Kingmaker AP with GM Mustache (Inactive)

Game Master Mustachioed

Start: Pharast 1, 4710
Current Day: Gozran 10, 4710

Kingmaker Stats
Kingdom Building: City Buildings and Terrain Improvements
Mass Combat
Roll20 link


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Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai takes a five foot step forwards aiming at the same one he just shot.

attack: 1d20 + 4 ⇒ (1) + 4 = 5

attack arlens roll: 1d20 + 4 ⇒ (13) + 4 = 17

damage: 1d8 + 2 ⇒ (5) + 2 = 7

thanks Arlen for the reroll, saved a critical fumble!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen smiles happily, seeing Rai's arrow thunk into one of their prey (presumably), glad to have helped.


SUMMARY OF ROUND 1

Rai shoots another arrow and hits the elk in the chest. It is almost dead... he can feel it!

The elk though, is panicking. It sees in the distance, a creature holding something in his hands, and somehow correctly assumes that this is the source of his pain. The nimble elk charges 80 feet at Rai! He misses!

As one takes off, so do the others. They run in random directions! One runs right past Sigurd, who gets a javelin poke at it! He hits it for 7 damage! -4 to a melee attack with a javelin

One follows the first, and ends up accidently charging into Brokk'r, but Brokk'r deflects the antlers off his shield!

Two others scatter about, and don't threaten anyone.

GM-Screen:

elk gore to-hit: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
elk gore damage: 1d6 + 2 ⇒ (4) + 2 = 6
sigurd hit and damage: 1d20 + 0 + 3 - 4 ⇒ (20) + 0 + 3 - 4 = 191d6 + 3 ⇒ (4) + 3 = 7
sigurd confirm?: 1d20 + 0 + 3 - 4 ⇒ (11) + 0 + 3 - 4 = 101d6 + 3 ⇒ (5) + 3 = 8
elk gore to-hit: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
elk gore damage: 1d6 + 2 ⇒ (2) + 2 = 4

ROUND 2

Arlen
Brokk'r
Sigurd
Rai
Ike (GM delayed, attack twice)
Diceros (GM delayed, can attack twice if he decides to get involved)
elk


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen, quite enthralled by the thrill of the chase, dashes over toward Sigurd and gives him another shot at bringing down the large, tough beasts.

Not really great with weapons so I'll just give Sigurd another fortune. This is more fun anyway.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r drops his sling next to the javelin (free action) and bashes the nearest Elk with his shield (standard action).

Shield Bash Attack: 1d20 + 1 + 3 ⇒ (12) + 1 + 3 = 16 BAB + STR
Shield Bash Damage: 1d6 + 4 ⇒ (5) + 4 = 9 1.5 x STR

If that attack drops the Elk he will pick up the javelin with his move action.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros is pretty impressed with his companions, noting they seem to be getting better as a unit each fight.

Still, he's content to look around for berries instead of hunting.
Survival Check: 1d20 + 2 + 2 + 3 + 1 ⇒ (1) + 2 + 2 + 3 + 1 = 9 +WIS +Nature Sense +Class skil +rank

If he found any of them, he casts: 2d4 ⇒ (3, 2) = 5 into GoodBerries.

continue on without Diceros, who is looking for a red checkered blanket to use for a picnic lunch.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai takes another five foot step away from the beast and uses a third arrow cursing as he was almost skewered by an elk!

attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd whips around as the elk charges past him. Knowing he has only moments to act before the beast gets away, he dashes after it and attempts to pierce it with the javelin.

Javelin in Melee: 1d20 + 0 + 3 - 4 ⇒ (11) + 0 + 3 - 4 = 10 BAB + STR - melee penalty
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Javelin in Melee (fortune): 1d20 + 0 + 3 - 4 ⇒ (1) + 0 + 3 - 4 = 0 BAB + STR - melee penalty
Damage (fortune): 1d6 + 3 ⇒ (5) + 3 = 8

Obviously, I'm not taking that second roll. Does a 10 hit? If it doesn't, I'd like to use my timely inspiration spell as an immediate action. I'll include those rolls below. If they're not needed, I won't count it as a used spell.

Blessed by Gorum, Sigurd quickly casts Timely Inspiration. Time seems to strangely warp around him and he finds himself taking another hit at that same elk.

