Kingmaker: A Tale of Doom and Destiny

Game Master pinvendor

Exploration Rules:
Brevan Charter for the Greenbelt wrote:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.

In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than
simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables above. For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Exploring the Stolen Lands:

Traveling (Time to cross 1 hex)
Party Speed. . . .Plains. . . . All Other Terrains

  • 15 feet. . . . .11 hours. . 16 hours
  • 20 feet. . . . .8 hours. . . 12 hours
  • 30 feet. . . . .5 hours. . . 8 hours
  • 40 feet. . . . .4 hours. . . 6 hours
  • 50 feet. . . . .3 hours. . . 5 hours

    Exploring (Time to fully explore 1 hex)
    Party Speed. . . Plains. . . Forest or Hill. . Mountain or Swamp

  • 15 feet. . . . 3 days. . . 4 days . . . . . . 5 days
  • 20 feet. . . . 2 days. . . 3 days . . . . . . 4 days
  • 30 feet. . . . 1 day . . . 2 days . . . . . . 3 days
  • 40 feet. . . . 1 day . . . 1 day . . . . . . . 2 days
  • 50 feet. . . . 1 day . . . 1 day . . . . . . . 1 day

  • Quests!:
    You have unlocked the Quest feature! I will place a new spoiler in the header for you to keep track of quests. Please be aware that some quests may be expected to range over a long span of time in this campaign while others will be more time sensitive and require quick action. Any time you wish me to add a clue to a quest, please call it out and I will place it inside the header. See example below.

    Quest: Deliver a fair amount of fangberries to Bokken.

  • Clue: Fangberry thicket 50 miles or so to the southwest of Bokken's hut.

    Quest: Locate Bokken's "crazy" brother.

  • Clue: Man turned bandit may have encountered someone fitting this description. Rumored to be part of Kressle's gang.
  • Clue: Last rumor places Bokken's brother somewhere to the south.

    Quest: Special (Ali) Locate a dragon gizzard and a golem keystone.

    Quest: Wanted: Bandits! The bandits in the Greenbelt need to be shown that their actions will not be tolerated!
    Reward: The Swordlords of Restov are offering 400 gold once proof that bandit activity in the region has been driven down.

  • Clue: Capture or defeat several to help cull the threat of banditry in the area around Oleg's Trading Post.

    Quest: Find the lair of the Sootscale Kobolds and ensure that they aren’t going to continue being a threat any way necessary.
    Reward: The Swordlords of Restov will provide a reward of 800 gp once the kobold activity is under control.

  • Clue: The Sootscale Kobold Clan dwells in a cave somewhere in the Kamelands.

    Quest: Wanted: Tatzlwyrm Head!
    Reward: 600 gp for a relatively undamaged tatzlwyrm head.

  • Clue: Grub claims to have seen one in the forest to the southeast.

    Quest: Wanted: Slay the legendary Tuskgutter!
    Reward: My prized masterwork longbow and the last of my enchanted arrows for hunting to whoever can finally kill Tuskgutter. If you can bring me the monster's head, I promise I'll even share the head cheese I plan to make out of this trophy.

  • Clue: (?) Every Greenbelt hunter has a story about Tuskgutter, each wilder than the last! Look at me! I lost my leg to the accursed Hog from Hell. Whoever manages to kill the ill-tempered beast will get a nice reward from me old, retired Vekkel Benzen.

    Quest: Oleg’s been under a lot of stress lately, and Svetlana would love to cook him his favorite meal (moon radish soup) to help him relax. Unfortunately, moon radishes are relatively rare. Bring Svetlana a basket of moon radishes.
    Reward: Svetlana is ready to pay a 250 gp reward to anyone who can bring her enough moon radishes to make soup.

  • Clue: A whitish radish which locals say glows during the lunar equinox. This is just a myth.
  • Clue: A patch grows somewhere between 15-20 miles south of the trading post.

    Quest: Although his wife claims it’s not a big loss compared to what the bandits could have taken, Oleg knows the theft of her wedding ring has distressed her. She’s forbidden him from risking life and limb to recover it, but if anyone else can find the ring and return it to him, he’ll be very grateful.
    Reward: Oleg promises 1,000 gp in trading post credit if his wife’s ring can be recovered.

  • Clue: A plain brass wedding ring set with a single pearl.
  • Clue: The bandits were the last to have it, but they might have lost or sold it already.

    Quest: Capture Falgrim Sneeg, alive if possible.
    Reward: Kesten can arrange a reward of four masterwork weapons of the capturer’s choice if Falgrim is delivered alive. If he’s delivered dead, Kesten can only promise two weapons.

  • Clue: Falgrim fled into the Greenbelt to become a bandit.
  • Clue: Falgrim is described as an older Varisian with graying hair and an very unruly beard. He is a former mercenary, and those who fought with him say he possesses an unnerving calm in the face of violence.

