Kingmaker (Inactive)

Game Master Dreaming Warforged

Bold and just adventurers exploring and settling the Stolen Lands.
Now at the start of vol. 5 - War of the River Kings
Map of Frieland.


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You pass no centairs, but know where to find them east of Varnhold.


"If we open one of these jars, will it release the person or slay them? Do we chance opening one to see? Perhaps one of the imprisoned would volunteer? Shall we seek out someone who may know better what to expect?"

East to the centaurs (Aecora might know since she knew some history on Vordakai), or west to Freiland (Bokken, Jhod or Adams may be able to help)?


You make your way east for two days before encountering a centaur patrol. They remember you and swiftly bring you to the edge of the centaur camp.

Aecora rides up to you, with a group of twenty warriors. Her red hair flash in the sunlight against the dark brown grass of the autumn plains: "What tales do you bring from the Valley? Did you find what you were looking for?"


"We did, Aecora, thank you. But you may yet be able to help us. We found Vordakai's halls. You do not need to fear that name anymore, for the dark wizard is now vanquish, gone from this world and not merely slumbering. And it was he who stole the residents of Varnhold that we sought. But we were hoping you may be able to help us with some questions we still have." He will show her one of the jars, and explain what they have discovered so far.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I join the conversation to elaborate further (and to hear anything said in other languages).

"He was a cyclops, and a lich. A powerful foe and your legends did well to steer your people clear of him. There is still an evil presence in his tower."


"This is good news indeed! The Moon Lady certainly put you on our path for a purpose, and our ancestral holy ground is no longer to be protected but revered openly. Cyclops you say? Those had forever been the enemies of the centaur, but aeons have passed since we saw their kind in these lands. Come spring, I shall lead a procession to reclaim the valley. I would be honoured if you could join us..."

"I don't know about those jars, but I would try opening one. These humans were doomed before you came along..."

Thinking, she looks to the west and says: "Now what will come of the town and the lands Varn had claimed for himself?" as she turns to you all, eyes searching for truth, lips tightening slightly.


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Being a natural conversationalist and relaxed with Aecora I begin to speak, then pull myself short and wait for Kalsgrim.


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger sighs. Oh crap. Are we gonna have to kill 'em all anyway? I really am not in the mood, he thinks to himself as he rolls his eyes.


"We would be honored to join you. I was hoping we could forge a friendship between our people, and I was concerned that the conflict with the leaders of Varnhold before may have made that impossible."

Malaswyn:
At some point, Kalsgrim will pull him aside. "Would you be willing to serve as an ambassador with Aecora's people? You speak their language, and their wariness around humans may be salved by your being an elf. I know you have hold on you to serve our fledgling community, but would you be willing to do this on behalf of Freiland?"


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I give Kalsgrim a placid smile, "Freiland needs strong borders and good neighbours. I am keen to visit the capital and spread Her light but I cannot fault your reasoning. I would be honoured."


Over the next six months...

The winter months pass through at a slow pace, first turning everything to a dull brown, then grey. Winds turn cold and rain turns to sleet, then finally the land is covered with a thin blanket of snow and the nights grow long, but brighter, thanks to the snow reflecting the moon.

The month of Rova is spent figuring out how to free the captive citizens of Varnhold. Lukasz and Tuck are summoned to the village where they are made aware of the situation. After a heated debate on the risks, Tuck finally decides to open a vial. A bedazzled peasant appears, looks with wide eyes at you as if you were about to eat him alive, then relaxes as Kriger gives him a thunderous clasp and gets to his knees, crying and thanking the world, the gods and you. Then it is more of the same, as the remaining citizens are freed.

You stay for the moment, reorganizing life in the now very small town, sending for new colonists from Restov and even from your land. A letter comes from Jamandi Aldori, congratulating and thanking you and asking for you to visit when you get a chance. Meanwhile, Malaswyn travels east to the Dunsward plains and the Nomen camp, improving relations and negotiating access to the land. It is clear that the situation requires a lot of attention and things could go sour if the settlers move too much west...

