt: 1d20 + 6 ⇒ (2) + 6 = 8

----- INITIATIVE -----
Jacobus: 1d20 + 5 ⇒ (6) + 5 = 11
Kryolani: 1d20 + 5 ⇒ (2) + 5 = 7
Roksana: 1d20 + 5 ⇒ (3) + 5 = 8
Serolt: 1d20 + 4 ⇒ (8) + 4 = 12

Grizzly Bear: 1d20 + 1 ⇒ (12) + 1 = 13


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

At the Hot Springs

Jacobus Varadin wrote:

"Watch out! That thing bites."

"Yeah, I noticed." Roksana says mirthlessly as she looks down at her bleeding arm. When Jacobus takes care of the frog only seconds later she gives him an appreciative nod then quickly prepares for a bath in the springs to cool her tensions. She spent enough time around mercenaries and other unsavory sorts that modesty wasn't an issue. Provided no one leers, she relaxes in the pools while they still have time to enjoy them.

At the Ruins

Roksana follows the men to the clearing and whistles when she sees the ruins, eager to explore them.
K. Religion (Untrained): 1d20 + 1 ⇒ (14) + 1 = 15

"Looks like we found what's-his-name's temple to Erastil. Wasn't there something about a bear?" Roksana muses before instantly regretting her words as the ground shakes and the massive beast charges the party.

Roksana roars back as she moves in toward the bear and swings her hammer with all her might. This thing looked far to dangerous to bother with a warning strike.

Warhammer: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 4 ⇒ (2) + 4 = 6

GM the Roll20 map is still set in the hot springs. The above action is assuming she can reach the bear and/or has not been taken out by it already.


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Shouting over the din of battle, he replies, "Yes! Yes there was a thing about a bear!"

Kryolani turns his eyes skywards for a moment and mutters "C'mon Erastil, don't let the angry bear eat us for trying to help bring back your temple, alright?"

Heart hammering, Kryolani moves in behind Rok, keeping as much distance as he can while still attempting to hit the beast with a Ray of Enfeeblement...

Ray of Enfeeblement rolls:

DC 15 Fort save for half
ranged touch attack: 1d20 + 1 ⇒ (13) + 1 = 14
STR penalty: 1d6 ⇒ 1


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1

Status:
Weapon Equipped = Composite LongBow
Cold Iron Arrows = 16/30
Cold Iron Silver Blanch Arrows = 10/10
Conditions = None
longbow: Attack: BAB +1, Dex +4 Damage: Str +2
melee: Attack: BAB +1, Str +2 Damage: Str +2

Serolt is in awe of the structure and almost misses the bear. And then he looks again. What a specimen!

He immediately respects it, and targets it with all his focus.* He then 5’ steps to a clearer shot, draws his bow, and shoots!

Longbow (cold iron): 1d20 + 5 + 3 ⇒ (8) + 5 + 3 = 16 (point blank, focus)
damage: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9 (point blank, focus)

* Swift Action: Ranger Focus on target for +2 attack and damage rolls


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Trying to help out in a pinch, the inquisitor pulls out his crossbow, loads a bolt, and lets it fly.

He quickly pronounces his ire on the bear.

swift action, judgement of destruction +1 dam
crossbow to hit: 1d20 + 1 ⇒ (20) + 1 = 21, critical?
damage: 1d8 + 1 ⇒ (1) + 1 = 2
crossbow to hit: 1d20 + 1 ⇒ (13) + 1 = 14, ???
damage: 1d8 + 1 ⇒ (5) + 1 = 6, damage if critical is confirmed


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔

Serolt hits the bear right in its chest, and the creature roars in anger and fury. Jacobus hits the bear again with his crossbow, but although his bolt lodges in the creature’s flesh, the bear almost appears to not have felt it. Then, showing a courageous boldness, Roksana moves forward and engages the bear in melee: it’s often said that fortune favors the bold, and this is another confirm of that old proverb. The half-orc is able to hit the huge bear with her warhammer, and the bear roars out in pain as the hammer smashes its head against the creature’s mouth. Just after, Kyolani manages to hit the bear with his weakening ray, but the creature does not appear to have suffered too much from the spell.

---

The bear roars savagely. The first attack is stunningly fast, and Roksana can’t avoid it. She takes a very bad wound from it, and his face gets scarified as a result. But the half-orc manages to hold her nerves and avoid the creature’s wild bite tilting his head right before the impact. Then, she parries the second clawed attack with her warhammer.