    As you can see, definitive clues and uncertain clues shall be listed as black and light blue respectively. Once you're certain of a clue, tell me, and I will update the color.

  • Roll20
    RC Totals & Misc.

    Initiative:
  • Currently not in combat

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    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Per: 1d20 ⇒ 9Roswitha sighs and shrugs her hood over her face to keep the rain off. She pets the soft nose of Stem while waiting for the rest to emerge from the smelly hut. Uncertain of the touchy elf's temper, she keeps to herself, straining to hear the conversation in the hut.

    "Fangberries?" she asks as Miyari exits with a comment about said botanicals, "Are we of to find them? Did the, er, hermit give you any good directions?"


    Female Catfolk Time thief / 1

    Perception: 1d20 + 3 ⇒ (18) + 3 = 21
    Know (local): 1d20 + 7 ⇒ (5) + 7 = 12

    "Well, we have to pick a direction anyways. Better to choose a direction we know something we might want to find is than just amble about," says Miyari, rather practically. She seems almost proud of herself for using such good reasoning.

    "Heads up," says Miyari, squinting off, she draws her sword so that it's at the ready just in case, "Riders. Bandits maybe?"


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Know (local - Untrained): 1d20 + 2 ⇒ (12) + 2 = 14
    Perception: 1d20 + 1 ⇒ (5) + 1 = 6

    Leaning back and letting the rain dapple his face in a refreshing way.
    'Well gonna get soaked anyway, best let it happen quick.'"Well t' madman said South West. That seems best, tho it's a bit towards t' woods, I think."

    "Riders? Best be careful - tho' if they're bandits, maybe we should warn them away." Ali says with a hint of trepidation.

    Hex C39 to SW maybe the next hex we explore?


    Ephemeral GameMaster

    Warned by Miyari's concern, the party soon hears the riders she saw in the distance. The steady thud of the horses' hooves audible as the slight sprinkle has not yet muddied the earth.

    As they get closer, a figure in a green hood raises a fist, and the riders slow to a stop clearly evaluating the group before him.

    "Well, well," he calls out."Quite the assembly outside of Batty Bokken's war zone today."

    The other riders chuckle, a hint of menace seems to be present. A few of them seem to be casually loosening weapons, but whether it's simply intent to take action or merely caution for their own safety is indiscernible at this moment.

    Battle map Roll20 updated.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "The place is rather small. We are just finished, though, and there's plenty left for sale. Very handy having him in the middle of the wilderness, isn't it?" Roswitha pulls on her gloves and takes up Stem's lead rope, speaking in a friendly manner but not losing her reserved air. "We're just heading southish - any nasty surprises that way?"


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    The little greenish man peers out from under his wide brimmed hat at the riders "You are here to do business with Mr. Bokken" He nods and starts moving along with Roswitha "Please go ahead he's all yours we were just leaving." He turns looking up at the riders and raising an eyebrow "Unless you happen to be Tengu, or ninja Mr. Bokken would not be appreciative if you are."


    Ephemeral GameMaster

    "Tengu...ninja...well, now you don't need to worry about any of them. See, we're the Tengu Ninja Protection Squad," the hooded man says with a leer to Glen. His companions guffaw with disdain.

    Glancing at Roswitha, "Nasty surprises to the south?" He turns and looks around at his riders and the three hounds pattering around his horse. The trio are lean and grizzled looking, clearly not animals who have lived a cushy life.

    "Now that you mention it..." he laughs and his men follow suit. Their direction relative to the group is definitely south.

    "Happs! Oh, thank Gozreh!" Bokken says bursting out of the hut. His arms laden with potions and tinctures. "I have this week's protection fee." He stops suddenly and eyes the party. "Why are all these other people here, Happs?" His eyes widen. "Are you tengu?" He is alarmed and begins frantically looking around for a place to dump the potions so he can start hurling bombs.

    "Calm down, you coot! Don't be blowing up our potions," the man named Happs calls out.

    Ali:
    The name of Happs sounds very familiar...like the name of a bandit leader with whom you and the evil cleric accompanied when you arrived at Oleg's. But he was killed...wasn't he?

    Sense Motive DC 13:
    It seems rather obvious what's happening is the same kind of protection racket that gangs run in urban city areas where the legitimate authorities are scarce. Whether Happs and his gang invented the notion of tengu ninjas to feed into poor Bokken's paranoia or simply latched onto an existing concern is indeterminable. But clearly Happs is leveraging the situation for his own gain.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Sense Motive: 1d20 + 5 ⇒ (12) + 5 = 17

    'Of course, that's how the bandits work around here. I wonder why there's so many of them? Sure Bokken isn't that dangerous - crazy certainly. If there was less maybe we could send a message... but maybe we could tail them find out where they come from, rather than endangering Bokken.' Ali thinks trying a keep focused on the situation at hand but hidden amongst the group.

