Kingmaker AP - War of the Red River! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path - Part 2
(Shared Resources Link)


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Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"How very appropriate," Bydar seems pleased by something.


***********
Turn 4: Winter – Kuthona
***********

Seasonal Event: None
Effect: None

Phase 1 – Upkeep

*Stability*
Bydar’s d20 roll = 18
Realm bonus = 15
18 + 15 = 32 vs. Control DC 24 (Success!)
The people are happy this month! (no Unrest increase)

*Consumption*
Realm Consumption: -1 BP
Farm Contribution: 1 BP (Winter)
Total Consumption Cost: 0 BP

Phase 2 – Edict

*Council changes*

Krenrath removed from Council

Current Council
---------------
Ruler: Bydar
Councilor: Bridgette
Grand Diplomat: Arianna
General: Raxus
Treasurer: Oleg
Magister: Open
High Priest: Teremith
High Pastor: Jhod
Warden: Kesten
Marshal: Happs
Spymaster: Lanner
Justicar: Miles
Chief Architect: Vacant

*Claim Provinces*
Claim Lureglen [-1 BP]
Total Claim Province Cost: 1 BP

*Province Improvements*
Mine (Goldwarren) [-6 BP]
Road (Lureglen) [-1 BP]
Total Province Improvement Cost: 7 BP

*Settlement Improvements*
House (free build option) [-3 BP]
Castle Riverwatch – repair [-8 BP: 1 / 2 Turns]
Total Settlement Improvement Cost: 11 BP

*Other Improvements*
Maintain Town Guard (Warden) [-1 BP]
Total Cost: 1 BP

Phase 3 – Income

Received profits from silver ore trade: [+1 BP]

*Economy*
Treasurer’s d20 roll = 11
Realm bonus = 10
11 + 10 - 4 = 17 vs Control DC 22 (Failure!)

Unfortunately, your realm’s economy did not generate significant tax income this turn.

Don't worry about the lack of tax income this turn. I do not expect you to generate significant revenue for at least a year.

-----

Treasury
Beginning Balance: 27
Consumption: 0
Claim Provinces: -1
Province Improvements: -7
Settlement Improvements: -11
Other Expenses: -1
Income: +1
Net Gain/Loss: -19
Ending Balance: 8

-----

Other Events

Black Guild (resolved)
As the month comes to a close, the Liberators begin hearing stories about certain strange acts occurring in Corbenic. Apparently wild animals have been seen entering the city carrying elaborately decorated notes. These animals do not seem bothered by the people in the city, and even more unusually, have managed to avoid being trapped by enterprising hunters who have tried to catch an easy dinner. Despite the scares caused by a family of black bears that came wandering through the streets, nobody has reported any injuries from the animals. The notes were delivered to a number of different doors, often accompanied by the animal "marking its territory". After investigating the locations, Lanner and Kesten noted that the doors where the notes were delivered corresponded to Black Guild "safehouses" across the city. Thanks to the animals, they even discovered a couple of new locations used by the Guild.

The animal sightings were accompanied by reports of various men and women running through town at all hours of the day and night. Most of their fellow citizens simply avoided them, thinking them drunk or insane. A closer examination from Lanner reveals that all of these so-called "mad" men and women were on the list he provided to the Barons.

After several days of not seeing the Guild members, Lanner and his men investigated their homes and found them deserted. None of the people were there, but all of their belongings remained, including an interesting cache of poison that was discovered in the false bottom of a cabinet. Despite keeping a watchful eye out for any sign of the Guild members, they have not been seen for several weeks, and it appears they are no longer present in Corbenic.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

All this is in response to the happenings if Bydar is there during such. Don't let it slow down or detract from Puppy Quest or our Tuskwater trip :)

Bydar urges folks to be calm when the animals come through the streets. He has a strong suspicion this is the work of the barons but doesn't comment on that to any outside the council. Best the Black Guild be confused and misdirected.

One day, as a man goes running stark nude screaming his head off, Bydar is caught back enough to nearly have a drink go down the wrong pipe.
He wasn't sure, but he swore the only thing the man WAS wearing were some familiar looking ribbons tied in a bow around said blackguild member's...well, use your imagination.

When Lanner eventually reports that said Black Guild members have vanished and their houses empty, Bydar makes a note to send some hard rock candy shaped like gemstones as a thanks to the Barons and their friends for their help.

The Cache of poison has him worried, and he wants that confiscated and identified (if any have the ways or means to identify it). The poisons definitely have him thinking driving the Black Guild out was the right thing to do. I may put up a statue of our two fairie friends


Realm Turn 4: Winter – Kuthona
**Summary**
The gloom which had persisted across the Stolen Lands over the past few months has largely ended, leaving clear blue skies as far as the eye can see. High wisps of cirrus clouds hang in the air, and at least for now, winter appears to be starting off cool and quiet. Temperatures are now regularly dropping into freezing temperatures during the evening, and ice has started to form along the river banks in some of the calmer stretches.

*Corbenic’s Growth*

Refugees have been steadily arriving in Corbenic for several weeks, most of whom are from small towns along the border between Pitax and Mivon. Apparently skirmishes have been erupting along the border for several months, but the tactics of both sides have turned more vicious in recent encounters, including destroying structures and farmland. With no other options, and fearful of settling in either country, these common folk have pushed to the north hoping for some measure of peace and stability.

