GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

marc senses that strength will be helpful and ask for Erastil's strength to fill him. Casts bull strength on himself

He then tries to swim to the wagon.
swim: 1d20 + 2 ⇒ (5) + 2 = 7


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

The magic from Zed’s fingers coalesces into a small globe of water in the palm of his hand.  Within a moment, the water rushes out of his hand, becomes more substantial, until it can no longer be mistaken for anything other than the essence of Water itself, an elemental!  This translucent creature’s shape shifts between a spinning column of water and a crashing wave.

STR Check to Move Wagon!: 1d20 + 2 ⇒ (3) + 2 = 5

Link to Stats

Academae Graduate DC 17 (Fort) or Zed is Fatigued.

Saving Throw!: 1d20 ⇒ 19 plus...
Fort: +1 | Ref: +3 | Will +5 / +7 vs. Enchantments

    Zed is Fatigued

The Summoned Monster should be X squares east west and Y squares north south of Zed.

Paizo wrote:

Small Water Elemental

Alignment & Size: N Small (4 ft. long, 34 lbs.)

Init +0; Senses darkvision 60 ft., Perception +4

DEFENSE

AC 17, touch 11, flat-footed 17

hp 13

Fort +4, Ref +3, Will +0

Defensive Abilities air mastery; Immune elemental traits:

[list]

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.

  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.

  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.

  • Elementals do not breathe, eat, or sleep.

    OFFENSE

    Speed 20 ft., swim 90 ft.

    Melee slam +5 (1d6+3)

    Special Attacks drench, vortex (DC 13, 10-20 ft.), water mastery

    STATISTICS

    Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11

    Base Atk +2; CMB +3; CMD 13

    Feats Power Attack

    Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14

    Languages Aquan

    SPECIAL ABILITIES

    Drench: The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 2)

    Vortex (su): 1 round, (5 ft. wide at the base, 10-20 feet high)  Creatures one or more size categories smaller than the vortex take 1d6 + 3 ⇒ (3) + 3 = 6 damage (DC13 Reflex negates) when caught in the vortex and may be held suspended in the powerful current (DC13 Reflex saves).  Creatures trapped in the vortex go where the elemental carries them, but can otherwise act normally. Must make a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The vortex can have only as many creatures trapped inside at one time as will fit inside the vortex’s volume. The vortex can eject any carried creatures whenever it wishes as a free action, depositing them in its space.  Vortex must stay in the water.

    Water Mastery: +1 attack and damage if both the opponent and the elemental are touching water.  If either is touching the ground, take a -4 penalty on attack and damage.


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    As a reminder, any attempts to move the wagon will fail unless the ponies have been calmed and unhitched.

    Marc wades in and immediately flounders. Zed summons a water elemental to assist, which (in round 2) hopelessly breaks against the stuck wagon.

    Round II
    Augrym: (at wagon) TBD
    Marc: TBD
    Taranis: (at wagon)
    Unrak: (at wagon)
    Zed: unsuccessfully directs elemental


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Frustrated, Taranis does his best to herd the ponies away from danger: Handle Animal: 1d20 + 8 ⇒ (20) + 8 = 28


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    My problem is that I've already entered rage. I can't do anything requiring control, like Handle Animal, without un-raging & getting fatigued, which is bad in this situation. I have to stay raging. TREX--can I try to unhitch the ponies while Taranis leads them away?


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    I think I've got the ponies locked. You can still delay while raging, so if Taranis goes first, then you're free to start pushing.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Crocodiles do not have hands, so I think it makes sense for Unrak (or somebody) to "assist" by unhitches the ponies while Taranis uses druid-fu to lead them ashore.

    The Redleaf brothers manage to get the ponies free and clear. All that remains is for the wagon to be shoved clear!

    From up on the outcropping, the gnome shouts commands rapid-fire to anyone who will listen. "Get them over here! No, over there! There! Don't spook them! Hey! Get that wheel unstuck! No, the other one!"