    Pin, I take it there's little way for Ali to assess how tough this bunch of thugs look (due to vision problems), just in case of a scuffle.


    Female Catfolk Time thief / 1

    "Tengu Ninja Protection Squad?" says Miyari, voice dripping with contempt for these bandits. She looks bewildered when Bokken accuses them of being Tengu again, glancing back over her shoulder. "Er, we've established already that we are not Tengu or anything of the sort."

    Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18

    She grimaces as she looks back to the bandits, gripping her blade tightly, but looks towards the rest of the group to gather their mood towards engaging. "It seems awful unseemly for healthy men to be taking advantage of an old man," grumbles Miyari to herself, loud enough that her companions ought to be able to hear her.

    In a more forced, friendly way, she calls to Happs, "So, how do you go about protecting against these tengu? What sort of fee do you have worked out here? We've been exploring this area and have seen nothing of the sort, so it mustn't be too hard a job."


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "Perhaps we haven't seen any because these gentlemen are doing such a good job," Roswitha deadpans to Miyari, "I suggest we move along and let them get to it."


    Ephemeral GameMaster

    "Hey now, what's the rush?" the man called Happs asks ever so casually. "You travellers look like you need some protection, too. Tengu ninjas are nothing to sneeze at. Bokken here can tell you that."

    Bokken nods vigorously in agreement.

    "I can definitely say that if you turn over that donkey and horse there, we can assure you'll never encounter any tengu ninjas anywhere in these lands. We'll see to it personally."

    Several of the riders laugh.

    Bokken turns to the party with a serious expression. "They haven't let me down yet!" Then he squints at Miyari. "Are you sure you're not a tengu? You look awfully furry." He awkwardly shifts around potion vials and skins until he's able to reach into his pocket and retrieve the small worn journal and even more awkwardly flips some pages.

    He frowns. "'Not furry'," he reads aloud. "'Catfolk are furry. Tengus have scales. Met kittenfolk today for the first time'."

    He makes a puzzled hunh and says to no one in particular, "Catfolk and kittenfolk...who would've thunk it."

    "Whatever you may be, just go on ahead and hand over the reins to your animals there, and you'll have no problems with any tengu or the Tengu Ninja Protection Squad today," Happs says, his voice taking on a firmer tone. A couple of his men dismount and stride forward to take possession of Blossom and Stem (and any other animals).


    16/16 HP | Init +3

    "You want to play, Bubbles? Right now?" the girl says with a surprised look to the teddy bear in her hands. "Alright...go and hide then, and I'll try and find you."

    Arielle pulls away from Kalica slightly in order to press one arm and her face against Blossom's flank and begins to count backwards from sixty.

    Oddly, Bubbles is nowhere to be seen though the toy's exit from Arielle's hands was witnessed by no one.


    Female Catfolk Time thief / 1

    At first, Miyari seems about ready to follow Roswitha's lead and let the bandits conduct their business, until they 'ask' to be handed the reins of their animals.

    First, she speaks to Bokken, "We will be able to handle ourselves against... tengu ninjas, not to worry. And we will protect you from any threats in this area."

    She turns her face towards the bandits. "I will assure you," says Miyari, raising her blade defensively, and speaking hotly, "If you try to appropriate our animals or anything else, then you will never encounter a tengu, a ninja, or anything else. Ever again."

    Intimidate: 1d20 + 12 ⇒ (7) + 12 = 19


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    "Does tha' protect from flowers & hooded figures?" Ali adds enigmatically perhaps proving that Bokken isn't the only crazy one, or one with secrets. The oblique reference is delivered in a low tone directly to Happs.

    Whilst Ali's eyes flick around the bandits and back to their cadre, before landing on Armin. With a moment of focus, Ali tries to establish a Life Link with the androids strange essence.

    Intimidate (Aid Miyari): 1d20 + 4 ⇒ (5) + 4 = 9
    Std: Life Link with Armin


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "I'm rather fond of this hairy brute. He's smarter than some people I know. I shall keep him," Roswitha says decidedly, bringing a shimmering glow around herself with a flick of her fingers.

    Cast mage armor.


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    "Hm. No, I think not," Armin says abruptly, after staring at his horse rather than the readily hostile Happs. Aeon was a much better sigh to behold, anyway. Feeling strangely vigorous all of a sudden, the android rolls his neck around before reaching for his greatsword, loosing it from the leather strap holding it to his back.

    "Bokken, I'm afraid that you are about to be short one protection squad," he announces, hefting his sword's blade so that it rests on his shoulder. He could feel his blood beginning to rise. "But I think you will find our services considerably less expensive and, as I will demonstrate, more productive."

