Plot Hammer |
Old Crackjaw: 1d20 + 17 ⇒ (17) + 17 = 34
The sounds aren't enough to stun the beast.
Smezut waits for the others to attack, in hopes they take care of business.
Xzin summons another rock candy, er, pony and both move into flanking positions to slam the turtle. One actually hits this time.
Ramses (maybe out of animal bane arrows?) fires with normal arrows this time, as the beast looks fairly wounded. Too bad his well placed shots didn't quite sink in enough to hit the vital organs, but Old Crackjaw falls just the same.
Rock Pony: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 11 ⇒ (3) + 11 = 14
Rock Pony: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 11 ⇒ (5) + 11 = 16
Ramses pew: 1d20 + 12 ⇒ (16) + 12 = 281d6 + 7 ⇒ (3) + 7 = 10
Ramses pew: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 7 ⇒ (6) + 7 = 13
Ramses pew: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 7 ⇒ (5) + 7 = 12
1st crit confirm: 1d20 + 12 ⇒ (2) + 12 = 142d6 + 14 ⇒ (1, 5) + 14 = 20
2nd crit confirm: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 14 ⇒ (3, 3) + 14 = 20
Plot Hammer |
The turtle is a bit big for transportation, but you are able to take the shell as a trophy and cook up the meat for some rather tasty turtle soup.
Arven the fisherman is happy that you have freed up his favorite fishing hole, and presents you a ring of feather falling (found in a pike’s belly, probably from some cool guy cliff diver).
Kingdom Turn 5
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, +1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(None)
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(Remains the same)
Phase 2 Step 2 - Claim Hexes
(R9: Radish Patch)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(R9: Sawmill; V9: Road/Bridges)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Library, House)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 1)
Phase 3 Step 1 - Make Withdrawals from Treasury.
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items for BP
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 30 ⇒ (18) + 30 = 48 = 16+7 = 23 BP
Phase 4 - Events (30%)
Event: 1d100 ⇒ 40 = No Event... or so you think!!!
Plot Hammer |
Your break this month from exploration does not go uneventful. You learn of a series of attacks upon Stagsfall. Some livestock were brutally slaughtered in their pens at an outlying farm; then two people were killed as well - a maid named Saki, who never made it home after her shift at an inn, and a shepherd boy named Beven, who along with his flock was attacked on his way back to town.
Both victims were killed on successive nights. Saki while apparently gathering berries for breakfast, and Beven as he returned his sheep to town. The bodies show signs that they were killed by a large, mansized animal, possibly wolf-like. At the kill sites, tracks indicate a large wolf. They lead into nearby trees, and do not emerge. Bare human footprints emerge at different locations, but you lose the trail as they enter town.
When you talk to the citizens, it appears neither the woman nor the boy had any enemies. A few locals ominously add that wolves were heard howling on both nights, and the word werewolf is muttered under the speaker's breath at least once. As it happens, there was a full moon on both nights, and one more in store for this very night.
Plot Hammer |
The time spent researching in your new library, asking the citizens of Stagsfall about possible suspects (no dice), and enforcing a curfew takes several hours. That combined with the earlier scouting of the murder sites, examination of the bodies, and questioning now leaves you ready to implement your trap after dark. As you congregate from your separate duties towards your planned site with your sacrificial lamb, you stumble upon what you were hoping to trap - the werewolf. It is in it's hybrid form, staring hungrily into a stable, light pouring out of it's open doors. The werewolf, spotting you as well, lets out a howl at the full moon as it angrily shakes it's greataxe towards the night sky.
Round 1
Ramses
Smezut
Werewolf
Skaz
Xzin
Tbenox
Smezut Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Ramses Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Skaz Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Xzin Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Tbenox Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
Werewolf Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Ramses Niblick III |
Ramses moves up with his mighty wolf Mr. Flibble. Taking aim at the unsupecting were-thing.
attack: 1d20 + 11 ⇒ (1) + 11 = 12
Then something distracts him. Was it a pretty lady? Was it his own incompetence?
Who knows? His arrow breaks in half when he goes to shoot.
Plot Hammer |
Smezut goes for his trusty grease spell, but the werewolf maintains his footing and is only slightly slowed moving out of it's area. It's bloodshot eyes fix on Xzin, and he moves up to attack. The grease prevented a charge, lucky for Xzin.