Javelin in Melee: 1d20 + 0 + 3 - 4 ⇒ (13) + 0 + 3 - 4 = 12 BAB + STR - melee penalty
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


SUMMARY OF ROUND

Rai neatly steps back and takes down the first elk. It collapses, three arrows in its side. Brokk'r bashes another with a shield doing significant damage.

Arlen gives Sigurd a bit of luck, which Sigurd desperately needs, holding an awkward weapon in melee combat. Sigurd stab with the javelin, seemingly missing... and then the air shimmers in a mysterious way... and... yup, still missed.

Diceros doesn't have any luck looking for berries, but Pygmy does lay out quite a good looking red checked picnic blanket. Ike gets so distracted by Pygmy's antics that he forgets to contribute.

sigurd:
When you use timely inspiration, you don't get another attack roll, just add +1 to your roll. "Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds." These immediate spells are awesome, though this particular one is pretty weak

The elk continue to panic. Elk 3 randomly changes direction, and runs toward Sigurd. Elk 4, trying to flee the area, accidently runs right at poor picnicking Pygmy and gores him for 3 damage. Elk 5 and 2, having been hurt by Brokk'r and Sigurd, stand their ground and fight for their lives. Brokk'r is dealt a very unlucky blow by the antlers, dealing 8 damage. Sigurd gets a hoof to his thigh, dealing 3.

GM-Screen:

elk gore to-hit pygmy, charge: 1d20 + 5 ⇒ (14) + 5 = 19
elk gore damage: 1d6 + 2 ⇒ (1) + 2 = 3
elk gore to-hit brokk'r: 1d20 + 3 ⇒ (17) + 3 = 20
elk gore damage: 1d6 + 2 ⇒ (6) + 2 = 8
elk hoof to-hit brokk'r: 1d20 - 2 ⇒ (8) - 2 = 6
elk hoof damage: 1d3 + 1 ⇒ (2) + 1 = 3
elk hoof to-hit brokk'r: 1d20 - 2 ⇒ (14) - 2 = 12
elk hoof damage: 1d3 + 1 ⇒ (2) + 1 = 3
elk gore to-hit sigurd: 1d20 + 3 ⇒ (10) + 3 = 13
elk gore damage: 1d6 + 2 ⇒ (3) + 2 = 5
elk hoof to-hit sigurd: 1d20 - 2 ⇒ (5) - 2 = 3
elk hoof damage: 1d3 + 1 ⇒ (2) + 1 = 3
elk hoof to-hit sigurd: 1d20 - 2 ⇒ (17) - 2 = 15
elk hoof damage: 1d3 + 1 ⇒ (2) + 1 = 3

ROUND 3

Arlen
Brokk'r
Sigurd
Rai
Ike [GM delayed, go twice]
Diceros
elk

Go if you are bold!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen sees Brokk'r's plight and moves toward him.

"Let's finish this creature."

Fortune on Brokk'r. GM, technically we didn't say that I had prepared my spells yet today. CLW is one that I'm always going to prepare at this level. Is it all right if I count myself as having that prepared and don't use the other 2 slots yet?

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

With his friends taking damage by panicking elk, not to mention his own rhino, Diceros realizes these creatures have gone from prey to danger. He'll have to take action now.

"To arms Pygmy! It looks like this hunting party just turned serious."
Handle Pygmy DC:10: 1d20 + 4 + 3 ⇒ (3) + 4 + 3 = 10 +compentency +skill

Diceros jumps up out of the grass and lunges at the elk that gored Pygmy.
I know you did this on purpose, you evil GM

Spear Jab: 1d20 + 2 ⇒ (19) + 2 = 21 Str
Spear Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Strx1.5

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy decides to show elk how to properly gore.

Rhino Horn Goring: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15 BAB+Str
Rhino Horn: 1d8 + 3 ⇒ (7) + 3 = 10 Strx1.5

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

So you're saying my reading comprehension is sub-par? That's probably accurate, especially pre-coffee.

Sigurd is sick of this javelin. "Thanks Diceros, but I can't hit anything with this toothpick." Sigurd drops the javelin (with every intention of picking it up afterward and giving it back to Diceros) and grabs the hammer off of his back.

With a mighty roar of frustration, "ROAR!", Sigurd brings the hammer down on the elk in front of him.