    Intimidate (Aid Another): 1d20 + 1 ⇒ (20) + 1 = 21


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    Glen's eyes flick over his companions and the riders starting their approach, intent to take their animals. With the tension raising Glen quickly decided where he could best be of use, and of course joined Arielle in her game of hide and seek. Since everyone's attention on Miyari it seemed a good to time to sneak off, and Stem should block him from the view of the bandits pretty effectively.

    Stealth: 1d20 + 17 - 10 ⇒ (10) + 17 - 10 = 17

    Apparently you can use stealth if you have a distraction, or if you're using a creature larger than you to hide behind to break the line of sight. Either way at a -10, I dunno if it helps if Glen uses both


    Female Elf Ranger/2

    As the party pressed forward into the unknown Kalica has remained quiet and withdrawn. Some of this area is unknown to some but not to her. Out here in the wilds, she lost her love. Her soulmate. Trying to pull herself from the thick cloud of grief and into the present she jerks back to where she is now. Looking at the very face of bandits, the type who coward behind lies to kill the innocent and prey on the weak.

    They are no different than the ones who killed her love. They will die. ALL of them.

    Seeing the bandits in full, her eyes turn to ice. She mounts her horse being careful to not knock Arielle down in the process and charges at them in full tilt with no remorse. Sword drawn and ready to slaughter all who stand willingly in her way.


    Ephemeral GameMaster

    At Ali's words, Happs' head jerks to face the boy. "Are you the one responsible for that dream? How do you know about that?"

    He points in Ali's direction. "Bring that boy with their horses, too." A couple of other bandits slide from their horses and draw weapons moving to apprehend Ali though they seem unnerved by Happs' sudden trepidation.

    The bandit leading the trio approaching to take possession of Blossom, Stem, and Aeon hesitates as Miyari and Armin make it clear they are not easy prey.

    "Wait...are you going to fight?" Bokken asks bewildered.

    As if in response, the quiet Kalica suddenly looks up and, with a snarl, lightly leaps into Blossom's saddle as Arielle finishes her count. Urging her mount into motion, Kalica sweeps her blade from its sheath and readies it to strike. As she approaches the man before her, Blossom balks slightly and turns as Kalica's charge leads up to the trio giving Kalica a great chance to make her attack.

    As Kalica suddenly mounts and draws her weapon, the bandits tense and also free their axes and swords. Some look grim while others smile, each man or woman responding differently to the idea of bloodshed ahead. Happs' whistles sharply and the three mongrels charge forward, low growling rumbles turning into snarling barks.

    In all the commotion, no one seems to see Glen as he does his best to avoid notice.

    @Kalica: You can make your attack at +3 (+1 for mounted, +2 for charging). Both you and Blossom have a -2 AC against any attacks made. Now that Blossom is frightened by the combat, unless you dismount, you must make a DC 20 Ride check each round as a move action to control her. If you succeed, you can perform a standard action after the Ride check, and you will not get a move action. If you fail the Ride check, you can't do anything else until your next turn. For this turn only, if you wish to attempt an Acrobatics check DC 13, I will allow you to turn your charge attack into a dismount freeing Blossom to run off the battlefield. Otherwise next turn it will be a move action to dismount on any other turn.

    Initiative Rolls:

    Ali's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
    Arielle's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
    Armin's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
    Bubbles' Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
    Glen's Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
    Kalica's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
    Miyari's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
    Roswitha's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
    GM dudes: 12d20 ⇒ (10, 17, 20, 8, 17, 17, 1, 19, 1, 19, 13, 13) = 155

    Initiative by number:
    • 25 - Bandit 1
    • 24 - Bandit 6
    • 22 - Bandit 3, Bandit 4
    • 21 - Roswitha
    • 20 - Dog 1
    • 19 - Ali, Happs
    • 14 - Arielle, Dog 2, Dog 3
    • 13 - Bubbles, Bandit 2
    • 8 - Kalica
    • 7 - Glen, Armin
    • 6 - Bandit 5, Bandit 7
    • 5 - Miyari

    Initiative:

    • Group 1 - Bandit 1, Bandit 6, Bandit 3, Bandit 4
    • Group 2 - Roswitha, Ali, Arielle, Bubbles
    • Group 3 - Happs, Dog 2, Dog 3, Bandit 2
    • Group 4 - Kalica, Glen, Armin, Miyari
    • Group 5 - Bandit 5, Bandit 7

    Round 1 post incoming...


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 1

    • Bandit 1: The still mounted female bandit draws back an arrow and attempts to injure the charging elf.