Skaz works on closing the distance.
Werewolf Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Werewolf Acrobatics: 1d20 + 11 ⇒ (20) + 11 = 31
Demonic Horse Caller Xzin |
Xzin invoking the blessing of the goblin gods along with the horse gods (and maybe a few powers that shouldn't be mentioned), he steps back and calls forth an earthen pony to deal with the one who is really kind of frightening right now.
5' step away, standard to summon
Attack: 1d20 + 8 + 2 - 1 ⇒ (14) + 8 + 2 - 1 = 23; Damage: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Plot Hammer |
Smezut steps back and begin singing an inspiring wolf related song. The werewolf keeps his eyes on his target, the second hit with the greataxe splitting Xzin in twain. Skaz, seeing his friend killed, calls to Sarenrae for guidance. Not too much luck with that...
Xzin's rock pony still stands, and attacks it's master's killer with an evil vengeance.
Greataxe: 1d20 + 14 ⇒ (10) + 14 = 241d12 + 25 ⇒ (9) + 25 = 34
Greataxe: 1d20 + 6 ⇒ (13) + 6 = 191d12 + 25 ⇒ (9) + 25 = 34
Bite: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 11 ⇒ (3) + 11 = 14
Bite: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 8 ⇒ (4) + 8 = 12
Trip: 1d20 + 7 ⇒ (9) + 7 = 16
Scimitar: 1d20 + 15 ⇒ (1) + 15 = 161d4 + 9 ⇒ (1) + 9 = 10
Rock Pony: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 11 ⇒ (2) + 11 = 13
Plot Hammer |
Smezut targets the werewolf's axe with his greasy magic. It works!!! and the greataxe falls out of the werewolf's hands. The werewolf tries to grab for it, provoking as it does. All around him but Varg hit. The werewolf manages to pick up the slippery axe, but who knows for how long. Skaz, Varg, and the rock pony continue to beat on the werewolf.
Werewolf Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
Bite: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 8 ⇒ (2) + 8 = 10
Trip: 1d20 + 9 ⇒ (14) + 9 = 23
Scimitar: 1d20 + 17 ⇒ (12) + 17 = 291d4 + 9 ⇒ (1) + 9 = 10
Rock Pony: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 11 ⇒ (5) + 11 = 16
Akiros: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 7 ⇒ (2) + 7 = 9
Werewolf Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Bite: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 8 ⇒ (5) + 8 = 13
Trip: 1d20 + 9 ⇒ (17) + 9 = 26
Scimitar: 1d20 + 17 ⇒ (15) + 17 = 321d4 + 9 ⇒ (2) + 9 = 11
Rock Pony: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 11 ⇒ (1) + 11 = 12
Ramses Niblick III |
Another 5ft step, he hopes this is as good as last time.
attack: 1d20 + 11 - 2 + 1 + 1 + 1 ⇒ (7) + 11 - 2 + 1 + 1 + 1 = 19
damage: 1d6 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5
attack: 1d20 + 11 - 2 + 1 + 1 + 1 ⇒ (12) + 11 - 2 + 1 + 1 + 1 = 24
damage: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
Plot Hammer |
Smezut casts mirror image, and backs away from the melee. The werewolf keeps a hold of his axe, murdering the rock pony. Skaz and Varg both hit. The werewolf looks VERY bad off, as it is literally wearing it's guts for garters. Tbenox hits him with another pair of magic missiles, and Akiros misses big time.
Round 5
Akiros
Ramses
Smezut
Werewolf
Skaz
Xzin
Tbenox
Mirrors: 1d4 + 1 ⇒ (3) + 1 = 4
Werewolf Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Werewolf Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Bite: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 8 ⇒ (3) + 8 = 11
Trip: 1d20 + 9 ⇒ (1) + 9 = 10
Scimitar: 1d20 + 17 ⇒ (6) + 17 = 231d4 + 9 ⇒ (1) + 9 = 10
Le magic missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9
Akiros: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 7 ⇒ (6) + 7 = 13
Ramses Niblick III |
5ft step again. Why won't this guy DIE!!!