Luckily, there are enough houses for everyone, and in short order, another residential quarter has been filled with those who are looking for a new start in their lives. Though the refugees have few possessions, they do have enough food to last for a few months, so they should not pose much of a burden upon Corbenic’s diminishing supplies. The residents of the First Quarter are also happy to have new neighbors, and welcome them with open arms. More than a few actually find distant relatives among the new immigrants, which adds to the communal feel of the city.

The Ravens have also accepted a group of volunteers from the new immigrants. Kesten mentions that he believes integrating them into the Ravens as quickly as possible, then pairing the old and new members up as partners should mitigate any potential charges of predjudice or bias when it comes to enforcing the laws.

The immigrants bring 2 BP of food.

*Mercenaries*

Kesten also informs you that a band of thirty mercenaries has accompanied the immigrants north and asked permission to camp outside the city for a few weeks. He assented, under the condition that the soldiers maintain a curfew so that all of their men are inside the camp boundaries after dark. The Captain of the mercenaries agreed, indicating that he and his men were simply looking for a place to relax and spend some gold, and were most certainly not looking to cause trouble. He also requested an opportunity to speak with the Council.

*Goldwarren Mine*

The mine has been constructed in Goldwarren, though only a few of the current residents have any experience in extracting resources from the earth. The miners have started investigating the veins and the interior supports of the mine, and the general consensus is that production can begin in a limited capacity in one month. Full operation will likely not be achieved for several months, unless many more skilled miners can be found.

Mine production will be 0 this turn, 1 BP next turn. Full production would be 2 BP.

*Provincial Union Workers Demands*

The provincial construction crews have sent their representatives to Corbenic with a formal request to have a two weeks off with their families. Almost all of the workers have spent nearly every day for the past three months on the job, and none have spent more than a few days with their families since the city was founded.

Council Member Updates

NPC Event Roll: Oleg, Teremith (see below)

Oleg mentions that the hunters and trappers who visit his Trading Post have had a great season, likely due to the decreased number of bandits in the region. As thanks, they asked Olege to send several fine bear pelts and three hundred pounds of venison to Corbenic. Oleg also explains that since these men don’t pay taxes, their gifts are intended to help offset some of the lost revenue. He hopes the Council accepts the gifts, meaning stronger relations with the hunters and trappers who call this part of the Greenbelt home.

Each of the PCs receives a bear cloak. These cloaks function as furs (providing +2 bonus to Survival checks in cold weather), and may be further enchanted.

The venison provides +1 BP this month.

Teremith mentions that he has noticed several other faiths among the citizens, though both Shelyn and Ragathiel remain the most popular. One group in particular, however, is causing him some concern. Hanspur, a popular god in the River Kingdoms, is an unruly deity who is said to protect waterways and those who live along them. He is, however, often followed by criminals as well as people of good character, and some of his rituals are said to involve injuring other people, or even killing them. Teremith has not noticed any problems yet, but he is worried since Hanspur is commonly followed in the region.

-----

Individual Events

Arianna

Payment:
As you return to your room one evening, you open the door to find two halflings lounging inside. Upon second glance, you notice that though they appear to be halflings, it’s only from the waist up – they have the torso, arms, and heads of halfling folk, but below the belt, they appear to have the hindquarters and legs of a jackrabbit. Obviously fey.

Seeing you, they both bow their heads in greeting and one speaks, ”So, we led those guild members on a merry chase. They won’t be bothering you no more – sent them on a little vacation.”

The other adds, ”Right-o. Little vacation.”

The first glowers at his companion for the interruption, but finally continues, ”Deed done, and now it’s time to be paid. The Barons, well, they told us what nice folks you are. So here’s our demands, there’s this hole in the world behind a giant door. Behind this door is a magical staircase that leads to a bunch of other doors. Each of these doors leads to somewhere else.”

He pulls out a small piece of paper and unfolds it, holding it out for you. ”We want you to find the door with this symbol on it. Go through the door, and find out where you are.”

The second fey interrupts again, ”Yep, go through and find out where it leads!”

The first shoots him another menacing glance, ”Be quiet you pointy-eared carrot eater! It’s my turn!”

The second looks abashed for a moment before rolling his eyes and sticking out his tongue.

The first pointedly smooths his tunic, the resumes speaking to you, ”As I was saying, find the door, go through it, and see where it leads. Then come back. Write out what you’ve found on a note. Tie it to a sprig of mint and leave it under a stack of three uncracked acorns.”

His voice lowers for a moment, and you are quickly reminded of the fey’s alien nature. His eyes narrow and glow slightly, ”You’ve got 3 months.”

You glance down at the piece of paper to see a familiar image – a rose with long exaggerated thorns. The same image from the thorn knights and Derry’s signet ring, a Royal emblem of the First World.

Let me know if you have questions.