    Round II
    Augrym: (at wagon) prepares to push
    Marc: TBD
    Taranis: (at wagon) calms ponies, leads them ashore
    Unrak: (at wagon) unhitches ponies
    Zed: unsuccessfully directs elemental

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    marc tries to swim again...

    swim: 1d20 + 2 ⇒ (4) + 2 = 6


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Marc once again finds himself pushed back to shore by the current.

    Decide who is leading the push, up to four other creatures (at the wagon) can assist.

    Round III
    Augrym: (at wagon) TBD
    Marc: TBD
    Taranis: (at wagon) TBD
    Unrak: (at wagon) TBD
    Zed: TBD

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc curses and tries to push trough the current.

    swim: 1d20 + 2 ⇒ (5) + 2 = 7


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The druid alligator, lacking thumbs and clavicles tries to simply brute force push the wagon in time with someone else: STR Aid Another: 1d20 + 4 ⇒ (8) + 4 = 12 Pass, +2 to Unrak


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak had held to the back of the wagon, but now puts forth a giant effort as he screams out HELP MEEEE!!! RRRAAAAAAHHHHH!!! His huge frame surges back, trying to pull the wagon out of danger.

    Not counting any aids yet, but Unrak is leading

    Strength!!: 1d20 + 5 ⇒ (2) + 5 = 7 <--oh come on...


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Not sure if it’s worth aiding at this point but here’s my roll:

    Strength aid: 1d20 + 6 ⇒ (9) + 6 = 15


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Zed casts Expeditious Construction and...

    Pending DM's answers, I might have the berm do a couple of things... how deep is the water? What is the wagon's width? How far from shore is it? I'm thinking either a makeshift dam or possibly putting the berm right under it to make a bridge.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Marc gets pushed back to shore again by the stream rushing around the wagon, while the others struggle at the wagon. Zed does something with a spell, let me know what.

    Round III
    Augrym: (at wagon) TBD
    Marc: TBD
    Taranis: (at wagon) TBD
    Unrak: (at wagon) TBD
    Zed: TBD


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The alligator pushes again! STR: 1d20 + 4 ⇒ (6) + 4 = 10 come on!


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    The alligator gets under a wheel and shoves up, making it easier to move the whole wagon.

    This is actually Round IV, sorry.

    Round IV
    Augrym: (at wagon) TBD
    Marc: TBD
    Taranis: (at wagon) Str assist
    Unrak: (at wagon) TBD
    Zed: TBD


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak recognizes that this company has the wherewithal to *move* an *effing wagon*, but Desna seems intent to prove otherwise to these strangers. He seethes in frustration, muttering you fickle b1tch... and strains against the water & muck to move this confusticated wagon!!

    strength check that we deserve to have in double-digits: 1d20 + 5 ⇒ (2) + 5 = 7 ain't that just hilarious


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Rolling strength again to aid this round would be useless with that roll.

    ”Perhaps you are just not getting the grip you’d like, harry rage filled friend Unrak. Perhaps we will get it on the next try!”

    Rolling for next round’s check. Round 5.

    Strength: 1d20 + 6 ⇒ (5) + 6 = 11


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
    GMTrex wrote:
    Zed does something with a spell, let me know what.

    Sorry... post was eaten.

    Zed directs his Water Elemental to help dislodge the wagon.

    Water Elemental STR: 1d20 + 2 ⇒ (6) + 2 = 8

    Zed tries to establish a berm just upstream from the wagon, angled at what he thinks is the ideal position to reduce the rush of water around the wagon.

    Know: Engineering: 1d20 + 9 ⇒ (16) + 9 = 25


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Marc tries to swim out to the wagon.

    Swim: 1d20 + 2 ⇒ (9) + 2 = 11


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Zed deftly places his conjured berm diagonally in front of the wagon, redirecting some of the flow towards the far bank and around the wagon. Already, though, the flow eats away at the berm... it will not last long. Reduces the DC of the Str check.

    Even with the aid of the berm and the elemental, the team struggles. Marc finally reaches the wagon.