attack: 1d20 + 11 - 2 + 1 + 1 + 1 ⇒ (9) + 11 - 2 + 1 + 1 + 1 = 21
attack: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
attack: 1d20 + 11 - 2 + 1 + 1 + 1 ⇒ (5) + 11 - 2 + 1 + 1 + 1 = 17
attack: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
Plot Hammer |
With the werewolf slain by a final arrow to the knee, it reverts to human form. The slain man leaves no evidence about who he was, but at least you can take his items. A small pittance for the deaths he caused, including your Grand Diplomat, Xzin. Later questioning around town reveals that he was a quiet tribesman, northerner by the look of him, who had come to town recently. He had spent most of his time drinking or sleeping at the inn. No one knew his name. Due to your research about lycanthropy, and Smezut's previous friendship with one, you are able to determine that this man was most likely afflicted with the curse, unable to control his urges under a full moon.
Akiros tells you that it would be wise to avoid telling the citizens that Xzin was slain in the battle, unless you are unable to procure resurrection magic in a timely fashion.
Plot Hammer |
Akiros has a point. Skaz mentions that his mentor and fellow warpriest of Sarenrae, Sanal, has strong ties to the church in Restov and would likely be able to help arrange a resurrection. Akiros says he will keep your secret, as there is no need to worry the council or the populace about Xzin's death. As Warden, he will proclaim the death of the werewolf to the people, and when asked about your whereabouts, will say that you were called away on urgent business. It will be up to you to decide to tell the rest of the Council, but these sorts of things have a habit of garnering unrest if not handled delicately.
You gather your things and leave under the cover of darkness, resting in a secluded location outside of Stagsfall. Easy enough, because the populace was warned to stay inside due to the werewolf, and the streets are empty. You hurry to Restov, Skaz using his magic to keep Xzin's corpse from rotting. You are able to keep your position as the Lords of Green Acres under wraps from locals as you travel outside your lands; heck, most steer clear of a band of armed goblins. Getting into Restov isn't much of an issue either, as Skaz spent quite some time there and is still in decent standing with the Church of Sarenrae. He finds Sanal, who is able to get you an audience with the High Priest.
Ysmenta, High Priest of Sarenrae in Restov, is an accomplished swordswoman and cleric. As you speak, she understands your issue - young adventurers lacking the funds to resurrect a fallen comrade is commonplace. The Church does not do such things on credit; however, as lords of new and booming land, she feels that you may have much more to offer than mere gold.
Ysmenta does not hold the station she would like in Restov, as the Church of Erastil has more followers, and thus, has more sway in the community. The fact that both religions are good and work together are beside the point - Ysmenta has grown weary of the political machinations in Restov and hopes to find a place where Sarenrae's teachings would be able to prosper without competition.
Her deal is this - if you agree to begin immediate work on a shrine and then temple of Sarenrae in Stagsfall, she will return Xzin to life and restore him completely. She will travel to Stagsfall in 2 months time to check your progress. Your stories of allowing the bandits in the area to repent for their sins and seek redemption please her, and she says that she would like to take up residence in Stagsfall to run the Church of Sarenrae and to join your Council as High Priest. When the temple is ready, of course.
Plot Hammer |
Kingdom Turn 6
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, +1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(None)
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(Remains the same)
Phase 2 Step 2 - Claim Hexes
(Q10: Oleg's Trading Post)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(U10: Road (bridges already present); T11: Road)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Shrine)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 1)
Phase 3 Step 1 - Make Withdrawals from Treasury.
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items for BP
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 31 ⇒ (7) + 31 = 38 = 13+7 = 20 BP
Phase 4 - Events (35%)
Event: 1d100 ⇒ 73 = No Event.
Plot Hammer |
The people seem to be blissfully unaware of Xzin's death, and things continue as normal. The people welcome a shrine to Sarenrae, as the ideas of redemption have been fostered within your kingdom since the beginning. General Skaz, also being a follower of Sarenrae, aids in having the people raise too many questions.
Except for Jhod Kavken, your high priest. After a council meeting, he asks you why you have chosen to sponsor the church of Sarenrae and not Erastil. Not wishing to ruin your friendship, you explain the situation. Jhod understands - and says he was hoping there would be a chance for him to follow his dream to redemption, rebuilding the Temple of Erastil you found in the woods. Seems a fair price for his redemption, stepping aside for the goddess of such things. He only asks that you make your way over eventually so he can spread the word of Erastil along with Sarenrae thoughout Green Acres.