      Bow attack: 1d20 + 2 ⇒ (10) + 2 = 12
      damage: 1d8 ⇒ 8

      The arrow narrowly misses the golden-haired ranger as it passes under her sword arm as Kalica raises it to strike. The bandit swiftly slips from her saddle as her horse nervously steps back from the violence.

    • Bandit 6: A potato-faced woman moves towards Ali, her battered blade in hand. "Don't make me hurt you, rabbit. Happs says he wants ya, so you're coming with us."

    • Bandit 3: The man still looks rattled from Miyari's threat, but not enough to stop him from trying to counter Kalica's attack.

      short sword: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
      damage: 1d6 + 1 ⇒ (2) + 1 = 3

      Upon closer examination, the bandit has literally closed his eyes and simply waggled his sword back and forth in front of him!

    • Bandit 4: Less impressed by the catfolk's anger, this burly man sweeps back his arm to attack the elf who has charged headlong into danger.

      short sword: 1d20 + 2 ⇒ (14) + 2 = 16
      damage: 1d6 + 1 ⇒ (3) + 1 = 4

      His strike slices across Kalica's thigh causing blood to spill. Blossom whinnies in terror at the smell.

    Group 2 may post freely. Kalica and those who can act in the surprise round are treated as Group 1 Initiative for Round 1 only. Round 2 and forward they will once again count as their regular grouping for the purposes of resolving the order of actions.


    16/16 HP | Init +3

    Round 1

    Arielle whirls around and suddenly cries out, her small hand pointing towards the saddlebags on Blossom's saddle.

    "There you are, Bubbles!"

    The girl takes a few steps toward Kalica and the melee...

    Arielle's Round 1 action done.


    Round 1

    A split second after Arielle's outburst, the flap of a saddlebag flips open and a large teddy bar arm slides out. Again it is as if time has slowed or stopped; the sudden emergence of Arielle's constant companion somehow breaking down reality. The arm is followed by one large round ear and then Bubbles (scarred?) head, the enormous glass orb once again filled with fire. As the Armin-sized teddy bear pulls itself out one limb at a time from the saddlebag, it's impossible not to wonder how the creature fit...even though the fact that something magical is happening is more than evident.

    The burly bandit stands with mouth agape as the child's toy stands at equal height to him before raising his sword to try and block the attacks swiftly leveled at him.

    "Rrrrrrraaaaaaawwwwwwrrrrr!" Bubbles roars.

    Left claw: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22
    damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

    The first attack comes low and sweeps across the man's abdomen, probably disemboweling the bandit who falls back clutching his lower stomach. The bear sees his opponent is now dying and attempts to catch the shaken bandit before Kalica.

    Right claw: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
    damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
    Teddy Bite: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

    Blossom's large horsey butt bumps against Bubbles' shoulder preventing the final attacks from getting past the man's guard.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Ali looks at trifle startled at the approaching woman and her threat; "Not again love. How about you back off and we done tell anyone that bandits usually get hung."

    Ashen faced Ali uncertainly draws his dagger to try and protect in the ensuing knife-fight. He then calls out in a reedy voice; "Hey Bokken, I'll pay ya to use a Thunderstone!

    Step 5' South
    Draw Dagger & Defensive Fighting +4 to AC (18)


    Female Catfolk Time thief / 1

    For a moment, Miyari sees herself being surprised by Kalica's course of action, using that 'forward memory' to spring to action.

    Spend a mote to act in the surprise round/Group 1's round.

    She steps forward and slashes clumsily at the bandit near Ali, extends the claws on her free right hand and exclaims, "Get your hands off of him!"

    Attack!: 1d20 + 4 ⇒ (4) + 4 = 8
    Damage: 1d8 + 1 ⇒ (4) + 1 = 5


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Roswitha dashes between Arielle and the bandits. "Arielle, you found Mr Bubbles. Your turn to hide! Run behind Aeon or the little house and don't let anyone see you!" She turns to the fray, spotting another banding approaching Ali and Miyari. Her eyes go black and lightless as the void. She raises one hand, and dark energies wreathe around it, twining between her fingers. She makes a throwing motion at the bandit...

    Ranged Touch at Bandit 7: 1d20 + 4 ⇒ (1) + 4 = 5

    ...but the darkness seems to stick to her fingers instead of flying towards her opponent. It falls to the ground at her feet with a splat, where it lies sizzling and popping.

    Protoplasm 1/7, botch. But in a twist of fate (1 RC)... She looks at it with annoyance, then scoops it up and tosses it in the bandit's face, where it clings and sizzles.

    RT: 1d20 + 4 ⇒ (17) + 4 = 21
    rounds: 1d3 ⇒ 2

    I'm guessing that will hit touch AC. If so, bandit is under tanglefoot bag rules plus 1 pt acid damage per round. Unable to move unless they make DC15 Reflex save. -2 to attack, -4 to Dex. If stuck, DC17 STR check to pull free or 15 points of slashing damage to cut free.

