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

  • 401 to 450 of 1,413 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

    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 frowns at the talk of charters, scrutinizing those discussing it more carefully than before. "Charter? I was supposed to meet people here yesterday at the charter office, but they never showed. They'd advertised for a mage to join their concern for a full share of the venture. I don't suppose it was you lot? Anyway, planning seems moot now unless we figure out how to put a lid on yon boiling pot. Or at least put out the fire so the cauldron stops bubbling." Roswitha gestures at the inn with her crossbow. "If there's some sort of arcane whistler about, should we perhaps stuff our ears full of cloth?"


    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

    "It weren't me. I just sort of bumbled along and missed t' offices opening." Ali rubs the short hairs at back of his neck in embarrassment. "But Kalica is right, we need to get moving and out of here." He looks around and finds a loaf of bread for the ear stuffing duties.


    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 scrutinizes Ali's action. "Bread in your ears? I've heard of potatoes, but not bread. Still, it might work. Saves me from tearing up my clothing, too." She reaches over and helps herself to a couple hunks of Ali's loaf, squashing them into plugs and inserting them into her ears.

    "If this doesn't work and I look ridiculous for nothing..." she glowers at the young man.


    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

    Unlike Roswitha, Armin does not seem to have any qualms with defacing his personal image. Using his teeth he tears two strips of cloth off the ends of his sleeves, leaving the fabric frayed and uneven. He promptly balls the strips up and stuffs them into his ears. The android pauses for a moment and listens, testing the dampening qualities of the cloth. They would muffle sound enough, he hoped, to prevent this "Whistling Man" from reducing him to a drooling buffoon.

    "Well, I am ready whenever you all are," he says, tapping his planson against his opposite palm. It would be for the best if they could not actually hear him say so.


    Male Dwarf Bloodrager HP: 10/16

    Brokk is at a loss. He would NEVER volunteer to protect anyone! Brokk felt the walls closing in around him, the thought of working for free made his mouth dry. Nope, not happening! he thought to himself I'll just sneak on out of 'ere and nobody will think twice about it! He sighed lightly as he saw the others stuffing their ears with anything available.
    Perception: 1d20 ⇒ 8
    Knowledge Arcana: 1d20 ⇒ 9

    Looks like the girl might have a bodyguard already.... . Brokk begins searching for a safe exit. Not wanting to get involved with anybody else he doesn't say anything to anybody else. If they lived through the night he might see them at the charter office in the morning...

    Brokk's going to take his time with this, finding a safe exit to the street and getting out of the area is most important to him, but he will not rush out of a door anything like that. If anything he'll stay in the room until the night is through.


    M Man Bard 1

    Llewyn listens to the stories being told by all the folks gathered. A Whistling Man, a cult, insurgents, a fugitive child...

    Perception: 1d20 + 4 ⇒ (9) + 4 = 13

    A disappearing stuffed bear...

    Knowledge Arcana: 1d20 + 7 ⇒ (2) + 7 = 9

    A plane-stepping , disappearing stuffed bear and magical child...

    All very interesting.

    Llewyn speaks up, "Corvin, I'm sure your rag-tag group of rebels are have the ire of the dogs in charge. If not now, I'm certain they'll eventually have to take notice. As for the rest of us, well, it has been a helluva night but I am here to head out into the Stolen Lands. If that is still your calling, and it seems it is yours," he gestures to Corinne and the girl, "I will follow."

    "But I don't think I'll be shoving anything into my ears."


    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

    "I was going to wait until we actually saw the Whistling Man." Ali says softly almost mouthing the words as Roswitha plugs her ears Then Ali turns to Glen and looks to the injured person that they helped save; "So we take 'em with us? Or leave them in t' tavern?" He prepares to carefully lift them and go out into the street.


    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 squints at Ali. "What?"


    Female Elf Ranger/2

    Perception: 1d20 + 9 ⇒ (10) + 9 = 19

    Taking in all the information that both Corinne and everyone had to offer, Kalica rubs her chin while deep in thought.

    "I think it may be best if several of us went to the forest outside of town while others stayed back to handle the charter. Then in the morning we can agree to a time to meet on the road outside of town." While contemplating more Kalica adds. "It seems that more people equals greater danger."

    Finishing her conversation in urgency, "I think myself, Arielle, Corinne, Glen, Armin and master dwarf should go outside of town while the rest of you find a safe place to stay out of sight in town so you can sign us up for the charter in the morning. Does that sound like a plan?"


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

    Knowledge Arcana: 1d20 + 3 ⇒ (18) + 3 = 21

    "Indeed, Glen supposes hiding would be good, you wouldn't want these pursuers finding him."

    Glen watches a few of the others stuffing whatever they could find in their ears then looks back at Ali who started this trend, but he himself resisted the urge to stuff his ears full baked goods. "It may be best she can't hear you well right now Ali" He says indicating Roswitha "she might well count this as making her look ridiculous for nothing." Looking at the woman they had saved the little green tinged man shakes his head "If the pursuers are after us it would be safer if they were not along."