During the month of Lamashan, you set out and explore the land, while Servayn heads back to Providence to meet with Norkyl, the Kobold Ambassador. A good thing, for the Kobold had been left alone and had started getting involved in a few scams. Servayn's presence in town, and discussions focussing on the future of the tribe got him back on a good path.

The area north east of Varnhold is explored during that period. Good land is found, mostly plains suitable for farming, but close to Nomen territory and just south of Restov. At the end of the month, you all go back to Providence.

During Neth, Kuthona, Abadius and Calstril, everything turns incredibly cold, and little travel can take place. Focus is on organizing the new leadership and supporting Providence. Malaswyn is introduced in his new position as high priest and starts to meet around with people. The shift from Gorum to Milani to Sarenrae doesn't go so well, and Kalsgrim spends a lot of energy towards maintaining the current fragile structures of cult, while allowing Sarenrae's to take some place. Perhaps building several shrines would help stabilize things a bit...

During that time, Servayn, accompanied by Norkyl and Davor, braves the cold to get to the cavern of the Sootscales. He spends the winter there, getting to know the tribe, organizing the work to give more space to farming, and influencing the culture through religion. It is hard work and he finds himself a few times on the brink of despair. Yet, as he leaves the tribe, a great feast is organized, and he sess through the Sootscales' behaviour, that his work has had a real impact, though it still requires extensive and careful work.

Kriger spends the winter months on the outskirts of Providence, providing help and counsel to the farmers and hunters, while getting to know the land even better. When not traveling, he works at increasing the town's arsenal.

Finally, as Pharast approaches, the weather warms slightly and it starts to snow more heavily. With the days growing somewhat longer, mood improves and a festival is held in Providence. Winter feels behind and the citizen of Frieland prepare for the coming of spring and farming work, while the leaders prepare to explore the land even further and eventually pay a visit to the Sworldords.


Janku has replaced Oleg as Treasurer, to thank him for his service as high priest. He's not so happy, but he's busy!

Will-O'-Wisps have been active and attacked farmers south of Providence. There is a lot of snow and the weather is still cold though, so pursuit will not be easy...

This comes from an event in the kingdom-building thread. It can lead to unrest.


Word of the will-o-wisps fills Kalsgrim with uncharacteristic rage.

"We must find them and put an end to them. Now."

Kalsgrim will quickly and abruptly ask around his inner circle for any advice on fighting the abominations so they have a better idea of what to expect and how to deal with them.


Lukasz offers meekly: "The main problem is they can turn invisible. How do you catch an invisible, trackless foe in winter..?"


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

I don't know which knowledge might be effective so I'll throw out what I've got. If history or nobility prove useful then I have those too.

knowledge (planes): 1d20 + 6 ⇒ (16) + 6 = 22
knowledge (religion): 1d20 + 14 ⇒ (15) + 14 = 29


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

Also, I can cast Invisibility Purge, which I imagine they won't like one bit.


You'll need knowledge (dungeoneering)...


(AC 18, hp 15 of 77) Summoner 9

Servayn's eyes also narrow at the news of the wisps, showing a side rarely seen. "Foul creatures, cruel and without mercy. We should eradicate them from this land."

At Malaswyn's suggestion, "A prayer to purge invisibility seems a good choice. The clouds of embers I conjure also can serve to render the unseen visible for a time, in addition to sometimes blinding foes. Tanglefoot bags and alchemical fire may prove useful against them, if I remember correctly. Did we not discuss this earlier? I am unclear what sort of beast they are, truly, as they have been called both wicked fey and haunting spirit, in legend."

And, bizarrely, are neither in D&D... :)


Tuck adds: "It's still winter out there! Going out for a long exploration could spell your doom if you're not prepared. They can move easily as they float, and drag you for days on end. They are cunning evil creatures!"


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages
Other Mastermind wrote:
Tuck adds: "It's still winter out there! Going out for a long exploration could spell your doom if you're not prepared. They can move easily as they float, and drag you for days on end. They are cunning evil creatures!"

Endure Elements from me, plus Phantom Steed from Servayn should see to that. And because Servayn is over level 8: "The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed."