    Used protoplasm 1/7 (6 remain) and 1 RC (14 remain)


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 1 - Group 3

    • Happs: "Fool elf! You and your stuffed magic toy are going to die today!" The man draws back a cruel looking arrow with an especially jagged head in his bow and takes aim while his horse takes a careful step forward.

      Arrow: 1d20 + 3 + 1 + 2 - 4 ⇒ (8) + 3 + 1 + 2 - 4 = 10
      damage: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13

      Despite the wild boast, the arrow soars over her head and arcs down to touch down into the dirt about a foot away from Roswitha and Arielle.

    • Bandit 2: A hook-nosed man takes aim at the giant teddy bear with an incredulous expression. Whatever he's feeling seems to be channeled into trying to make the strange magic end.

      Bow attack: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
      damage: 1d8 ⇒ 4
      Crit confirm?: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
      crit damage: 1d8 ⇒ 7

      The arrow lands in Bubbles plush body with a whumph! He growls in response.

    • Dogs: The three mongrels rush the horse and teddy bear.

      Dog 1 bite: 1d20 + 2 ⇒ (12) + 2 = 14
      damage: 1d4 + 1 ⇒ (4) + 1 = 5

      Dog 2 bite: 1d20 + 2 ⇒ (5) + 2 = 7
      damage: 1d4 + 1 ⇒ (2) + 1 = 3

      Dog 3 bite: 1d20 + 2 ⇒ (5) + 2 = 7
      damage: 1d4 + 1 ⇒ (1) + 1 = 2

      The first dog latches onto Blossom's leg and grinds the horse's flesh before the horse is able to pull it free. Blossom whinnies in pain and terror. Blossom takes 5 HP damage. 10/15 HP

      The other two dogs do not seem to be able to find a way to get their jaws to latch on to the limbs of Bubbles' giant toy body.

    Group 4, you're up!


    Female Catfolk Time thief / 1

    Claws + mote: 1d20 - 1 ⇒ (12) - 1 = 11
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3

    Miyari also swipes her claws at the bandit near Ali, a low growl coming from her throat.


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    With the rage in his blood building, Kalica's reckless charge strikes Armin less as a fool act, and more as a signal to let loose. A second longer passes and his power reaches its peak, his eyes suddenly blazing with azure. Like a coiled spring he launches himself toward the enemy with his blade held high, loosing a bloodcurdling war cry. He follows the elf on her warpath, aiming to slice one of the bandits' mongrels in two... only to fail utterly. But failure was fine, for it only served to fuel his anger.

    RAGE Attack (Charge, Power Attack): 1d20 + 7 + 2 - 1 ⇒ (1) + 7 + 2 - 1 = 9

    Spending an RC to reroll that mess!

    Armin frowns - for a moment he could swear that his blade had hit its mark. Just one possible destiny, among many.

    RAGE Attack Reroll (Charge, Power Attack): 1d20 + 7 + 2 - 1 ⇒ (4) + 7 + 2 - 1 = 12
    RAGE Damage (Power Attack): 2d6 + 7 + 3 ⇒ (6, 1) + 7 + 3 = 17


    Female Elf Ranger/2

    There is nothing but red and blackness. In her full rage Kalica slashes down in one massive arc hoping to the split the laughing fool in half.

    Power Attack: 1d20 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
    Damage: 1d10 + 6 + 2 ⇒ (2) + 6 + 2 = 10


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    With the commotion now in full swing Glen slips off to where he can hopefully find a little cover while still getting a pretty good vantage point on the bandits. Careful not to make any sound he readies his crossbow and slips out a bolt silently sliding it in place.

    Not sure if this rocky sort of area actually has any cover or not, but seemed like the least open spot nearby. Move and load crossbow.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 1 - Group 4

    • Bandit 5: Snarling the man raises his axe to strike the giant toy bear...but is suddenly cut down by an enraged barbarian with strangely glowing patterned tattoos!

      Bandit 5 is cut down in the prime of life by Armin. What about all his poor offspring???

      Those children:
      He abandoned them and his wife back in Restov. He hasn't been home in years; his haggard wife prays every night to Norgorbor that she will become a widow by violent means.

    • Bandit 7: "What the hell is this?!" he screeches as a strange goo suddenly sloughs all over him.

      Reflex attempt: 1d20 + 1 ⇒ (4) + 1 = 5

      He realizes he's unable to move easily, and so with effort the bandit tries to pull his feet free.

      Strength: 1d20 + 1 ⇒ (4) + 1 = 5

      As he lifts his foot the goo coating him seems to be hardening quickly, and he isn't able to raise his foot more than an inch.