    Considering Kalica's suggestion then looking towards Brokk "Your idea has merits Kalica, but Glen is unsure if we will be awarded the charter if half our group isn't present, and Glen prefers to stay with Miyari. Also Master Dwarf has not given indication that he is coming with us."

    Glen comes to stand by Brokk and looks up at him "You have no ties with us sir feel no obligation to join us simply because we've exited from the same door." The minuscule goblin pauses for a moment "Knowing we may run into this Whistling Man Glen would not blame you if you went your own way. Mind control is a... worrisome thing, it could cause even the most steadfast to... choose an easier path."


    Male Dwarf Bloodrager HP: 10/16

    Brokk looks at Glen for the first time and doesn't know what to make of him. "Yer right, I have no allegiance to any of ye minus the drinks I shared with Armin. Do ye always form hunting parties with complete strangers? I have shared many drinks and found more enemies than friends in pubs and taverns." He looks at everyone in the room. "Who's to say this Whistling Man isn't one in the room? Mind controlin and suggestin things." He pauses for a moment to let it all sink. "My motivations for tonight are surviving the night. These delusions of saving the city are yers'all to keep, but keep me out of it. And if ye think ye think compassion and a piece of paper is going to win you a kingdom in the Stolen Lands ye might want to come to terms with losing yer life. History has proven the lands are savage and unforgiving!"


    M Man Bard 1

    "Kalica has a point and I'm all for that. I'd be happy to bed down somewhere and tidy up the matters in the morning." Llewyn turns to the dwarf.

    "The Stolen Lands are savage, no doubt about it. What better place to win glory and go down in history. If you'd prefer to simply die in obscurity, drunk in some stable, diseased in a hay loft, or in an alleyway for refusing to give up your purse. Well, no one can blame you for walking a simpler, forgettable life."

    Llewyn is attempting to taunt the dwarf into being interested in this journey. I'm not sure which roll I should make to try and see if it is successful.

    "Those Stolen Lands will be hell, surely." Llewyn looks into the dwarfs eyes. "We could use a little hell on our side."


    Ephemeral GameMaster

    Pretty certain the roll for which you're looking is "roleplay," and you're doing just fine. ;-)

    Edit: Okay just to clarify. The roll would be Diplomacy unless this is actually a lie as Llewyn sees things. Then it would be Bluff. Or it could even be Intimidate depending on tone and presence and all that.

    However, I just want to say that I will shy away from asking for rolls of these kinds (except Bluff when you guys lie to one another) as I feel that making those kinds of rolls enforceable among the PCs creates artificial behavior when the player feels their character would act differently and is now being "forced" to behave a certain way. I would rather see roleplay interaction between the PCs remain as natural and organic as possible, and I will only be using those Social rolls for PC-to-NPC and NPC-to-PC interactions.

    However, if you would like to make such rolls just as a gauge for the others to have on how your character is coming across, I don't see anything wrong with it, but no one should feel constrained by the roll no matter how amazing or awful the roll may be. And that means no one is allowed to get upset about it on either side! :-P

    Any questions or comments about this, we should take to the discussion thread. :-)


    Male Dwarf Bloodrager HP: 10/16

    Brokk's jaw clenched in anger. Why was this human butting in without ever paying attention? He walked over to Llewyn, grabbed him by the collar, and stared into his eyes.

    "Listen here," he hissed. "I'm signing that charter whether ye like it or not. What I was saying is this, current fight to save the city is not my fight. I am looking forward to going down in the hell of battle but not here, not tonight, and not for a cause that isn't my OWN!" Volume control was never this dwarf's strong suit. He let go of Llewyn. "I'm looking for away to get out of this area if I have to. Yer all more than welcome to tag along, but I don't guard children, or blind kids, or-" he paused with a scowl, "teddy bears."

    His knuckles were white, now gripping his warhammer as tight as he could. After a moments pause he went back to checking what doors for a safe exit.


    Ephemeral GameMaster

    Corinne watches the exchanges and the ears stuffing with a touch of surprise, but she nods as if she is at least happy people are listening to her.

    When Glen asks her about the crystalline bell, the scarred woman examines it when it is proffered.

    "I—I don't think I have ever seen anything like this before. I always assumed they must have some means of scrying or other tracking magic, but if this device was their tool, I can only thank you for taking it from them. Maybe this will finally let us get ahead of them."


    Ephemeral GameMaster

    Brokk sees the blocked door leading back to the tavern and the storeroom exit from which Llewyn entered the storeroom. He can see some of Corvin's insurgents outside keeping watch.


    Ephemeral GameMaster

    When Brokk gets rough with Llewyn, Corinne raises her hands placatingly. "Please, Master Dwarf, no need for that. I can assure you there is no need to be violent to anyone here. Most likely we will all be allies in getting away from the inn." She sighs while stroking the hair of young girl attached to her leg. The girl watched Brokk, her eyes sparkling and the sigil glowing noticeably on her dirty forehead.

    "I'm sorry to put you in danger, sir. I am sorry to all of you." Looking at Kalica, if you think you have a safe place to retreat for now, then we should go. Hopefully, the charter office will open in the morning."


