Here Be Tryants: A Kingmaker saga.

Game Master Joy


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male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

My Lord speaks true, mighty dragon. And, consider the benefit of law and order being brought to this land. Radomir's conviction and absolute faith in his master gives extra weight to his words.

Aid Another:

diplomacy aid: 1d20 + 1 ⇒ (18) + 1 = 19 BOOM! ANOTHER +3 TO ALEXANDER'S ROLL!


The dragon pauses to consider your words.

"Hmm, I suppose that I could consider living peaceably here with the occasional gift of meat from your peasants. Deer and goat are also acceptable, but no sheep. The wool gets stuck in my teeth."

"I would add though, that no one is permitted in the center of the lake. I might not take the time to differentiate simple fisherman from someone coming to attack me in my lair."


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander nods, I think that might be possible to arrange, but we'll need more than living peaceably. We mean to lay claim to this land and this lake lies within that land. You are welcome to live there as you will, but in return for the gifts of meat from these settlers they will also need protection. There are dangerous things in these woods and in this lake. He looks out over the water, There will be many fishermen, and, I expect, they'll face many dangers. If we agree to avoid the center, you will protect their boats and see that they are not disturbed...as long as they follow the rules. The man smiles darkly, To those that do not...you may do with them as you wish.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

A perfect plan, absolutely nothing will go wrong.


"I will accept this proposal."

The Dragon has accepted, the encounter is over. For now.


FLASHBACK: After you had finished securing all of the Stolen Lands mentioned in your charter, you sent word to Brevoy listing all that you had done. Whilst you were making plans and preparations for your new kingdom, an envoy from Brevoy arrived, leading a supply and settler caravan. He announced that he brought both goods (explaining the free 50 BP) and settlers for your new settlement, as well as a new charter from the lords of Brevoy if you so choose to accept it.

The charter is quite simple, it merely gives instructions to build a town and attract more pioneers to your nascent country, as well as exploring further into the Greenbelt. (That is further to the South of where you have already explored.)

Given that your group had planned to do such things anyway, why not accept the charter?

You then spent the past year building up your towns and roads, attracting more settlers and dealing with the ups and downs associated with creating and then running a kingdom.

Therefore with a kingdom under control (for now), your group decides to head into the Greenbelt, to secure a new southern boundary for your kingdom.

The present find you all preparing to set out from your capital city and head into the wilds. Decide if you are bringing any NPCs with you and you have a chance to buy any camping gear if you wish before departing.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Wiping his brow as he comes in from the heat, Alexander waves his hand to wisk away the dust on his boots. The wall is coming along well Oleg. I think it's time. Send a message to the other Lords. He smiles and he sits down, We have much to do!

---

Alexander will send out word to the others that it's about time that they started exploring more of their surroundings. He'll go about putting together supplies for a two week journey and working out a route with Finnegan once the group is gathered.

Mr. Rook, I'd like to finish exploring Tuskwater Lake in its entirety, but I think we should leave the details of our journey to you. What do you think, where shall we head first? It is quite obvious from his demeanor that Alexander is excited to adventure again and has grown tired of the every day bureaucracy of governing.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea spent much of her time working as a councilor and middlewoman between various groups and getting the at times quarrelsome groups working if not harmony, then tolerance of each other.

She also accepted some visitors for private meetings who came with the caravans. Little was said but papers were exchanged and the new members of the Stolen Lands left to seek opportunities for themselves int he growing cities.
------

Stretching our legs and shaking off the dust that has gathered on our weapon arms sounds like a good idea. Will we be taking any mules with us, or scouts?


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

The man leans over and points at the map, near the lake area. I think wwe can bring our faithful pack mule for the tents, some extra food, and anything we might find. But I'd like to travel light. Besides ourselves, who would make better scouts? He smiles as he continues, After all, wasn't it Mr. Rook that was able to track down the dragon?


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

"Agreed. The more people and baggage, the slower we travel. I think we should range due east, then work our way back to the shore of the lake in a repenting pattern. After that, we can cover the western edge."


Male Modified Elf Gestalt Magus (Bladebound/Kensai)/Swashbuckler(Inspired Blade) 1 Init +7; low-light vision.; Perception +6; HP: 11/11; AC 16, touch 16, flat-footed 10 (+5 Dex, +1 Dodge); F +4, R +8, W +3; SR 12

"I agree with Lord Orlovsky. We should travel light. A company of soldiers tromping through the woods would do naught but alert any enemies who might be afoot."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Very well, I will prepare my equipment.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Radomir makes a small whirring noise as he comes back to life I shall see to guard's standing orders, and prepare to ride out as well.


ranging east to 05.07

It is a lovely, sunny day when your group sets out at the break of dawn, to begin your latest explorations, a large crowd of your subjects are there to cheer you on and wish you good luck on your travels. You head east, following the shore of your lake for a bit, then having to ford a small river that interrupted the shore. Your traveling is slowed slightly when you come across a small swamp along the eastern side of the lake.