Earthbreaker hit: 1d20 + 0 + 3 ⇒ (16) + 0 + 3 = 19 BAB + STR
Earthbreaker damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9 1.5*STR


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai surveys the battle and puts his bow away then drawing his elven curved blade and takes a five foot step towards the dwarf ready to charge the next round.


A series of hard blows by Sigurd, Pygmy, and Diceros bring down two elk. Two remain up.


GM Mustache wrote:
A series of hard blows by Sigurd, Pygmy, and Diceros bring down two elk. Two remain up.

Arlen-- sure


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen calls out to Brokk'r

Never fear, my friend. We will deal with this somewhat surprising difficulty then I will be able to heal your wounds.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r slams his shield into the Elk again.

Fortune:
Shield Bash Attack 1: 1d20 + 1 + 3 ⇒ (18) + 1 + 3 = 22 BAB+STR (I think I'll use this one.)
Shield Bash Attack 2: 1d20 + 1 + 3 ⇒ (2) + 1 + 3 = 6
Shield Bash Damage: 1d6 + 4 ⇒ (4) + 4 = 8 1.5xSTR

Brokk'r's too stubborn to make a tactical retreat, but I meant to fight defensively. I didn't put it in because I had already seen my rolls and hit post by accident, but thought I'd mention it.


N/A Human Shifter 6 (Oozemorph) | HP 64/64 | AC 21 T 15 FF 16 (DR 6/slashing)| F +8 R +10 W +4 | CMB +9 CMD 24 | Init +5 Perc +11

The elk scattering caught Ike a little off guard. He expected them to run, not fight. But one of them was giving Brokk'r a lot of trouble! The dwarf needed help!

Spinning in on himself, Ike suddenly rolled in the form of a large, slimy wheel, barreling for the elk. Two limbs form out of the axis of his wheel, one arm in the shape of a large kite shield, and the other into a lengthy lance, tapering into a point that he aimed to pierce into the elk with.

Move action to draw closer to the elk, forming two morphic weapons as a free action for movement (one dealing piercing, one dealing blodgeoning), attack action with the piercing arm.

Slime Knight!: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (1) + 3 = 4

Intent on permitting Brokk'r to retreat to safety, Ike swirls again, this time from a big wheel and up into a vaguely humanoid form. Still wielding his slimy lance and shield, Ike concentrating, trying to sharpen up his edges and taking on a dripping, but recognizable shape of a "valiant" knight. Ike bashes his shield into the elk, before rearing back from the movement and bringing his lance to strike at the elk once more!

Full attack action!

Slime Shield Bash!: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 3 ⇒ (4) + 3 = 7
Slime Lance Stab!: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 3 ⇒ (6) + 3 = 9


ROUND SUMMARY!

The party brings down 3 elk quickly, now that the battle has been fully joined! Brokk'r succeeds in taking down the one that gored him, despite Ike's crazy battle antics.

The remaining elk is panicked, and charges a companion at random!

Random PC:

d6 roll: 1d6 ⇒ 6
1. Ike
2. Arlen
3. Sigurd
4. Rai
5. Brokk'r
6. Diceros

He charges Diceros! Yeah, that pacifist druid looks really suspicious! He hits for 5 damage.

GM-Screen:

elk gore to-hit: 1d20 + 3 ⇒ (20) + 3 = 23
elk gore damage: 1d6 + 2 ⇒ (3) + 2 = 5
elk gore confirm? to-hit: 1d20 + 3 ⇒ (3) + 3 = 6

ROUND 4

Arlen
Brokk'r
Sigurd
Rai
Ike
Diceros
elk

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

But I was trying to protect you, you stupid giant deer!

Diceros slashes back across his body after taking a nasty gash in his side.

Spear Jab: 1d20 + 2 ⇒ (2) + 2 = 4 Str
Spear Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Strx1.5

Losing blood and feeling dizzy, Diceros misses badly. He yells out to Pygmy "Pyg! Attack!"
Handle Pygmy DC:10: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19 +compentency +skill

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

"ROAR!" translation: stop hurting druids

Rhino Horn Goring: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17 BAB+Str
Rhino Horn: 1d8 + 3 ⇒ (4) + 3 = 7 Strx1.5


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai charges the last elk blade raised attacking into a flank.
blade attack: 1d20 + 6 ⇒ (17) + 6 = 23

blade damage: 1d10 + 2 ⇒ (9) + 2 = 11

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd sees his friends take down the last elk (probably), as he runs over to lend support.