-----

General Information

1. Oleg has let you know that the Silver Ore trade continues to keep all parties happy. (No action required)

2. A small mercenary company has approached Corbenic from the south under a flag of truce. Their captain has passed along a request to speak with the Council. (Speak with Captain Milius Taver)

3. Do you allow the provincial construction crews to have two weeks with their families? If so, you may only build one province improvement this turn. If not, you may build two province improvements, but you have an increased chance of Unrest.

4. The leaders of Corbenic have sent a delegation to visit the town on the northern shore of Tuskwater Lake. (Encounter)

-----

I've got all the rolls I need for this turn.

You can claim one province this turn.

You can build two province improvements this turn. (See #3 above)

You can build one house this turn as your residential option. The castle currently takes the open slot as repairs are completed (turn 2/2).


I want to run through the Tuskwater encounter first. I assume all the PCs are going, but are you taking anybody else, or anything else along with you? Feel free to assume you have horses, carts, etc for travel.


The group leaves Corbenic early in the morning, with Happs guiding the group, and Yiv acting as a rear scout. Though both indicate the trip should be free of problems based on their earlier exploration, neither is willing to take the chance.

At Kesten's urging, two Ravens also accompany the group. Both were part of the Free Brothers who were bandits with Miles, and are familiar with the heroes. Apparently, the Ravens have taken their namesake as inspiration for their uniforms. Each is clad in leather armor dyed dull black, wearing a long black cloak. Both also wear the distinctive open-faced helms with beaked noseguards. One also has a standard bearing the crest of the city and realm, though he keeps it furled while traveling.

The journey passes quickly, and though Happs sees several wild animal tracks, he doesn't notice anything unusual or dangerous. Around time for lunch, he pulls up and waits for the rest of the group to arrive at the top of a small rise. Pointing down a shallow depression, he says, "There it is."

In the distance, you can easily see a small town resting on the shore of a large lake with dingy brown water - the Tuskwater. A wooden palisade surrounds the entire town, extending fifty feet into the water to provide some protection for small fishing boats resting in the shallows. Three tall towers rise above the wall, with two more shorter ones flanking a massive gate that is easily forty feet wide. Guards armed with crossbows are visible in all of the towers, though there do not appear to be any on the walls.

How do you want to proceed?


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

"She looks well set up," Belka says, eyeing the town appraisingly. "Well-defended, too. Them towers should give a jolly view over the surrounding countryside. Including anyone who comes walking up, hmm?"

The young woman gives the rest of you a sober look.
"I hope we weren't after planning to sneak in, 'cause we'd have to wait for dusk at the earliest."


Neutral Eidolon: Init +1; Perception +0; AC 14 (+1 Dex., +2 natural, +1 armour); hp 27; Fort +4; Ref +4; Will +3 4

"Scout... around?" Hoi Polloi suggests, making a circling motion with one gloved hand. "Look for holes... in defences?"

Belka's silent guardian has already drawn his weapon of choice - an impressive greatsword.
You may have noticed during the journey here, that Hoi Polloi left every evening to sleep somewhere by himself, whenever Belka was ready to go to bed. He always came back in the mornings, but still.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I'm going to assume at least one horse per person, though obviously I'm less sure on 'Hoi Polloi' :)

Quote:
"She looks well set up," Belka says, eyeing the town appraisingly. "Well-defended, too. Them towers should give a jolly view over the surrounding countryside. Including anyone who comes walking up, hmm?"

Bydar observes the walls, gate, and towers, "I wonder how long this place has been here?" He muses thinking of their own budding colony. He wonders if he could borrow elements of design

Quote:
"Scout... around?" Hoi Polloi suggests, making a circling motion with one gloved hand. "Look for holes... in defences?"

"I'm not sure how friendly that would come across treating them as if they were an enemy before we even know them," Bydar frowns lightly. "I would suggest we try honesty and tell them we're a diplomatic group from a budding new nation and so on. What do the rest of you think?"


Unless anybody else speaks up, I'm going to proceed with the group just riding up under a flag of parley.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

On Growth
Bridgette will offer the defense classes to the new comers, and helps cover any rough edges that may come about diplomatically first and only if absolutely needed force (suppression (local and or new comer)) until the guard arrives.

On Mercs
Bridgette will help Kesten in dealing diplomatically with the mercs as needed.

On Gold Mine
Bridgette helps put up job adds for the Mine on town boards, looking for skilled workers and helps the Mine supervisor find skilled or reasonable workers.

On Provincial Union Workers Demands
Bridgette will see about getting half on vacation for 1 week, then the other half gets the two weeks and then the first half then gets their 2nd week.

i.e.:
Week -> Group
1 -> 1
2 -> 2
3 -> 2
4 -> 1

Bridgette also sets up the work week to be eight days of work and two days of Rest.
That for every year of work they get one months time as vacation that they can schedule, but a maximum of an 8th of the workforce can be off on vacation at any one time.

On Religion of Hanspur
She hopes that any bad eggs from it can be redeemed.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DM Haldhin:
Knowledge (nature) check to identify the rabbit-legged fey: 1d20 + 10 ⇒ (10) + 10 = 20

Arianna listens respectfully to the rabbit-legged fey's demands. "We truly appreciate the effectiveness of your recent endeavor on our behalf, and will honor our obligation to compensate you for your efforts," Arianna replies with a smile. Upon seeing and recognizing the image on the paper her smile fades, to be replaced by a grim expression. "Oh yes," she adds icily, although the sudden shift in her tone is not directed at the fey but toward the symbol in her hand. "It will be my pleasure to do as you request. Just tell me where to find the giant door that leads to the magical staircase, and any special steps or precautions I'll need to take to enter - and exit - the particular doorway you seek."