As you spend your time mapping out this section of land, you come across a dilapidated mud-brick hut that squats atop a small hummock in the middle of a fetid marsh along the side of the lake, a thin tendril of bluish smoke trickling through a gaping hole in its moss covered roof. A crooked wooden fence surrounds the perimeter of the mound and is festooned with crude fetishes crafted out of sticks, feathers, and animal bones. A lone crow caws noisily from the top of a nearby cypress tree.

Do you wish to investigate or continue onward?


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

I vote for investigating, since this may be an important thing, but it's up to the king.


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Agreed. Investigate

My lord, I shall investigate this place.Radomir grips his bardiche and steps forward, ready to investigate this hermit


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

I think just a Baron? Also, it looks like we're headed west, but that's cool. That direction works good too. :)

Agreed, Alexander says as he dismounts, Let's visit whomever lives out here. Must be an interesting person from the looks of it! He makes no attempt to hide as he walks forward.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea follows ht eothers


Though located in a swamp, the region around the hut looks to be an 80 foot diameter area of, mostly, solid ground, thick with bog grass and dotted with small cattail-clogged pools. This solid region is surrounded by a waist-high wooden fence, in which a single gate hangs askew. A fist sized rusted iron bell hangs from a hairy length of rope tied to a crooked post next to the gate. There is a ragged looking scarecrow located between the gate and the hut.

A thin plume of smoke rises from the hut's chimney.

1d100 ⇒ 53

Knowledge Local for any rumors


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Knowledge (local): 1d20 + 8 ⇒ (8) + 8 = 16

Might as well ring the bell. Alexander chuckles, We should, after all, be neighborly! He steps forward and tugs on the rope leading to the rusted iron bell.


Alexander: You know that according to the superstitious locals, this swamp is supposedly the home of The Swamp Witch, a hag that sold her soul to a demon or devil for malign powers.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea keeps her weapons sheathed but she is cautious.


After Alexander rings the bell, you believe that you see someone peering from the window of the hut.

A querulous voice demands: "Who are you lot and why do you see fit to bother me?! Answer quickly before I set my scarecrow upon you!"


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

We are travelers from Voronakholm, the town north and east of here. Alexander smiles and he holds his hands up casually, We're here to greet our neighbors and explore the land. I am Alexander Orlovsky and it is a pleasure to meet you.


Male Modified Elf Gestalt Magus (Bladebound/Kensai)/Swashbuckler(Inspired Blade) 1 Init +7; low-light vision.; Perception +6; HP: 11/11; AC 16, touch 16, flat-footed 10 (+5 Dex, +1 Dodge); F +4, R +8, W +3; SR 12

As Alexander approaches, Othniel stays fairly close to the group, but out of sight of the house. He is prepared to try to sneak around the side, but not yet doing so, in case there's alarms that might alert the owner and ruin Alexander's attempt at diplomacy.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Indeed, we do not wish to inadvertently intrude on anyone's property and cause conflict.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Knowledge (local): 1d20 + 9 ⇒ (9) + 9 = 18

Finnegan stands relaxed, bow in hand. He knew firsthand how superstitious people could be, given his heritage and appearance, so he was willing to learn more of this "Swamp Witch" before making any conclusions. He is ready to draw an arrow and fire, should she turn violent or sic her scarecrow on them. Surreptitiously, he studies the scarecrow, attempting to determine whether that is a bluff, or if the scarecrow is, in fact, animated in some way.

Perception: 1d20 + 10 ⇒ (12) + 10 = 22


Rook: See the above note for Alexander on Know Local. Also, you swear that you saw that pumpkin head on the scarecrow turn in your groups direction as soon as the bell was rung.

"I am Elga Verniex, known to travelers as the Old Beldame. This swamp is my home and I don't take kindly to any who trespass in it. Even those idiots of the Stag Lord knew that."

"Are you the folk who dispatched the Stag Lord and his forces and took over the old fort?"

You may make a diplomacy check if you wish to continue to converse with the old lady.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

At work, but I'll make a bigger post when I get home. Are we able to see her at all? Is she inside speaking out the window? And if so, does Darkvision help out with that seeing into a dark room from a bright outdoors problem? :)


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Aid another to Alex: 1d20 + 9 ⇒ (17) + 9 = 26 Indeed, we were subject to a shakedown by his gang and so eliminated them. This escalated to us storming the fort.


You see her in shadow through the window. She is holding back a curtain to look out at you, so you can see her head and most of her upper body. Her ears seem oddly pointed and though you aren't sure due to the poor light, you think her skin may be rather greenish in hue.

And no, Darkvision doesn't really help with the bright into dark issue.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Indeed Elga, we are the very same. We've no intention to tresspass, w simply wanted to meet you. Alexander smiles, Your power is well renowned, and what sort of neighbors would we be if we didn't come by and offer you our hospitality?


"Usually it is only the desperate who wish to meet me. Though if you truly do wish to offer me your hospitality, you may enter the gate and approach my home unmolested."