    Round V
    Augrym: (at wagon) TBD
    Marc: (at wagon) TBD
    Taranis: (at wagon) TBD
    Unrak: (at wagon) TBD
    Zed: TBD


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak plants his feet as best he can, yells out find a rope or something!! and heaves once again.

    Strength: 1d20 + 5 ⇒ (13) + 5 = 18 <--finally, a reasonable roll


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    The alligator swims as hard as he can! STR: 1d20 + 4 ⇒ (10) + 4 = 14


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    The wagon creaks under the strain and slides an inch or two towards the bank...

    Current check: 20

    Round V
    Augrym: (at wagon) TBD
    Marc: (at wagon) TBD
    Taranis: (at wagon) PUSH
    Unrak: (at wagon) PUSH
    Zed: TBD

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc uses his enhanced strength to help move the wagon
    strength check: 1d20 + 6 ⇒ (7) + 6 = 13


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    Strength check: 1d20 + 6 ⇒ (17) + 6 = 23


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    PARTIAL BOT FOR ZED

    water elemental strength check: 1d20 + 2 ⇒ (18) + 2 = 20

    I believe this puts us at a 31...


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    With a final, groaning shove, the Huntsmen muscle the wagon clear of the stream just as the elemental disappears and the berm gives way. The gnomes erupt in cheer!

    For saving the ponies and the wagon, each hero earns 600 XP!

    The gnome on the rock hops down and strides up to you. His face is bruised and purple, and one eye is swollen shut. "Finally! I told you to put your backs into it!" he admonishes, the vehemence in his tone that belies his short stature and pulped visage. Another gnome slides in. "Thankee, thankee tall folk! Name's Wittenwotten Witterwort, pleased to make your acquaintance! We'd have been up a creek without a paddle if we'd lost that wagon. Mr. Narthropple here knows it, too." He thumbs at the bruised gnome and glances up hill. "I think our stewpot is still upright -- would you join us for a meal? Least we can do!"

    Mr. Narthropple opens his mouth to protest, but thinks better of it and starts rummaging through the wagon instead. As you settle in and get acquainted with the other gnomes, Mr. Narthropple gives a shout of triumph from the wagon. "AHA! My maps! And all intact, thank goodness!"

    Grand Lodge

    Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

    Marc smiles at the gnome, opens his mouth to say something and slips on a river rock and falls into the water again.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "Maps and a meal? That sounds like an excellent invitation." Taranis introduces himself and the others, but doesn't use titles. "I'm sorry there isn't a good ford here. I'm glad you're all right. Mr. Narthropple. Mr. Witterwort. What brings you to The Marchlands?"


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak sits heavily on whatever stump or boulder is available, catching his breath from his physical & spiritual exertion. The gnome's admonitions make him scowl a bit, but he holds his tongue. Then, he takes a closer look at the vociferous gnome's face.

    That's an impressive shiner, my good man--and fairly fresh, unless I miss my guess. How did you come by it?


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    ”I have never turned down a free meal, to my knowledge. You have terribly complicated names new loud and shiner faced gnome friends. I shall do my best to remember them nonetheless. I am somewhat of a map enthusiast. Which of you is the cartographer?”

    Augrym takes the ongoing work he’s been doing mapping out the explored land of the Huntsmen. Ready to pour over the gnome’s maps.


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    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Zed is troubled by the gnome's demeanor and briefly considers bampfing him to the far side of the river before realizing with a pang that his bampfing days are behind him.

    But, he thinks with a smile, maybe they are ahead of him as well!

    Zed examines the maps carefully. "I consider myself something of a map-ematician so this should be enjoyable". Zed's is the only chuckle.

    The wizard begins commenting on the maps' quality and pointing out anything interesting to his companions. "Anything interesting" in this case equates to a pedantic running commentary on cartographic techniques, map projections, theories on fixing longitude without magical aids to navigation, plate tectonics, geospatial references to ley lines and their use in correlational techniques during astral projection, astronomy, ocean currents and relative salinity, and of course some simple waterproofing techniques to preserve maps in the event of a fording gone wrong.