DM Haldhin, did you mean Zatlusan instead of Derry when you said the symbol matched the "same image from the thorn knights and Derry's signet ring"?

Before leaving Corbenic:

Arianna informs her fellow Liberators on the Ruling Council of her visit from the fey who drove out the members of the Black Guild. Bydar, Bridgette, and Raxus, please feel free to read the spoiler addressed to me in this post from last Thursday and my spoilered post to DM Haldhin above. Sorry to leave you out for now, Belka!

As the party approaches the Tuskwater Settlement:

Bydar wrote:
"I would suggest we try honesty and tell them we're a diplomatic group from a budding new nation and so on. What do the rest of you think?"

"I agree. We should keep this as open and friendly as possible - unless and until they give us a reason to do otherwise," Arianna replies to Baron Bydar.


Arianna:
Yes, you're correct, it was Zatlusan's ring. My mistake.

The creature is a lemkin.

-----

Deciding diplomacy is the best posture, the flags are unfurled and held aloft as the horses descend toward the small village.

After five minutes, the party reaches a point about a half-mile away from the walls, and several clarion horns break the relative silence. Guards who had until now lazily manned their posts now show signs of attentiveness as they watch your approach. None ready their weapons, but all have their crossbows in position to fire quickly if needed.

The group slows down to a walk and moves toward the wall, halted by a rough command from a burly man standing at the wall above the gate. "That's close enough. I don't recognize any of you, so what brings you to our town?"

The man appears to be a middle-aged human, with a wide mouth full of teeth and slicked back black hair. He does not appear to be wearing a uniform, though it is clear the guards are deferring to his presence.

From the guards on the walls, you estimate there are probably about thirty currently on duty, with five or six of those manning the tall towers overlooking the town and surrounding region.

Perception DC 20:
Through cracks in the gate, you can make out roughly a dozen guards armed with swords and shields standing on the other side, apparently preparing themselves in case trouble erupts.

Knowledge (religion) DC 20:
Curiously, a small emblem has been carved into the crossbeam support directly over the gate. It appears to be a small lizard with a long coiling tail... the symbol of Bokrug.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge Religion: 1d20 + 6 ⇒ (7) + 6 = 13
Note to self, buy up Knowledge Religion soon

"We are a diplomatic delegation from the ruling council of Tir Rhyddid, it would turn out we appear to be neighbors. I'm Baron Bydar Lebeda, my compatriots and I would like a chance to speak with your leaders."

Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Sense Motive: 1d20 + 10 ⇒ (3) + 10 = 13


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

Perception 1d20 ⇒ 10

Belka scrutinizes the guards and the spokesman as closely as she can, and frowns when she fails to recognize any of them as her target. The girl utters a brief sigh and falls back a few steps, muttering a single Word of Power before glancing up the wall again with an air of boredom.

Detect Magic. Spellcraft 1d20 + 10 ⇒ (16) + 10 = 26


Neutral Eidolon: Init +1; Perception +0; AC 14 (+1 Dex., +2 natural, +1 armour); hp 27; Fort +4; Ref +4; Will +3 4

Hoi Polloi stands silent, a pillar of shrouded armour and focused attention. Belka's guardian seems to be leaning casually on his bow, but closer scrutiny will show that the weapon's end is not actually resting on the ground; the weapon can be snatched up any minute.

Perception 1d20 ⇒ 8. Not making hostile moves, but ready in case of attack.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Raxus simply waits, letting Bydar speak for them, keeping his eyes on the crossbowmen.


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DM Haldhin:
Did the lemkin say where we can find the giant door with the magic stairway? Any special instructions for entering and exiting the specific doorway they seek?

DC 20 Perception check: 1d20 + 8 ⇒ (10) + 8 = 18
DC 20 Knowledge (religion) check: 1d20 + 4 ⇒ (13) + 4 = 17

Arianna gives a friendly smile and nod in greeting as she carefully studies the burly speaker.

How close are we to the wall and the speaker?


Arianna:
Sorry, yes, you have directions to the door. It's about a day's travel away from Corbenic. And they don't know anything about it. In theory, it should just be a door.

The man looks confused at Bydar's words, then glances around to the guards beside him. After a moment, he responds, "Neighbors? The only neighbors we have are those bandits staying in the fort to the north. Where is this Tir Rhyddid located?"

Belka:
I just want to confirm that Belka is casting detect magic, with the verbal and somatic components. If so, I want to emphasize that she is about 50 feet away from a wall full of unfriendly individuals with loaded crossbows who most likely won't know what spell she's casting.

Fifty feet away from the wall, give or take.


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

Yyyyeah. I retract the casting.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Perception: 1d20 + 11 ⇒ (5) + 11 = 16


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"The Stag Lord is no more. Many of those you see before you were a part of his defeat. The lands he once preyed upon have begun to unite under the banner of Tir Rhyddid. Are you the leader of this city?"