You explore along the Gurdin River to your eastern borders, locating a ford along the river (counts as a bridge and a landmark). It's a peaceful journey, with no monsters trying to eat you.
Plot Hammer |
Kingdom Turn 7
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, +1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x potion, scroll, or wondrous item: 1d100 ⇒ 63 = No item
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(Remains the same)
Phase 2 Step 2 - Claim Hexes
(S8: Thorn River Camp)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(Q10: incorporate town - Petticoat Junction; S8: Sawmill)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Temple; Petticoat Junction: Stable)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 1)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items for BP
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 33 ⇒ (18) + 33 = 51 = 17+8 = 25 BP
Phase 4 - Events (40%)
Event: 1d100 ⇒ 73 = No Event
Plot Hammer |
Ysmenta arrives, along with a few church acolytes and supplies, just as the finishing touches are being completed with the Temple of Sarenrae. Ysmenta is surprised at the quickness in which the temple was constructed, as well as the detail - Skaz utilized his knowledge of engineering and his faith into Sarenrae to aid in the construction. The townfolk of Stagsfall are excited about having an official place to worship, especially one that expounds several of the founding beliefs of Green Acres.
Additionally during this time, you are approached by two of your citizens, Loy and Latricia Rezbin. The couple, inspired by the founding of Petticoat Junction, are anxious to start a community of their own at the site you fought off the vicious Tatzlwyrms. They plan to call it Tatzlford, as the location provides a great river crossing spot. They know it will take some time for you to muster the necessary resources, but when you do, they will be ready. Building a town here halves the cost of the first castle, temple, market, tavern, or inn.
Jhod heads out to the Temple of the Elk, hoping to begin work on restoring it. He has gathered a small group of like-minded individuals to help him in his endeavor. Due to the nature of this place and it's deity, I will allow you to build a temple here without the need of an actual town. It will count as building an improvement in Stagsfall, and cost 20 BP (with no need to build a shrine first, just 20 BP for the temple). The temple's stats will apply to Stagsfall unless you build a town there.
Plot Hammer |
Last months exploration revealed... an empty, hilly hex!
Moving on...
Kingdom Turn 8
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, +1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item appears: 1d100 ⇒ 29 = Item
1x minor item appears: 1d100 ⇒ 56 = No item
1x minor item: 1d100 ⇒ 10 = Potion: 1d100 ⇒ 11 = 0th level potion, CL 1
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(Ysmenta becomes High Priest)
Phase 2 Step 2 - Claim Hexes
(S6: Temple of the Elk)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(S6: begin incorporating town, Sawmill; S10: Road)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Townhall)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 1)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto success to get rid of that silly potion)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 33 ⇒ (3) + 33 = 36 = 12+9 = 21 BP
Phase 4 - Events (45%)
Event: 1d100 ⇒ 4 = EVENT!!!: 1d100 ⇒ 36 = Dangerous Kingdom Event: 1d100 ⇒ 69 = Monster Attack
Plot Hammer |
This month's exploration reveals an abandoned ferry station (a landmark) along the Shrike River. If you were to establish a city there, it grants a free pier to the associated town.
There had been the occasional rumor of trolls living far to the south. These rumors hadn't caused any issues yet, as there hadn't been any sightings or attacks. Peasants, as you all know, have vivid imaginations.
That is, until a troll was spotted in your lands. It was quickly dispatched by your well organized guard force - you may have no standing army, but the people you do have seem to have been well trained by some of the members of your council. Sadly, there was no way to question the troll to see if the rumors were just about him or possibly more trolls, as it's hard to question someone after they've been put to the torch. Tracks lead to the southwest, though quickly become impossible to follow due to rain.