    Know: Geography: 1d20 + 10 ⇒ (13) + 10 = 23

    Zed also examines the maps themselves for hidden meanings, secret writings, or non-obvious treasure markings.

    Is there anything that we would find interesting hidden within the maps?
    Yes I watched part of National Treasure the other day - sue me.
    Perception: 1d20 + 16 ⇒ (19) + 16 = 35


    M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
    Raging FA:
    [dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
    Spells L1:3/3 L2:1/2; L3 2/2

    Unrak rumbles Relative salinity?!?!


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Zed perks up at the unexpected encouragement. He flips a map over and starts sketching figures and magi-scientific notations in a glowing script that he assures the gnomish owner is a temporary dweomer.

    "Salinity is typically measured as a concentration of grams of salt per kilogram of water (g/kg). For example, the average concentration of salt in seawater is about 35 g/kg. In other words, there are 35 grams of salt dissolved in 1 kilogram of typical seawater. This quantity is usually expressed as the measure of parts salt per thousand parts seawater (ppt or 0/00). For example, 35 grams of salt dissolved in 1 kilogram of seawater is equal to 35 parts of salt dissolved in 1000 parts of seawater, or 35 ppt..."

    Zed continues with gusto long after the Dreadful Bear's eye rolling transitioned to a short and a tactical withdrawal.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Sorry about the delay, all. I have been buried in papers, but I am (almost) free now.

    Mr. Witterwort shakes his small head. "Meal I can offer, but I doubt Mr. Narthropple will share his prized maps with you..."

    Approaching, Mr. Narthropple frowns. "The Greenbelt, you mean. Green. Belt. Like the color of grass and that thing there holding up your trousers. Greenbelt. That's what this area is called. Where in the Nine Hells is 'the Marchlands' you speak of?"

    Mr. Witterwort answers Unrak's question about Mr. Narthropple's black eye. "Some kobolds attacked us just as we were setting camp." You notice several of the other gnomes are also sporting bruises and scrapes. "We managed to fight them off though!" he adds with a smile.

    "No thanks to you," Mr. Narthropple grumbles irritably. His eyebrows prick up at Augrym's maps, however. "Oh ho! Doing some mapping too, I see! Naturally, I doubt they are as good as mine... Yes, I doubt that very much. Best that I not even look at yours, then, lest I begin to doubt my own cartography! Where's my dinner?" This last bit he snaps at Mr. Witterwort, then goes to sit on a rock.

    TL;DR you are not getting access to those maps unless you make Mr. Narthropple happy (Diplomacy), and even then you will probably have to pay or barter.


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    "I find it helpful to go through life not doubting myself and the things I do. A positive outlook usually wins the day, new gnome friend Narthropple. I am the Stag Lord, Augrym Ko'Charr. You have possibly heard of my moniker before and it may strike fear in you. But, rest assured, I am the new Stag Lord. A more benevolent Stag Lord, a better smelling Stag Lord. Especially now that he is dead. I am hoping, in the future, to have to explain my new name less but Erastil has not given me the impression that the time is right on this one. Perhaps some of my earlier works might interest you?"

    Augrym takes a breath after introducing himself. He has no problem with the gnome going through whatever maps he's done.

    "These are the Huntsmen, lead by good leader friend Taranis. We are starting a kingdom here and could use all of the help we can get. If you let him, good leader friend Taranis will talk to you about your mapping and about possibly joining our kingdom and maybe even eventually taking on a role. He is much better at the wordsmithing and I tend to ramble. I could offer some healing if anyone needs it."

    I'll offer cure light wounds to anyone who looks like they may need it.


    AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Diplomacy: 1d20 + 0 ⇒ (18) + 0 = 18

    Zed tries to charm him into sharing his mappage.