Belka:
No problem, and I hope you understand I'm not trying to be difficult, I just wanted to make sure I explained the situation accurately.

The man gives a small "Humph!" upon hearing about the demise of the Staglord, and waits another moment before speaking. "Aye, I'm Reis Maartyn, Skirtir of Clan Faerdgii, and Headman of Gindavik."

"We don't much trust strangers, and we don't much trust anybody outside the Clan. But we don't go looking for trouble, so if it's all the same to you, we'll keep to ourselves, and ask you do to the same."

Sense Motive DC 15:
Despite the apparent bluster of his remarks, Reis is obviously surprised, and perhaps nervous, to learn about the Staglord's death. And meeting the people who had a hand it it, and learning they're part of a new country springing up on his doorstep, has him more than a bit concerned.

Knowledge (nobility) DC 13:
"Skirtir of Clan Faerdgii" appears to be a title that would be similar to a chief or elder.

"Headman of Gindavik" seems to indicate he is a leader of the city.

"Skirtir of Clan Faerdgii" = skir-tier of clan ford-gee.

"Gindavik" = jin - day - veek

His accent resembles the language of the north, but he does not appear to have ulfen heritage.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Sense: 1d20 + 11 ⇒ (3) + 11 = 14 Come On...., missed by one


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DC 15 Sense Motive check: 1d20 + 10 ⇒ (6) + 10 = 16
DC 13 Knowledge (nobility) check: 1d20 + 8 ⇒ (18) + 8 = 26

"He seems surprised and nervous at hearing about the Staglord's death," Arianna whispers to her companions. "And a bit concerned to learn that those who brought about the Staglord's death are founding a new country on his doorstep."

Knowledge (local) check to determine whether Reis Maartyn is of Ulfen heritage or of another northern - perhaps Kellid or mixed - heritage: 1d20 + 8 ⇒ (13) + 8 = 21


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Quote:

The man gives a small "Humph!" upon hearing about the demise of the Staglord, and waits another moment before speaking. "Aye, I'm Reis Maartyn, Skirtir of Clan Faerdgii, and Headman of Gindavik."

"We don't much trust strangers, and we don't much trust anybody outside the Clan. But we don't go looking for trouble, so if it's all the same to you, we'll keep to ourselves, and ask you do to the same."

Knowledge Nobles: 1d20 + 5 ⇒ (4) + 5 = 9

Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23
Quote:
"He seems surprised and nervous at hearing about the Staglord's death," Arianna whispers to her companions. "And a bit concerned to learn that those who brought about the Staglord's death are founding a new country on his doorstep."

Bydar nods, and whispers back, "I can't say I blame him completely. Though I do wonder what his relation with the staglord was. Tribute perhaps? Or did he just use them as a buffer? I hope they weren't actually allied."

To the headman, he nods, "I understand your concern, we are, for the most part, peace loving people ourselves, who only turn to violence out of necessity. But I fear trouble is coming to both our lands, we have news of armies on the march and other possible threats. You may have heard the same. Might it not behoove us both to compare notes?"

Don't think I'll be able to top the thirty I rolled earlier on diplomacy


Arianna, see spoiler below. Everyone else can roll too.

Reis seems troubled by Bydar's words, and his face twists into a scowl. His mouth begins twitching, and you can see the muscles in his jaw clenching and unclenching, as if he is chewing or gnawing on something.

One of the guards near him leans over and speaks into his ear, and he seems to consider what he hears. Looking back over the wall at the group, he seems to have recovered himself and offers, "Nobody from outside the clan is allowed inside the walls, but you make a good point. Give us some time, we'll meet you outside."

In short order, the gates are swung open, and several men and women hurry out and set up a large open-sided tent. They then bring out a long table and benches, then place platters of fruit, fish, and wine out.

Reis comes out flanked by two other men in similar clothing, and followed by a dozen guards. Reis motions to the group, "Let's at least eat and drink while we talk. So what can you tell me about these armies?"

Bydar, I know, and I am taking that into account. :)

Perception DC 15:
None of the men and women who carry things outside appear to be any relation to Reis. In fact, many of them seem to be of ulfen heritage.

Knowledge (local) DC 20:
Now that you can get a good look at Reis and the two men with him, something about his manners and attitude remind you of something you read many years ago. Something about brawny assertive individuals, bullies really, often found in small gangs, with wide mouths full of teeth. Living near water...

Oh Gods... it can't be... but all the signs are crystal clear...

Even the name of their clan - Faerdgii - it loosely translates to "those of the fens" but it could also be a phonetic twist... "those of the fins".

You're sure - Reis and his comrades are showing all the signs of lycanthropy, but not the type of affliction that allows them to turn into wolves.

They are able to transform into sharks.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Know(Local): 1d20 + 6 ⇒ (13) + 6 = 19 I missed by one, could I get something.