Roksana takes 8 points of damage.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Bear
Serolt
Jacobus
Roksana
Kryolani

______________________________________
Roll20 map updated!

I’ll be posting again at 1:30 P.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- GRIZZLY BEAR ROLLS ---

Fortitude saves vs ray of enfeeblement: 1d20 + 6 ⇒ (7) + 6 = 13

----- ATTACKS -----
Claw Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Claw Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Bite Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Bite Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Claw Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Grab: 1d20 + 11 ⇒ (18) + 11 = 29

GM Stats:

Grizzly Bear — 13/30
Conditions — 1 Str damage


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 2

Status:
Weapon Equipped = Composite LongBow
Cold Iron Arrows = 15/30
Cold Iron Silver Blanch Arrows = 10/10
Conditions = None
longbow: Attack: BAB +1, Dex +4 Damage: Str +2
melee: Attack: BAB +1, Str +2 Damage: Str +2

Serolt slides to the side (move) to get a clear shot, but he keeps his distance. Once he has a clear shot, he takes it.

Longbow (cold iron): 1d20 + 5 + 3 ⇒ (12) + 5 + 3 = 20 (point blank, focus)
damage: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9 (point blank, focus)


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Worrying too much about her friend, the inquisitor drops his crossbow and hefts his heavy mace.

He then moves up to the bear but still maintains a 'safe' distance and yells, "Come here big boy!"

switch weapons and get within 10' of the bear


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Moving up to get a clear shot at the side of the beast, Kryolani points his wand and unleashes a gout of flame into it's flank.

Burning Hands:

DC 11 for half damage
burning hands damage: 2d4 ⇒ (3, 1) = 4

Kryolani prayed fervently that they would take it down before it slew Roksana. The massive beast might be more than the four of them could best!


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Round 2

"I can't take another hit like that! Rok roars to the rest through the pain. Even with the blood gushing from her face though she doesn't back down.

Warhammer: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 111d8 + 4 ⇒ (3) + 4 = 7

Using combat expertise, +1 to AC. Having trouble updating my HP from my phone but I'm currently at 2HP


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔

Serolt hits the bear again, his arrow lodging right in the creature’s eye. Jacobus moves closer as Kryolani uses his wand to cast a fire spell. The bear, wounded and clumsy, fails to jump away before it’s too late and is invested from a cone of magical flames. You can hear an almost human-sounding sigh of relief coming from the bear as the creature fights against the flames.

When the flames die out, you can’t see the bear anymore. In his place, lying unconscious on the ground, there’s an incredibly old human man with a look of peace in his eyes. Then, a moment later, the man suddenly crumbles into a skeleton and thence to dust. At this moment, the entire shrine seems to grow more vibrant and colorful. The water in the pool becomes crystal clear.

---

Combat is over!

---

Examining the pool ⇒ Detect magic + DC 20 Spellcraft check:
The pool has a magical aura, and you are able to identify how it works. For the next 24 hours, the waters in the pool grant the effects of a [/i]cure light wounds[/i] spell (CL 5th) to anyone who drinks directly from it.

Searching the cave ⇒ DC 20 Perception check:
Inside the cave, amid old bones and gore, stands a partially destroyed altar. This cave must have been the bear’s lair for quite a long time, and is littered with droppings and bones. It smells terribly. But as you search the cave, you spot a place in the westernmost stone wall where the bear appears to have been frantically scratching his claws several times. Once you get closer, you realize that there’s a hidden compartment in the cave, similar to a drawer in the stone. It requires a good practicality with your hands to open it, so it’s no surprise that the bear hasn’t been able to open it. When you do, you find a worn-out journal containing the last memories of a man named Domitian the Gray. First off, once this place was a shrine to Erastil, and the man tending it was a respected cleric of that faith. The man was desperate because the indigenous tribes of trolls, savage humanoids, and other monsters had “won” and would drive the Taldan colonists out. Frustrated, he tells to have lured a large bear to the temple and sacrificed it in the name of “any who would answer the call” to aid against the humanoids.

______________________________________
You gain 200 XP for having defeated the bear and 25 XP for having explored this hex!

I’ll be posting again at 10:00 P.M. GMT +1, botting everyone who has not acted yet.

GM Rolls:

--- GRIZZLY BEAR ROLLS ---

Raflex save vs burning hands: 1d20 + 3 ⇒ (1) + 3 = 4


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus rushes to Rok's side as the bear turns into humanoid and then to dust. Seeing her wounds, the man of Abadar takes out the new wand and prays to his god.

CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9

Seeing that her wounds were still raw, he passes the wand once more and smiles as muscle is reattached and skin covers the wounds.

He speaks to Serolt and Kryo, "You guys OK?

The inquisitor then goes about inspecting the place and the bear's cave.

perception: 1d20 + 6 ⇒ (1) + 6 = 7
I'll let the others post but we should always take 20 if time is not issue when searching.

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