Rai and Pygmy cleanly take down the final elk! The party- minus Diceros who feels like he was forced into this situation- lets out a cheer of victory!

The bodies of five huge elk lay before you. You feel like you can remove their antlers without difficulty (50 gold each). However, their magnificent pelts need to be skinned, just like before. 5 Survival checks!

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Being that Sigurd's survival skills are regrettably poor, he'll take care of grabbing the 5 racks of antlers.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r returns the javelin to Diceros. "Didn't end up usin' it, but thanks I guess," he says with a shrug.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen looks at his companions after the carnage

"I am somewhat unsure whom I should heal... any suggestions?"

Will cast CLW for 1d8+1 on first person suggested.

Confident, not in his ability to skin animals, but to HELP skin them, Arlen states
"I will help any who wish to take these fine pelts back with us!"

Using fortune and guidance on my roll to aid another and on whoever is making the primary roll.

Survival A pelt 1: 1d20 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Survival B pelt 1: 1d20 - 1 + 1 ⇒ (4) - 1 + 1 = 4
Survival A pelt 2: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17
Survival B pelt 2: 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9
Survival A pelt 3: 1d20 - 1 + 1 ⇒ (14) - 1 + 1 = 14
Survival B pelt 3: 1d20 - 1 + 1 ⇒ (1) - 1 + 1 = 1
Survival A pelt 4: 1d20 - 1 + 1 ⇒ (11) - 1 + 1 = 11
Survival B pelt 4: 1d20 - 1 + 1 ⇒ (13) - 1 + 1 = 13
Survival A pelt 5: 1d20 - 1 + 1 ⇒ (8) - 1 + 1 = 8
Survival B pelt 5: 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9

Arlen hums confidently as he sets to on the pelts. While trying to help with the first one, he is reminded that he is not actually very good at this. He focuses harder on the second and gets in the swing of things, nimbly aiding with the third and fourth. But when it comes time to deal with the fifth hide, Arlen is so sure that he's a competent woodsman that he loses focus and provides no aid whatsoever.

Whoever makes the rolls gets +1 from guidance and roll 2x take the higher for all 5 pelts from me and +2 from aid another on the middle three.

After the skinning is over, Arlen volunteers to have Mortimer carry the belts and antlers.

"Shall we finish exploring this area then return to Oleg's with our goods? I am thinking of a few select scrolls I would love to purchase in order to expand my arcane knowledge and utility."

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

With the dead elk at his feet, Diceros knows he won't waste the sacrifices of these magnificent animals. He is saddened, but only blames himself.

Survival Check: 1d20 + 2 + 2 + 3 + 1 ⇒ (16) + 2 + 2 + 3 + 1 = 24 +WIS +Nature Sense +Class skil +rank


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Seeing Diceros' sadness, Arlen attempts to cheer him up.

"My good fellow, harvesting of populations is a natural part of their ebb and tide. I assure you that I will employ the full extent of my knowledge of natural history to ensure we do not harvest these magnificent creatures in a manner that would depress their population to dangerous levels."

Arlen smiles, confident that his explanation would cheer up any druid.

Diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

Yeah... that's about what I was expecting. XD


Diceros successfully skins the first pelt! (50 gold)

The next three checks get +3 due to Arlen's aid and guidance, and you can roll it twice because of fortune. The fifth check just gets fortune and +1


EXPLORATION PHASE

Arlen
Brokk'r
Sigurd
Rai
Ike
Diceros

With the pelts and antlers sorted out and loaded up, the party continues the job exploring the grasslands and mapping out the area. You pick up the trail of the bandit cart again... it is definitely heading in a southwest direction. In the distance, that way, you can see the looming wall of trees. A wide forest lies in that direction.

Everyone does one relevant skill check for exploration and mapping. Perception, survival, relevant knowledge and profession skills, etc. Arlen- this roll represents what you are doing all day long, so don't add fortune or guidance on this one. Also everyone, please go ahead and finish up the survival checks on the pelts, and let me know what direction you would like to go next.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Yes that makes sense on the guidance and fortune as they are very temporary. Should I make a different check since I already did knowledge nature on half of this hex? I'll stick with it for now but I'm just trying to make sure I understand this process.