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

Belka Perception 1d20 ⇒ 2

Hoi Polloi Perception 1d20 ⇒ 1


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DC 15 Perception check: 1d20 + 8 ⇒ (1) + 8 = 9

As the arrangements are made, Arianna bows respectfully to Reis. "Our thanks for your hospitality and for taking the time to meet with us, Skirtir Maartyn. We understand and respect your hesitancy to allow strangers within you walls, but hope that our peoples can live peacefully within these lands." Diplomacy Aid Another to add to Bydar's check: 1d20 + 10 ⇒ (10) + 10 = 20.

"But as we eat, I'd like to provide you all some entertainment by singing a song I wrote describing our battle against the Staglord and his band of evil bandits." Arianna proceeds to sing a song detailing the epic battle between the Liberators and the Staglord's forces, noting in particular the brave actions of Bydar, Raxus, Bridgette, and Happs in the battle. Perform (sing) check: 1d20 + 10 ⇒ (20) + 10 = 30.

DM Haldhin:
As she sings, Arianna casts Detect Thoughts using her Spellsong feat to conceal the activity of casting the spell by masking it in a performance (swift action, uses 1 round of bardic performance). Observers must make a Perception or Sense Motive check opposed by Arianna's Perform check (Perform (sing) check of 30 rolled above) to realize she is also casting a spell. As she sings she will attempt to read the thoughts of any of the Gindavikians she can, particularly of Reis and his two henchmen; Will DC 15 prevents her from reading a target's thoughts.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

While they have time alone, Bydar prepares a detect evil spell, and uses the timing of it to cast quietly as he may. Hoping it will still be running when he meets with the headman again.

Detect Evil will last for up to 10 minutes while he concentrates.

Quote:
Reis comes out flanked by two other men in similar clothing, and followed by a dozen guards. Reis motions to the group, "Let's at least eat and drink while we talk. So what can you tell me about these armies?"
Quote:
"But as we eat, I'd like to provide you all some entertainment by singing a song I wrote describing our battle against the Staglord and his band of evil bandits." Arianna proceeds to sing a song detailing the epic battle between the Liberators and the Staglord's forces, noting in particular the brave actions of Bydar, Raxus, Bridgette, and Happs in the battle. Perform (sing) check: 1d20 + 10 ⇒ (20) + 10 = 30.

She's been graced by Shelyn with that voice of hers.

When they finish, he makes note of any evil he sensed from the headman or his people, and regardless of their nature answers, "There have been signs, trolls and other humanoids patrolling the area, making inroads and speaking with other beings of various types. They bore a banner..." He describes it as best he may. "We wonder if they seek to conquer all who don't join. Have they come here?"

Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27


Bridgette:
for Knowledge (local) DC 19: You have this nagging sensation that something is wrong with Reis and his comrades. Not the guards, but the men with Reis coming out to meet the group.

Even their clan name - Faerdgii - seems odd. They're using a strange accent that makes it seem like they're related to fish or something. Very unusual.

Arianna's song is met with confusion by Reis and his comrades, though they sit through and listen as she sings. Most of the guards are reserved, though from their reactions, it appears that singing isn't something they come across very often.

Arianna:
You manage to get good readings from Reis and one of his henchmen, though the other man resists your spell.

Reis - hungry, stop singing, hungry, swimming, tearing, hidden, hungry.
Henchman #1 - rip, gnaw, tear, devour

The guards have varying thoughts that you would expect to learn. nothing exciting or important

Upon receiving these thoughts, you notice that neither Reis nor his comrades are touching the food.

The henchman who resisted your spell blinks in response and narrows his eyes slightly while looking around the table.

Bydar:
Reis and his henchmen are EVIL. Some of the guards are also evil, but nothing like what you're getting off Reis and his friends.

Technically, Reis and his henchmen have faint auras according to the spell. But for our story purposes, they are entirely 100% EVIL.

----

Listening to Bydar's tale, Reis shakes his head. "No, we haven't had dealings with any army like that. Worst we've seen lately has been the lizardfolk who live on the southeastern part of the lake. Those savages never learn, keep trying to steal our catch, capsize our boats. Hah, what pathetic excuses for water life. Have to kill a few every time to teach them some respect."

One of his henchmen grins, then turns back to one of the guards, "Hey go fetch Tuk and Skoor, they should hear this new army."

Reis glances at his comrade, thinks for a moment, then nods. "Right, they should know if this army is coming around. Might try to get those lizards on their side."

The guard nods and jogs toward the town wall.

Bydar:
Reis appears to be speaking honestly. That said, read the Sense Motive spoiler below.

Arianna:
The henchman who asked for Tuk and Skoor is the one who resisted your spell.

Also, Reis and the other henchmen are very confused why the third one is asking for the rest of the "shiver".

Knowledge (nature) check DC 15 knows that a shiver is a group of sharks.

Sense Motive DC 19:
The one who spoke is up to something... not sure what, but his manner is that of somebody who is about to spring a surprise on you.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Bridgette talks quietly with Arianna about her thoughts,
"Something feels off about Reis and his comrades, but not the guards, and they seem like the bully type, and do you know what Faerdgii means, as I vaguely recall it dealing with fish, but I think it's something important that we should know."


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

Sense motive Belka 1d20 ⇒ 12.

"Lizards?" Belka repeats, frowning with confusion. "It's getting on to winter. How do lizards survive out here?"