      "Curse you, witch!" He yells at Roswitha.

    Other actions:

    Miyari and Kalica's attacks both miss while Glen readies for some shooting next turn. Ali attempts to entreat the bewildered mad scientist into assisting him.

    Give me a Diplomacy roll, Ali.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16 (-1 if they are a Brevoyan Noble :P)


    Ephemeral GameMaster

    Oops! Just realized I forgot about the dog in between Armin and Bandit 5, Ha! Well...he and the dog magically switched places; Armin's use of RC changed things! That's my story...

    Battle with Bokken's Protectors
    Round 2 - Group 1

    • Bandit 1: As two of her fellows are cut down, the female bandit curses and nocks another arrow to bring Kalica down.

      Bow attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8
      damage: 1d8 ⇒ 4

    • Bandit 6: The potato-faced woman leans away from Miyari's attempt to claw her eyes out.

      "Oh-ho, so you think you're going to get away because your kitty cat came to save you? Heh!"

      She swings her blade at the catfolk.

      short sword: 1d20 + 2 ⇒ (4) + 2 = 6
      damage: 1d6 + 1 ⇒ (2) + 1 = 3

    • Bandit 3: The man whom was actually acting afraid for his life whom Kalica is confusing with the boaster on the horseback behind the others seems to recover himself after feeling worried by Miyari's attack and recenters his attention on the ranger before him.

      short sword: 1d20 + 2 ⇒ (1) + 2 = 3
      damage: 1d6 + 1 ⇒ (5) + 1 = 6

    • Bandit 4: The man bleeds into the dirt a little more...

    Some unknown hand of fate seems to favor the expedition as the world's most inept bandits display little to no experience with using any of their weapons...


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    "I'm not a witch; I'm not a witch!" Roswitha objects, hurling another glob at the man, which splatters onto the ground wide of the man.

    RT protoplasm: 1d20 + 4 ⇒ (3) + 4 = 7

    Drawing her dagger, Roswitha attempts to herd Arielle behind Stem and stand between the child and the fray.

    Std: protoplasm. Move: draw and move if Arielle will (as indicated on map).


    16/16 HP | Init +3

    Arielle reaches out a hand in concern for her teddy bear, but doesn't resist being moved by the adult woman.

    Arielle's action is over.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    "'Ere, don't hurt me mate. Now, I gave you chance to give up...." Ali says with a low growl, stepping into the bandits blind spot and swiping with the rusty dagger inexpertly.

    Step 5' south to flank with Miyari
    Dagger Vs B6 (flank): 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5; Damage: 1d4 ⇒ 2


    Bubbles pulls his arms in before his large teddy bear head and seems to vibrate with power.

    Then quite suddenly, he unleashes swipe to the dog before him.

    Left Power claw: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
    damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

    It cries out with a whimper clearly hurt, but still seems to be able to stand.

    Bubbles then sweeps his opposite claws of metal in the direction of the other dog.

    Right power claw: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
    damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

    It collapses in a heap of bloody fur.

    The eidolon turns and lunges forward past the guard of the bandit trying unsuccessfully to face Kalica and Blossom.

    Right power claw: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
    Teddy Bite: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13

    The man falls back bloody froth bursting from his mouth as the bear bites him deeply along the shoulder and neck.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 2 - Group 2

    • Roswitha ushers Arielle to a safer place despite the girl seeming to wish otherwise.

    • Ali attempts an attack on Bandit 6 but misses.

    • Bubbles gravely wounds Dog 2 and knocks both Dog 3 and Bandit 3 unconscious.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 2 - Group 3

    • Happs: "Dammit!" Happs yells as his mongrels are injured and two of his men go down. "I'm going to make you all regret this!"

      Arrow: 1d20 + 3 + 1 + 2 - 4 ⇒ (9) + 3 + 1 + 2 - 4 = 11
      damage: 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12

      Again his arrow sails well past the mounted elf landing a few feet away from Roswitha.

    • Bandit 2: The hook-nosed man takes aim at the giant teddy bear with an increasingly concerned countenance.

      Bow attack: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
      damage: 1d8 ⇒ 6

      As if he could feel the arrow approaching, the giant teddy bear raises his claws and swipes the arrow from the air.

    • Dogs:

      Dog 1 once again snaps at Blossom.

      Dog 1 bite: 1d20 + 2 ⇒ (3) + 2 = 5
      damage: 1d4 + 1 ⇒ (4) + 1 = 5

      The mare, beginning to panic jerks and twists confounding the dog's attempt to bite her.

      Dog 2 tucks his tail in and tries to run away, limping badly.

      Bubbles sees the animal fleeing and withholds any attack choosing instead to focus on deflecting an arrow that had come his way.

      Dog 3 lies in the dirt bleeding and clearly in shock.