    For expediency's sake, Zed is prepared to offer up to 20 GP to pay for the privilege


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    If it's possible, I would want to aid a diplomacy check.

    aid: 1d20 ⇒ 13


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis adopts a humble attitude, "Indeed our maps may not be as good, but our eye for talent is impeccable. How would you feel about a longer conversation about a lucrative future; lucrative financially, prestigiously, and creatively?"

    Autoaid on Diplomacy


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    "No, no. There are too many blank spaces on the map! Too many lands unseen! Too many ruins unfound! My work is not yet done," Mr. Narthropple replies. He pauses briefly, tapping his foot on a rock. "Though I suppose having a little more coin for my expedition would not hurt. Very well! I am willing to allow you to copy my maps for, let us say... 4,500 gold."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis casts a minor orison upon himself. "What about a barter? We are the sovereigns of this land. We have done well for ourselves, but we lack someone with your particular set of skills. With our logistics and authority, you'd have the freedom and backing to work in peace, and have the mechanisms in place for cataloging your work." Take 10 for a 23 before any Aid


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    aid: 1d20 + 0 ⇒ (16) + 0 = 16

    "Good leader friend Taranis is worth listening to. He has the best words. Also, your face looks all messed up, please accept this healing as a gesture of the good will of the Huntsmen."

    Augrym goes to heal him, so, unless he protests...

    heal: 1d8 + 4 ⇒ (1) + 4 = 5


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Mr. Narthropple scoffs. "Sovereigns?! Of the Greenbelt? Preposterous! You did not even know what this land was called. Even if you were not plagued with ridiculous notions of overwrought personal grandeur, I should be quite unwell in the head if I surrendered the Narthropple Expedition to some overseer! No, no. Truly, absurd."

    Only the briefest of pauses intercedes.

    "Ah, but a barter! Perhaps that is a worthy idea. Perhaps, perhaps. But not in the way that you were so foolishly thinking! No. Tell me, what in the Greenbelt have you mapped! If you have done well, perhaps I might be willing to trade the locations of a few landmarks..."


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    "Sovereignty is independent of a complete knowledge, though that knowledge we do seek. This is precisely why we should come to an accord. Realize that we are making a display of trust in showing you our progress."

    Taranis takes out a field map and sets it with some rocks. He nods to his brother to keep a sharp eye for anything duplicitous.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Narthropple scoffs again. "Bah! Let us see what useless scribbles you have come up with..." He peers at the map, fetching a pair of spectacles for a better look. "The abandoned temple, yes, and the great sycamore, those look to be in the right place... and the ford over the Thorn River. Hmmm..."

    The gnome raises an eyebrow at you and breaks out a pencil and paper. "A boggard lair, interesting. Tatzylwyrms, too! A bridge over the Thorn, and another over the Shrike... radish patch, interesting, fangberries too, kobold caverns. Aha! I suspected there were some mites living in that area! And--hmm, what is this? "Solasgaard?" Some sort of encampment? No sign of the dwarven ruins, though. Shame."

    He takes several more notes before putting away his pad. "Very well! You have... somehow... managed to maps some useful items in the northern Greenbelt. I will share with you some hard-fought knowledge as recompense!" He points at the map with his pencil. "Away to the west is an abandoned keep, and there is another tower in the middle of Candlemere Lake, here. There is a ferry where the Little Sellen meets the Strike, and a ford over the Gurdin here. West of Candlemere is a lizardfolk village, be careful there. And to the north of that is a mad old hermit living in the woods, and some sort of witch living in the swamp to the east. That is enough I think... Oh, why not. One more. There is a barrow out in the hills to the east, all by itself. I did not go in once I became certain it was not constructed by dwarves." See map.

    For successfully saving the wagon and negotiating with Jubilost Narthropple, each Huntsman earns 600 XP.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    One thing jumps out, "No sign of the dwarven ruins? You expected them in Solasgaard, or somewhere in the Greenbelt?"


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    "Yes, yes. Just an old guardpost, really, but I am quite eager to find it. But best not worry your head with such important matters, eh?"

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