Like the city's leader, Belka is not touching the food. She appeared to be rapt with attention when Arianna was singing, and nodded her respect - though she failed to so much as crack a smile.


Neutral Eidolon: Init +1; Perception +0; AC 14 (+1 Dex., +2 natural, +1 armour); hp 27; Fort +4; Ref +4; Will +3 4

Sense motive 1d20 + 6 ⇒ (9) + 6 = 15

Hoi Polloi has stood a silent vigil behind Belka the whole time, saying nothing, eating nothing, and making no move to accept a chair of his own. If anyone strays too close to him, he just turns his hood towards them until they go away. He returns his attention to Belka and to Reis as soon as the talking begins.

Hoi Polloi draws in a hissing breath, then speaks, his voice hoarse: "Lizards. Good fighters? Spears? Swords? Bows?"


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar hadn't started a meal yet, and when the song ends, he doesn't now. The evil on Reis and his henchman could be part of their innate nature, or actions intended, or both, and he knows it.

How best to tell the others?

Quote:

Listening to Bydar's tale, Reis shakes his head. "No, we haven't had dealings with any army like that. Worst we've seen lately has been the lizardfolk who live on the southeastern part of the lake. Those savages never learn, keep trying to steal our catch, capsize our boats. Hah, what pathetic excuses for water life. Have to kill a few every time to teach them some respect."

One of his henchmen grins, then turns back to one of the guards, "Hey go fetch Tuk and Skoor, they should hear this new army."

Reis glances at his comrade, thinks for a moment, then nods. "Right, they should know if this army is coming around. Might try to get those lizards on their side."

Quote:
"Lizards?" Belka repeats, frowning with confusion. "It's getting on to winter. How do lizards survive out here?"
Quote:
Hoi Polloi draws in a hissing breath, then speaks, his voice hoarse: "Lizards. Good fighters? Spears? Swords? Bows?"

Bydar hasn't forgotten that Belka came her to seek someone out, but he's glad she and Hoi seem to be asking questions of their own, it might allow them further distraction.

"Since we have more folks coming, I suppose it is only polite to stand to greet them," he tells his allies. He doesn't want them flat footed when whatever surprise arrives. If he can angle it so the Faerdgii can't see his expression, he fiddles with his holy symbol where his friends can see it and turns it upside down, hoping they get the general idea.


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

Belka shoots Bydar a glance, which lingers for a moment on his holy symbol.

"Good grief," she sighs, shaking her head as she rises to her feet. "Manners weren't this strict among the Kellid."

"No sermons, please," Belka says, glancing at Bridgette. "I'm up already, see? I'm up. Ugh. Sit down, stand up... It's like being in a swordsmanship class..."


Reis nods, "Aye, big lizards with spears and axes. Don't wear much armor, and haven't seen 'em with much more than javelins. They slow down in winter, but they're smart enough to build fires and such to keep warm. The ones we've seen swimming around in cold water cover themselves with some kind of slime. Guess it keeps them warm." he says the last with a shrug.

Reis half-waves you back to your seats. "No reason to stand for Tuk and Skoor. They wouldn't stand up to meet you. Heh, heh, heh." His friend at the table joins in the laughter, apparently sharing a private joke.

Bydar, I get what you're doing, but I need a Bluff check, please. I'm fine with the holy symbol idea, we can say that's a signal the group worked out so everyone is able to realize what it means.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

No problem, and thanks.
Bluff: 1d20 + 3 ⇒ (7) + 3 = 10


DM Screen:
1d20 ⇒ 15
1d20 ⇒ 17

Reis grins at Bydar, and his wide mouth full of teeth is prominently displayed. He looks at one of his cohorts who returns the glance, also grinning with what seems like an impossibly wide mouth. Smiling and looking at the other one, Reis nudges him roughly in the ribs. "You see this?" he says.

Reis looks back at the group and speaks in a voice dripping with contempt, "What? You think you standing up is going to matter? Sit back down, little man. You too girl. Be a shame if you fell down and got hurt." he says dismissively toward Belka.

The grins reveal that they have many more teeth than a human mouth should hold. They actually have rows and rows of jagged pointed teeth.

How do you respond? Just to make it a bit clearer, Reis and his men are sitting at a table, 10' away from the party. 11 guards are another 10' feet away behind them.


Neutral Eidolon: Init +1; Perception +0; AC 14 (+1 Dex., +2 natural, +1 armour); hp 27; Fort +4; Ref +4; Will +3 4

"She falls. I pick up," Hoi Polloi hisses, moving a step closer to Belka. He puts one hand on her shoulder, and she pats it without breaking eye contact with Reis and his cronies.


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar will say this much, one nice thing about having met a dragon, teeth like this just don't have the same intimidation factor they should, "Careful Reis, we came in peace. Even with that impressive dental display, you may find you're biting off more than you can chew. That story you were sung was NOT a work of fiction."

He speaks to his compatriots but keeps his eyes on Reis and the others "Whoever, WHAT ever they are, Reis and his henchmen are evil. Some of the guards but not all are as well."