    Group 4, you're up!


    Ephemeral GameMaster

    @Kalica: Now that Blossom is frightened by the combat, unless you dismount, you must make a DC 20 Ride check each round as a move action to control her. If you succeed, you can perform a standard action after the Ride check, and you will not get a move action. If you fail the Ride check, you can't do anything else until your next turn.


    Female Catfolk Time thief / 1

    Miyari thrusts her blade at the bandit between herself and Ali, remembering to swing her claws as well as an afterthought. She growls,
    "I am not anyone's 'kitty cat'."

    Sword (flanking): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
    Damage: 1d8 + 1 ⇒ (7) + 1 = 8
    Claws (flanking): 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7
    Damage: 1d4 + 1 ⇒ (4) + 1 = 5


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    Any more confusion Armin might have felt over the unintended recipient of his attack is quickly washed away by the torrents of rage pulsing through him. That aside, there was indeed a dying dog just a few feet in front of him, but it was not put down by his hand. Pushing these paltry details aside, he hurries over to the dog hounding Blossom.

    RAGE Attack (Power Attack): 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
    RAGE Damage (Power Attack): 2d6 + 7 + 3 ⇒ (6, 3) + 7 + 3 = 19


    Male Goblin Investigator (Cipher)/2 HP 15/15 AC 19 Inspiration 4/4

    Deciding he's in a pretty good spot Glen takes aim with his crossbow, and lets fly a bolt towards Happs who seems intent on pegging Kalica with his arrows.

    Attack: 1d20 + 7 ⇒ (4) + 7 = 11
    Damage: 1d6 ⇒ 2

    After loosing the bolt he quickly tries to take cover again, and hastily starts loading a new bolt into his crossbow.
    Stealth: 1d20 + 17 - 20 ⇒ (13) + 17 - 20 = 10

    Ick, Glen needs to get some better rolls, well hopefully with all the fight distractions and how far away everyone is nobody will notice him.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 2 - Group 3 (Kalica)

    Blossom bucks and tries to convince her rider they should leave.

    Ride v. DC 20: 1d20 + 7 ⇒ (7) + 7 = 14

    Kalica spends her time frustrated by Blossom's fear, and does her best to keep her under control.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 2 - Group 4

    • Bandit 7: The man covered in goo does his best to break free from the quickly hardening goo.

      Str v. DC 17: 1d20 + 1 ⇒ (3) + 1 = 4

      He finds his feet stuck fast to the ground, but the protoplasm seems becoming brittle and will be easy to break free in a moment or so.


    Ephemeral GameMaster

    Battle with Bokken's Protectors
    Round 2 - Group 1

    • Bandit 1:Now with no distractions, the woman takes aim at Kalica once more.
      Bow attack: 1d20 + 2 ⇒ (11) + 2 = 13
      damage: 1d8 ⇒ 5

      Blossom's thrashing makes the shot too difficult.

    • Bandit 6: Potato Face feels the bite of Miyari's blade in her side, and fear washes the snide confidence from her features.

      "Oi...hey...I was just...I didn't mean it...." she gasps and does her best to put her weapon between her and Ali and Miyari's.

      After she gets a few steps away with her guard up, she lowers her guard and runs.

    Group 2 is up!


    Ephemeral GameMaster

    Correction:

    Battle with Bokken's Protectors
    Round 3 - Group 2


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    "Aye, I said tha' all should give up. But running is grand too, tell your boss - No more shakedowns." Ali calls after the fleeing woman, then steps forwards and sees the stuffing that seeps from the bears seams.

    'Now to see if I can do sewing...' Ali thinks whilst focusing on the strange essence of the creature - different from Armin, whom himself is different from most others the yokel has met. Then trying to get cover from the arrows, Ali drops down into the grass.

    Move: 15ft North-West & then drop Prone. (done)
    Std: Life Link with Bubbles


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Making a wall with Stem between the battle and the little girl, Roswitha is reluctant to move out of position but finds herself too far away from the combatants to be useful.

    She takes a moment to catch her breath, then gathers power to herself. free hand wreathed in frost and dripping blackness. She retains the grip on her dagger in the other.

    Ready ray of frost in case a bandit approaches within 30'.

    provisional rolls:

    atk, ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19
    cold dmg: 1d3 ⇒ 1


    Bubbles roars and rushes forward swiping a digitless teddy bear arm at the female bandit who keeps attempting to shoot Kalica. The razor sharp metal claws protruding from the stuffed toy limb make the motion much less friendly than one expects from a teddy bear.

    Power claw: 1d20 + 4 ⇒ (3) + 4 = 7
    damage: 1d6 + 5 ⇒ (2) + 5 = 7

    The woman eeps and dodges to one side, her eyes wide.

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