Plot Hammer |
Kingdom Turn 9
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
Phase 1 Step 1 - Determine Kingdom Stability
(Autopass, +1 BP)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
1x minor item appears: 1d100 ⇒ 23 = Item: 1d100 ⇒ 31 = Potion: 1d100 ⇒ 27 = 1st Level Potion, CL 1
1x minor item appears: 1d100 ⇒ 71 = No item
Phase 1 Step 4 - Modify Unrest
(None)
Phase 2 Step 1 - Assign Leadership
(No change)
Phase 2 Step 2 - Claim Hexes
(R11: Spider's Nest)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(S6: town founding finished, named Labyrinth; Q10 & R11: Farm)
Phase 2 Step 5 - Create and Improve Settlements
(Labyrinth: Temple of Erastil)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 6)
Phase 3 Step 1 - Make Withdrawals from Treasury
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items
(Auto success to get rid of that slightly less silly potion)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 33 ⇒ (17) + 33 = 50 = 17+9 = 26 BP
Phase 4 - Events (25%)
Event: 1d100 ⇒ 26 = No event
Troll Rumors: 1d20 + 28 ⇒ (3) + 28 = 31 = +2 unrest
Plot Hammer |
This month marks your first year of adventuring. Add 1 to your age. You have risen from lowly (and mostly experimented upon) goblins to the the lords of your very own kingdom. Things have gone pretty well so far, though these rumors of trolls and the recent attack spurn you to see exactly how much of the rumors are true. The people would greatly appreciate some more certainty - and certainly closure - regarding the trolls.
The rumors have brought forth other rumors (nothing begets rumors like rumors) and interested parties.
Firstly, a local alchemist has a theory that troll blood can serve as a catalyst during the creation of healing potions, and with say, a waterskin full of it, he would be able to prove his theory. If you were to bring him the blood, he would reward you with your choice of potions totaling 1200gp, though other than "dragon", there is no other information regarding what specific type it may be.
Secondly, rumors of a dragon haunting the lands to the southwest. Looking further into those rumors, they seem possibly overstated. But something large is killing folk in the forest there. It could be the trolls (since they are also large with claws and vicious maws), but the rumors seem at least separate enough to merit investigation. The kingdom authorizes a reward of 1200gp to the group that kills it.
Lastly, just before you head out to conduct some troll and/or dragon slaying, word arrives from the Swordlords of Restov. They make it clear that news of a band of trolls based somewhere in the southern Greenbelt has reached them. They task you with ridding the area of the menace. Once this has been done, you will be greatly rewarded.
Plot Hammer |
You may of course take the time to prepare for troll/dragon contingencies.
You head out, aiming southwest in hopes of exploring your way into a troll den. You make a pit stop at the Old Beldame's hut; she's grateful that you have left her alone and has kept an eye on things in her area. As to the trolls, she's heard rumors (even a recluse hears things, though she doesn't provide details on how), but doesn't know much else other than you should purge them with fire (or acid). In regards to the dragon, she has also heard the rumors but doesn't know what type it may be (old ladies fighting dragons? that's a young persons' game).
Since you will be moving through the lands around Candlemere Lake and Tower, she warns you more about the Will-o'-Wisps there. Basically, the things we've discussed in chat about them.
With this information, you are able to prepare for Will-o'-Wisp attacks and come out victorious. One attacks you as you pass through, it hurts a bit, but you take it out. Knowing that the odds of running into another one are high, you move quickly through the area. Defending against one is easy enough, but another and then another would be too much given your resources.
You continue on your way to the southern extent of your lands, exploring as you go in hopes of finding the trolls and/or a dragon. About 4 days in, as you leisurely stroll through the forest, you don't notice the Forest Drake spitting an acidic cloud until it's too late.
Round 1
Skaz
Ramses
Forest Drake
Smezut
Tbenox
Xzin
I have applied damage to your tokens. You made the check on the Forest Drake, but the stats in the book are different than on the srd. It is a dragon, so it has those abilities. Other than that, nothing you can't handle. And I'm too lazy to type out more :p
Smezut Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Ramses Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Skaz Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Xzin Perception: 1d20 - 3 ⇒ (2) - 3 = -1
Tbenox Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Varg Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Mr. Flibble Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Acidic Cloud: 4d4 ⇒ (2, 2, 1, 3) = 8 damage (DC 15 for half; if you end your turn in it's area, you take damage again)
Lasts: 1d4 ⇒ 1 rounds
Usable again in: 1d6 ⇒ 4 rounds
Smezut Reflex: 1d20 + 8 ⇒ (3) + 8 = 11 fail
Ramses Reflex: 1d20 + 8 ⇒ (11) + 8 = 19 pass
Skaz Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 fail
Xzin Reflex: 1d20 + 5 ⇒ (14) + 5 = 19 pass
Tbenox Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 fail
Varg Reflex: 1d20 + 7 ⇒ (19) + 7 = 26 pass with evasion
Mr. Flibble Reflex: 1d20 + 5 ⇒ (18) + 5 = 23 pass
Smezut Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Ramses Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Skaz Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Xzin Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Tbenox Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Tbenox Knowledge: 1d20 + 13 ⇒ (15) + 13 = 28
Smezut Knowledge: 1d20 + 6 ⇒ (15) + 6 = 21
Forest Drake Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Plot Hammer |
The Forest Drake roars in pain as Ramses's arrow sinks in. With a few flaps of it's wings, the Forest Drake flies up to exact revenge on the foul creature that would dare shoot an arrow at it. It takes a bite out of crime. If Ramses's name is crime, that is.