Arlen comments on the tracks
"It would be beneficial indeed to know where the bandits are! But we must be extremely careful not to let them discover us. We are not prepared to deal with a proper bandit encampment! Are any of us stealthy enough to examine what lies over there? I do not believe that I am."

Knowledge Nature: 1d20 + 9 ⇒ (10) + 9 = 19


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

"Aye!" Brokk'r says. "I'm not thinkin' we're prepared to be challengin' an organized group o' bandits in their own camp, but findin' out where they are is part o' explorin' the land.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

"It would make the most sense for the bandits to use that forest to hide their encampment. However, I doubt they'd be this close to these more open lands. Likely, they're much deeper, probably where there's more dangers for our party than just bandits."

Knowledge Geography: 1d20 + 1 ⇒ (20) + 1 = 21 INT + Bardic Knowledge

That's right. I save my nat 20s for out of combat stuff.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

After the elk have been taken care of, Diceros explores the area, looking for interesting natural features, evidence of

"I propose that we stay between the bandits and Oleg's while we explore. Perhaps we can move toward the west as we go."

Survival Check: 1d20 + 2 + 2 + 3 + 1 ⇒ (5) + 2 + 2 + 3 + 1 = 13 +WIS +Nature Sense +Class skil +rank


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

We still need 4 more survival checks for the elk. I was just throwing out the next thing to do because I figured we'd get the checks done and move on fast. Diceros? Ike?

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Having finished one elk himself, Diceros waves Ike away from the others.

"No, no. Save your...whatever...for another time. Cleaning these elk is my act of absolution and worship for what I have done today. Let me complete this ritual myself."

"However, friend Arlen, it would help to have this grievous wound healed first, unless Brokk'r needs it more."

I have at least +9 on all 4 rolls, so I am only rolling 1d20 for critical failure, rerolling once each check with fortune

Elk 2, roll 1: 1d20 ⇒ 16
Elk 2, roll 2: 1d20 ⇒ 2

Elk 3, roll 1: 1d20 ⇒ 18
Elk 3, roll 2: 1d20 ⇒ 8

Elk 4, roll 1: 1d20 ⇒ 4
Elk 4, roll 2: 1d20 ⇒ 15

Elk 5, roll 1: 1d20 ⇒ 7
Elk 5, roll 2: 1d20 ⇒ 17

GM can decide how long this takes Diceros and wave away his chance at exploration, though I suppose I could be thinking about my Natural Knowledge while working in case I think of anything useful.

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

While Diceros solemnly works, Pygmy snorts around the area, trying to perceive if there is any other items of interest from nearby.

Perception Check: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21[ooc]+animal companion level 1 + 1 rank


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen casts CLW on Diceros.

"I'm happy to help with all manner of tasks, be it healing or skinning! What fine pelts you've gotten us!"

Healing: 1d8 + 1 ⇒ (5) + 1 = 6


EXPLORATION SUMMARY

Diceros is able to properly skin 4 of the elk pelts in total, with a sellable worth of 200 gold.

The party spends the rest of the day in the Greenbelt, mapping and exploring. As the sun starts to set, they put the finishing touches on the map that they together have created. As you inspect it, you feel that you could have done better, but it is quite good for a first attempt. Surely you will only get better with experience!

If you present the map to Oleg, he will be able to ship it off to Restov as proof of you starting to fulfill your charter. You estimate that this map would be worth about 168 gold.

Explanation: I took all your rolls during the exploration phase and added them up. In addition to your rolls being important for discovering any secret areas (there were none here), your rolls will also give you direct monetary reward. Don't worry about actively talking to Oleg about it and selling the map, we will handwave that aspect. So go ahead and add 168 to your party total to distribute out.

Also of interest, so you don't just phone these rolls in all the time, if anyone put particular effort into the exploration phase with a clever RPing moment, real connection of the terrain to the roll, or otherwise does a good job, I may choose to reward x2 or x3 the roll value toward the map. For this hex, I didn't do that because my hard black soul wasn't moved.


CAMPING PHASE

Without a stand of trees, the group hunkers down in the plains, and hopes that they are left alone this night. You set up your tents, your caltrops, strings with bells, and so on. There is still great excitement about the great battle with the elk, and for those who want it, elk meat is aplenty.