Of course, Servayn has a better mount for himself.


Kalsgrim has Endure Elements from his ring now, too.

"Is there a way we can lure them? Make them come to us? If I can just get in sight of them, I'm sure I can bring them down!"


You set out in the early morning. Snow offers a bright white contrast with a vibrant blue sky. You reach a nearby farm by the end of the day. The farmer, his wife and two kids offer to carmp together in order for you to have at least a room for yourselves.

"Baron Kalsgrim, it is quite the honour to meet you and your retinue! Please accept our hospitality. We'll find something to eat for everyone- I'm sure..."

"The night-lights have claimed a few people these last few days. They hover around the woods, mostly, but some say that they can remain unseen and mimic our voice! That's probably how they catch the children... We don'T go out out much anymore, even during the day we try not to!"


"We appreciate your hospitality, indeed. And we will do what we can to put an end to these evils, for that is what they truly are." We'll rest with them for a bit, trying to get a good grasp on where these attacks and sightings have been. Kalsgrim will then turn to Kriger to pick a route to start looking for them.


(AC 18, hp 15 of 77) Summoner 9

Servayn rides Ember during the day, although he is somewhat in awe of how much colder it is only a few yards above the ground, with the air whipping past him, and the eidolon's great wings leaving strange swirling patterns in the snow behind them.

He directs Ember to descend to walk as they reach the farmstead, and soon dismounts to shake some sensation into his cramped legs and numb face.

At the farmer's words, he wait for Kalsgrim to finish speaking, not wishing to invite disrespect by interrupting their ruler, but then says, "Save your food for your family, good sir. At the end of winter, your supplies surely need not bear the strain of providing for we, who should instead be providing security and freedom for you."

Ember will look displeased at this, as it was hoping for a nice juicy pig or cow to be butchered for his entertainment, and later turns its nose up at the thought of eating rations.

When they depart in the morning, Servayn will attempt to warm himself thoroughly and better wrap his face against the cold before calling Ember and preparing for travel.

Unless otherwise noted, Ember will fly about 20 ft. above the ground. Servayn's not real comfortable with heights yet...


"That's very kind of you My Lord! Winter has been long indeed..." says the farmer to Servayn. "If you wish, I can show you where they were last seen."


Kalsgrim grimaces. "I am reluctant to take you with us and put you in danger. Is it a location you can describe to us, or do we really need you with us to find it?"


"My Lord, you are too kind. My wife will certainly thank you for this gesture. Yes, I can tell you how to get there. There is a stream not far behind the farm. Follow it north until you reach an old wagon wheel, then turn west towards the woods nearby. That's where Wald's youngest was found not three days ago..."


Male Elf Cleric 13: AC 25, Hit Points 99/99, Perception +21, Initiative +8 Channels left 5/5 Current buffs: magic circle of PfE, comprehend languages

In addition to thanking the man for his kindness, on the night before we head out, I will look to heal any sick family members or important farm animals (if there are any injured) and tell exciting and inspiring tales of Sarenrae's life to the young people of the house.

In the morning, after the my dawn prayers, I contribute some small service to the farm before breakfasting with the others. Farms start early and so do Sarenrites.


"Then I think we should head there in the morning. It will give us a chance to scout the area in daylight, and prepare ourselves for the night when the wisps are most likely to emerge." Kalsgrim seems intensely eager to find these deadly creatures.


You make good distance and reach the designated spot on the edge of a small wood within an hour. All is quiet and the weather seems to stay in a good place, but nothimg stirs when you get there.


It is cold out there, and they don't seem to be waiting for you. What stratagem will you use? How will you protect yourselves from the cold?

Are you riding?


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Good idea, Kals. And I think we should travel on foot. The horses won't be able to handle the cold."


"Yes, on foot is probably best. The wisps would make short work of them, and the beasts don't deserve that. If we need mounts... Servayn, could you conjure them if we need to pursue the will-o-wisps?"


(AC 18, hp 15 of 77) Summoner 9

"Indeed I could, sire." Servayn calls down, in response to Kalsgrim's query.