The old crone moves away from the window and the front door of the hut opens, the the gate opens by itself.


Male Tiefling Slayer 6 | AC 19 (20), T 14, FF 15 16 | Fort +7, Ref +10, Will +4 | HP 50/50 | Init +4 | Perception +12, darkvision | Insightful Strike 1/day

Keeping an eye on the scarecrow, in case the Old Beldame changes her mind, Finnegan will cautiously follow the others through the gate and into her hut.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Alexander shrugs as he looks at the others and walks forward.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea follows Alex.


As your group makes the short trek from the gate to the hut, you are aware of both the eyes of a lone crow following you, as well as those of the scarecrow as its pumpkin head turn to follow your movement.

You may make a knowledge arcane roll for the scarecrow as you pass.

Standing in the open doorway of the hut is an old woman, her hair pure white and wispy, her skin an odd greenish hue and ears oddly pointed. She wears faded black robes and a gray shawl. She is slightly hunched over and carries a staff.

She will back into her home and beckon you to follow her. The Old Beldame’s hut is a simple, one-roomed affair; it’s only about 20 feet in diameter with a dirt floor and thatched roof. The furniture is a cot, a rocking chair and a small wooden dining table and stool. The rafters are hung with dried herbs and swamp-weeds, and a bubbling cauldron hangs over a fire in the center of the room. Also decorating the room, hanging from various places and perched anywhere they will fit, are a number of odd looking figures made of various materials.


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Oh. My. God! The board ate my diplomacy roll! Again! That's twice in two days I've lost a roll in a post. Sorry, I just kept moving on and didn't notice!

Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
Alright, well, I guess that will do. :P

Knowledge (arcana): 1d20 + 4 ⇒ (7) + 4 = 11

Thank you for the honor, Elga, Alexander says, as he enters. Given the cramped quarters, he tries to step inside and make room for the others as delicately as possible.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea has no idea, lol. How do I cast spell.

Andreas steps in as well.


Male Modified Elf Gestalt Magus (Bladebound/Kensai)/Swashbuckler(Inspired Blade) 1 Init +7; low-light vision.; Perception +6; HP: 11/11; AC 16, touch 16, flat-footed 10 (+5 Dex, +1 Dodge); F +4, R +8, W +3; SR 12

Othniel slips out of the trees and brings up the group's rear, eyeing the curious scarecrow as he passes.

Knowledge (Arcana): 1d20 + 4 ⇒ (9) + 4 = 13


DC was not met

Elga will address the group once everyone is in/by her hut. "So, you say that you dispatched the Stag Lords people and have started up a new town. If successful, I'd assume you will expand it at some point, so I would like to know what that might mean for my little swamp? I am much too old to be packing up and traveling to anywhere new."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I am certain that we will not seek to drain the swamp. There might be a bridge further down the river but I suspect that your privacy will be respected.


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Knowledge (Arcana): 1d20 + 13 ⇒ (9) + 13 = 22


Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

Oh, I doubt the city will ever be so big that it will reach all the way out here. Though the land further inland might make for good farms. I'm confident that the people who moved there would respect your claim to this land. Alexander laughs, A more fresh produce could never hurt, no? He rests his hands on his belt casually, We've no interest in pushing you from your swamp, or changing your life here. Our interest in the area is simply protecting it and making it safer. So, what is it that you do out here Elga? Alexander gives his best disarming smile.


Eduard:
You know that the scarecrow is actually a construct.

"I live here. That's what I do. I like the solitude and the privacy when practicing my craft. Occasionally I do get the random person ringing on my bell to beg for some kind of assistance or other or a random fae drops by for a chat. There are some other creatures that live hereabouts, but they know to leave me well enough alone."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Any creatures in particular? We are concerned about any potential difficulties from say Tazelworms.


"Well, I can't say I've seen and Tazelworms hereabouts, and you've most likely already met the dragon of the lake, so that leaves the Mad Hermit in the Narlmarches, the will-o’-wisps on Candlemere), and the lizardfolk village just west of Candlemere. Most of the larger, stranger things give the area here a wide berth due to the dragon."


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

We've become acquainted with the dragon and the hermit and come to an understanding. Perhaps we'll meet our new lizardfolk neighbors. Agreed, Alex?


male Human Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

sorry I ran away, I'm taking 2 masters level classes. Those + grading + full-time teaching+ writing/spending grants+ coaching+ workshops/meetings = no time.

Radomir nods. perhaps they could be encouraged to serve, as the mites and kobolds did. Lizard folk are strong and hearty. They would make excellent soldiers, properly trained. If we could control their breeding, my lord, we could ensure the loyalty and mold them to your purpose.


Human Arcanist 6, HP 35/35, AC 12 [T: 11, FF: 11], Per +6, F: +5/R: +5/W: +7, Arcane Reservoir (5/9)

Eduard nods approvingly when he passes the scarecrows, but otherwise waits and listens to the conversation.

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