Pharast 7

When you wake in the morning, all agree that you have thoroughly seen this area and it is time to move on. Do you head back to the trading post, or if not, which direction? I have seen one suggestion for the trading post and one suggestion for west. Two agreeing votes will decide the next direction.

Also notice I didn't have a really long camping phase this time. Sometimes I will let it play out, sometimes not. I don't want to drag out everyday, but also want to give you time to talk. So let me know what you think of pacing as we go in the dicussion section.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

"Brokk'r, have a Goodberry for dinner. They'll lose their natural healing properties by the end of the day, and I can't help but notice that your wound is still oozing."

As Diceros hands the Goodberries over to Brokk'r, Pygmy manages to snatch one himself.

"Part of me hopes to never leave these plains again, but I believe that our exploration will soon carry us elsewhere. Let us camp out again tonight! Another day of pelts and antlers and we may need to lug our load back to Oleg!"


Forgot to mention: Heal your level+constitution modifier for sleeping.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai will set camp again methodically and then cook elk for dinner for one and all ( take 20) and then cook the rest of the meat remaining and jerky it for travel as to not waste it. Finally Rai will say "let us carry back our pelts and drop them off with Oleg and then explore more."


N/A Human Shifter 6 (Oozemorph) | HP 64/64 | AC 21 T 15 FF 16 (DR 6/slashing)| F +8 R +10 W +4 | CMB +9 CMD 24 | Init +5 Perc +11

Ike take the meat and just... absorbs it, wrapping himself around a hunk of it and just sits in a lump digesting it for a while. He just needed time to sit and cool off... after his attempt at battle today, he wasn't entirely sure he was doing the best job for the group, wondering if he should go back and stay at Oleg's to keep watch... not a prospect he was keen on. Oleg wasn't exactly the friendly... his wife was nice though!

The mention of heading back earns a nod from an upraised tentacle, indicating his agreement with the plan... on the way back, he could decide if he should stay out of trouble or not...


The party makes it way back to Oleg's. At this point, Oleg's is about 6 miles away yet, which takes the party and their slow dwarf about 4 hours to walk. It is getting close to lunch when you arrive.

And it isn't the same as when you left it.

The first thing you notice, from a distance of about 300 feet. Is that there are bodies hanging from the stockade. In a panic, wondering about the remaining bandits in the wild and the fate awaiting Oleg and Svetlana should those bandits come here, you rush forward. At about 200 feet you realize that the bodies hanging from the wall are those bandits you killed two days ago... and they include the body of the bandit leader that Oleg threw into the midden.

The second thing you notice is the 3 armed men on the wall. They have scale male and helms, and when you approach the foremost one yells out, "Heya!"

As you look in, you see Oleg talking to a man who holds himself with a slightly taller bearing than the other. His equipment is well fashioned, and he has the crest of Restov on his shoulder. It looks like the proper reinforcements have arrived!

The guards wave you through. Oleg looks at you and grunts, and continues his conversation with the guard captain.

Svetlana sees you though, and waves and yells out,"I have lunch ready!"

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros sells the elk hides and antlers to Oleg after lunch. As he does, he chats with Oleg about the reinforcements.

"Glad you have protection, Oleg. That should free us up to continue our exploration worry-free. Everything is OK here, right Oleg? Are you worry-free?"

Perception: 1d20 + 1 + 2 + 2 + 3 ⇒ (9) + 1 + 2 + 2 + 3 = 171 rank +2 Wis +2 Keen Senses +3 class


"No worries here, druid. Kesten Garess here, a captain of the guard in Restov, just arrived this morning. I'm sure he and his man will provide ample protection for the trading post. Of course, he arrived too late to take these bandits in custody."

Oleg smiles up at the bodies hanging from the walls. Apparently, that was his handiwork and he looks pretty proud about it.


"Sergeant, Mr. Leveton."

Kesten gives the group a look over and nods his head in greeting.

"My orders are to protect this trading post. So here I shall sit, while you lot get rich off the land."

He looks enviously at the rack of antlers that you trade over to Oleg.

Kesten Garess seems vaguely familiar to you. Anyone trained in it, or Sigurd, can attempt a Knowledge Nobility

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