"Tracking these creatures seems challenging, as they leave no trail, yet, perhaps the bodies of small creatures they have killed for their wicked amusement will serve as spoor..."

"Indeed, I wonder if the lake near the Stag Lord's fort may prove to be a good place for fishing, once the lights are extinguished, as life returns to the area?"


Just to be certain: Yiu're way north of the Lake and the Stag Lord's Fort.

You find some small dead animals on the edge of the woods. It seems there is more deeper inside the woods...

Do you enter the woods?


Unless someone objects, we'll start heading into the woods. Kriger and Ember can lead, Malaswyn and Servayn in the middle and Kalsgrim keeping a rear guard.


The trees and shrubbery make travel much slower, and flying through the trees almost impossible, but you find more traces of your quarry.

But as night starts to fall, it is nowhere to be found. Do you stay in the forest? The edge of it? Head back?


"Shall we camp at the edge of the woods?"


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

"Sounds good to me."


(AC 18, hp 15 of 77) Summoner 9

"Can you sense any trace of their evil presence Kalsgrim?" Servayn asks, as he sets down.

At his direction, Ember uses his large body to flatten the snow in a wide area around their camp, for ease of their movement, rolling in the snow like an enormous dog on a grassy field. So that we shouldn't have to worry about difficult terrain for a 30 ft. area or so.


All is quiet in the coldness of the night, until around midnight, when a single point of light starts to flicker and dance far in the deep of the wood. A voice is heard, soft like a child, hurting.

The light is too far in the wood to target reliably.


Kalsgrim murmurs "Should we go after it, or see if it will come out if we wait?"


(AC 18, hp 15 of 77) Summoner 9

"If the rumors that they can go unseen are true, there could be more among us." Servayn says quietly to Kalsgrim, peering around uselessly before he closes his eyes and attempts to listen for the sound of creatures much closer, or perhaps scent them in the air.

Perception 1d20 + 8 ⇒ (17) + 8 = 25


All is quiet...


After a brief wait, Kalsgrim readies his bow and starts to move forward toward the voice. "Kriger, keep a sharp eye out for ambushes or traps."


Kalsgrim leads the group? Are you near one another, or spread out? In a cloud, a line?
Also, please roll perception if you move in the woods.


As you spy the light in the dark, the words of caution from Lukasz echo back in your mind: "Don't forget! Magic is useless against them!!"


We'll loosely keep the same grouping that we had before, Kriger and Ember leading, Kalsgrim at rear guard. We probably can't keep it too tight in the forest, but roughly that's what we'll do.

Perception 1d20 + 0 ⇒ (19) + 0 = 19


Male Human Ranger 13(Wild Hunter)
stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Kriger keeps his voice low, "I'm on it. Let me jump in front, Kalsgrim. We don't need you gettin' jumped by a bunch of 'em at once. That's what I'm here for," he winks, grinning.

As they notice the light ahead, "There it is. Fellas, I think it's time we turn out the lights," he grins at his play on words. "But watch out for an ambush. If they ain't coming after us, then that means they're leading us to somewhere. And that's usually not a good thing."

Perception: 1d20 + 22 ⇒ (4) + 22 = 26

Yeah, I'm for keeping somewhat spread out myself. As much as we can anyway without spreading ourselves out too thin. A happy medium if you will.


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You proceed towards the light and the voice, moving into the woods. The dark shape of the trees above fissure the starlight sky, breaking the relations of constellations and questioning their meaning. Wind rustles through the thinner branches and the snow crushes under your feet as if you were walking in sugar. The cold air chills the inside of your nose, keeping you awake.

Ahead, the light flares a little and the child's voice shifts to a darker shrill:

"The so-called rulers of this land
Fail to understand that it is for naught
That they push away the fey."

"For She has claimed her Dominion
She will bring the First and the Second
Land together, and the Second shall suffer."

As the voice trails off, points of light appear in the forest. All around you. And they now gravitate towards you.

Ten points of light, in every direction. They are about 100 feet from you. Round 1 is yours.

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