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Raxus hadn't been one to speak during the proceedings. He just sat next to Bydar as the groups spoke. At Bydar's announcement as to the nature of the strange clansmen, the big man simply sighed. He was the absolute opposite of intimidated. He'd grown up around these sorts of people. Brutish, dull, scheming, standoffish and cruel. The difference was, in his clan, everyone was twice the size of these fang-mouthed fools. He had a good idea of what was coming. These sorts only respected one thing. Still, he had to try to avoid the fight.

"If anyone starts to fall down, I stand up. Then nobody gets what they want."

"We're going to leave now. It would be a good idea not to try to stop us."


Female Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

DC 19 Sense Motive check: 1d20 + 10 ⇒ (19) + 10 = 29

DM Haldhin:
DC 15 Knowledge (nature) check to know that a 'shiver' is a group of sharks: 1d20 + 10 ⇒ (7) + 10 = 17

Arianna springs up to stand next to Raxus, knocking her untouched plate of food to the ground. "I believe I speak for all of us when I say that we did not come here looking for a fight with 'Those of the Fins'," she says calmly, looking Reis straight in the eye without blinking. "As the Baron stated, my song bore no embellishments, but merely recounted the true events regarding the demise of the Staglord and his forces through the prowess of those before you. I don't know what sort of little surprise your henchman and has planned for us, however I can assure you that you and the rest of your 'shiver' will not like the outcome. So I suggest that you call them off NOW and allow us to depart in peace," she says firmly.


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Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

"Fins?" Belka repeats, appearing nonplussed. "You mean Teeth here is a fish? Well, don't that just beat all. I wonder what kind of bait they had to use to lure it onto dry land and into a pair of trousers."


Reis watches your reactions, and his wide smile never leaves his face. At Belka's comment, he snorts, "Naw, we aren't fish, we're much, much more than that. But it isn't important. You want to leave, go ahead. We won't stop you."

He leans forward and stares at the group, "See, you got us all wrong. You may call us evil but that's just a word. Out here, away from everyone else, you take what you can get, then you do whatever you have to so you can hold on to it. We've done that, and we're still doing whatever we can to hold on. But at the end of the day, if our town is safe, and if our people are prosperous, then I say we've done something good. You come back in a few years and let me know how you're faring with all your talk of good and evil."


Male Human Cleric 7 (HP 42/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

"At what cost does your prosperity come to your people, I wonder? And are your people free to leave if they don't like the price?" Bydar is curious. He also glances at Belka, "If you have something you want to ask them about, Belka, now's the time I suppose. If not, I believe we may have overstayed our welcome."


Female Human Summoner 4: Init +3 (+1 Dex., +2 Reactionary); Perception +0; AC 15 (+1 Dex., +4 armour); hp 23/30; Fort +3; Ref +2; Will +5

"Don't mind if I do," Belka says. Turning to Reis, her expression turns hard and cold as ice. "I'm looking for a man named Mazrim Rhol. Rumour last put him in this area. If you've got him here, I'd like a word with him before we go."


Reis snorts, "Not that it's any of your business, but I don't force nobody to stay here if they don't like the way we run things. We keep 'em safe, warm, and fed. If they want to take their chances somewhere else, good luck to 'em."

Upon hearing Belka's question, he narrows his eyes a bit and glances at one of his henchmen. Looking back, "Yeah, we heard of him. He founded our town. Left before we got here."

With a wide smile, he leans back in his chair, "Come to think of it, we might have a chest of stuff he left behind when he took off. Personal effects, books, papers, that kind of thing. I wonder if we could find it?"

He looks to the man on his right, "You think we can find it, Gor?"

The man looks thoughtful, then nods, "Sure, boss. We could find it, but it would take a bit of work. It's in that storage shed with all those books and records. Might need two, three people to go in there with me."

Reis looks back at Belka, "There you go. He's not around no more, but we might have some of his stuff."

He stands up slowly, followed by his comrades. Reis holds out his hands and smiles, "And I tell you what, I can see it's important to you, so you can have it. I'll give you the chest and everything in it, no strings attached."

One of the men starts to speak but Reis puts a hand on his chest, "No, I want to do this."

Gesturing at Bydar, Reis continues, "You say a new land is being started, and that's good. Bringing more people in, more trade, I got no problem with that. What I do have a problem with is neighbors who don't get along with me and my kin, trying to judge us when they don't even know what they're talking about or dealing with. We've been here for ten years keeping this town and the people in it safe. We've all got families, friends, and we don't need people coming here intruding on our lives. So let's make a deal right here: you don't have to like me, and I don't have to like you, but if I learn something about this army, I'll let you know. And if you learn something, you let me know. Otherwise, we leave each other alone and we each go our own way. Deal?"

He holds out his hand to Bydar offering to shake on the deal.

Sense Motive DC 15:
Reis seems to be sincere in his offer.


Neutral Eidolon: Init +1; Perception +0; AC 14 (+1 Dex., +2 natural, +1 armour); hp 27; Fort +4; Ref +4; Will +3 4

Sense motive 1d20 + 6 ⇒ (16) + 6 = 22.

"Sincere," Hoi Polloi hisses, "him."

Other than that, the hooded warrior continues to stand at Belka's shoulder, waiting for the next thing to happen.

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