Bite: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 4 ⇒ (1) + 4 = 5
Plot Hammer |
After the others go and do their typical buff and scatter, Skaz rides forward to attack. He nimbly dodges the bite he provokes from closing in on the the Forest Drake, calling upon Sarenrae for strength. Both Skaz and Varg hit, damage bolstered by Smezut's inspiration.
Round 2
Ramses
Forest Drake
Smezut
Tbenox
Xzin
Skaz
Forest Drake AO: 1d20 + 10 ⇒ (5) + 10 = 15
Bite: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 10 ⇒ (4) + 10 = 14
Trip: 1d20 + 10 ⇒ (8) + 10 = 18
Scimitar: 1d20 + 17 ⇒ (12) + 17 = 291d4 + 11 ⇒ (2) + 11 = 13
Ramses Niblick III |
5ft step and kill this thing!
attack: 1d20 + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 ⇒ (19) + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 = 34
confirm crit: 1d20 + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 ⇒ (12) + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 = 27
damage: 3d6 + 3 + 3 + 12 + 12 + 3 ⇒ (4, 3, 4) + 3 + 3 + 12 + 12 + 3 = 44
attack: 1d20 + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 ⇒ (10) + 13 - 2 + 1 + 1 + 4 - 1 - 2 + 1 = 25
damage: 1d6 + 1 + 1 + 4 + 4 + 1 ⇒ (1) + 1 + 1 + 4 + 4 + 1 = 12
attack: 1d20 + 13 + 1 + 1 + 4 - 1 - 2 + 1 ⇒ (6) + 13 + 1 + 1 + 4 - 1 - 2 + 1 = 23
damage: 1d6 + 1 + 1 + 4 + 4 + 1 ⇒ (2) + 1 + 1 + 4 + 4 + 1 = 13
Plot Hammer |
Your search finally reveals the likely location of the trolls - an ancient guard post in the forested hill, dwarven made by the look of it. The entrance sits high on a cliff face and is accessible only by a carefully concealed path. Cunningly constructed, the entrance cannot be seen from below, and the watchtower disguised as a natural rock outcropping also arises from the top of the hill. You are able to find troll tracks and thus the hidden trail.
The narrow path winds its way up the hill , a steep cliff face on one side and a sheer drop off on the other. At the top, the path follows a wide ledge, where the corner of a weathered stone building juts from the side of the hill.
As you pull closer, you can see inside arrow slits. 2 trolls are arguing about something, clearly not being effective guards. When you round the corner, where there should be a door, there is not.
Ramses Niblick III |
Ramses shoots through an arrow slit with cold iron arrows.
damage: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 17 ⇒ (3) + 17 = 20
damage: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 17 ⇒ (6) + 17 = 23
damage: 1d20 + 19 ⇒ (19) + 19 = 38
confirm crit: 1d20 + 19 ⇒ (19) + 19 = 38
damage: 3d6 + 51 ⇒ (5, 5, 5) + 51 = 66
Plot Hammer |
You prep for room clearing, then Ramses calls out two contacts and shoots one in the head, dropping it to the floor. The rock ponies meld through the walls and Skaz rushes in, ready for action.
Round 1
Tbenox
Ramses
Skaz
Troll
Smezut
Xzin
Smezut Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Ramses Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Skaz Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Xzin Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Tbenox Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Troll Initiative: 1d20 + 2 ⇒ (8) + 2 = 10