    M Man Bard 1

    Llewyn is taken aback as the dwarf lays hands on him. Hmmm, his accent must be rather thick, I barely understood anything this time or the last.

    "Well, good... to hear it...?" Llewyn moves to follow Brokk. Was someone trying to say something about saving a city? I don't need any of that. "Well, let's get moving shall we?"


    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 moves to the door and cautiously opens it before moving out into the night.


    Female Elf Ranger/2

    "Yes, Corinne, I am much more confident in the woods than any town. If Arielle would like she can ride Blossom. She is a very friendly horse but we should no longer tali. We need to make haste if we hope to escape the clutches of such evil. Let us be off. The time for action is at hand."

    Kalica steps out into the night air rubbing her hands together trying to find warmth in what feels like chilling circumstances and takes in the world around her before approaching her horse.

    Perception: 1d20 + 7 ⇒ (4) + 7 = 11


    16/16 HP | Init +3

    Roswitha: Arielle approaches Roswitha with a hovering Corinne, a woman disfigured with scars, close behind. The pair wear tattered, travel-stained clothes, and there is a weariness in Corinne's eyes.

    Arielle draws Roswitha's eyes of course. The sigil glowing softly on her brow as well as eyes seemingly crystalline or opalescent mark the girl as rather set apart from the norm. Roswitha is certain they have never met before, but the girl's name is Arielle, she's sure of it. Did she just hear one of the others say it? Or did the sorcerer somehow know along?

    "You're new. I dreamed about you. You turned into jelly."

    The girl raises her head while crinkling her nose as if in concentration and, unless stopped, pokes Roswitha as if expecting something. If successful, the girl cocks her head to one side and frowns puzzled as Roswitha didn't seem to be the jelly she expected. Either way, she turns her eyes to Roswitha, and something glitters in their depths.

    "Are you a good person, miss?"

    "Arielle!" Corinne mutters, her face hot with embarrassment. "I'm sorry, miss. She's...indefatigable if you understand. If we weren't under these circumstances, I would see she is taught, but...as it is, please forgive her impertinence."


    Ephemeral GameMaster

    As everyone gathers outside, Cerwek slides closer to Llewyn, and whispers, "I'm all sure tonight is a bust, but if'n you ever make back to town from your adventures...You oughta come by and say hello."

    She moves away from him and stands in the path of the storage room doorway where Corvin can see her from inside while he finishes up chatting with Borquart and Jellink.

    The two gnomes and the half-elf take a forward position scanning the area. Some of Corvin's toughs are scattered around the area keeping a watch on the surrounding buildings. Few lights burn in their windows and the back alley seems to be empty. The sparse light from the area is enough to illuminate some things, but those in the distance are hard to see. The stables are immediately to the left after leaving the storage room behind some water barrels. the sound of distressed horses and other mounts and pack animals at the noises coming from the other side of the wall breaks the silence of the night.

    The rain is only a slight drizzle bordering on a sprinkle, but it has left its mark. Running on the dark and wet cobblestones will definitely be a challenge. Over the upset lowing of the stabled mounts and the pitter-patter of falling precipitation, something is heard in the distance.

    Perception DC 18:
    A light strumming of a stringed instrument and a light humming can be heard coming from the west of the alley cul-de-sac.

    I feel we should reroll initiative. As I know some of you had used some time sensitive abilities, we will say that thanks to Corinne's special relationship with time any remaining rounds prior to the break are intact. We aren't specifically in rounds yet, but this will get it out of the way.

    Ali: 1d20 + 2 ⇒ (6) + 2 = 8
    Arielle: 1d20 + 3 ⇒ (12) + 3 = 15
    Armin: 1d20 + 2 ⇒ (9) + 2 = 11
    Brokk: 1d20 + 4 ⇒ (13) + 4 = 17
    Glen: 1d20 + 5 ⇒ (17) + 5 = 22
    Kalica: 1d20 + 5 ⇒ (17) + 5 = 22
    Llewyn: 1d20 + 3 ⇒ (13) + 3 = 16
    Miyari: 1d20 + 3 ⇒ (6) + 3 = 9
    Roswitha: 1d20 + 3 ⇒ (18) + 3 = 21

    Current Order: Glen and Kalica, Roswitha, Brokk, Llewyn, Arielle, Armin, Miyari, Ali

    Almost forgot, new map is available for you to maneuver. You will need to scroll all the way to the right. You may move your tokens if you want to swap places, but do not move past the two gnomes and half-elf to the left.


    Female Elf Ranger/2

    Kalica approaches her horse and lightly pats her trying to calm her down. She then quickly moves over to Arielle and Corrine. "Something is still not right. The animals are upset. Corinne, if you are ok with it Blossom should be able to handle you both." She will help them on her horse if they take the offer.

    She will get her sword out and ready herself.

    "If things go bad I want you both to ride like the wind and head to the forest. I'll find you no matter what. But hopefully it won't come to that and I can just lead you both out on Blossom." She will look to see if Corinne has a heavy or large cloak. Thinking to herself and then saying outload. " Perhaps if your cloak is big enough you can cover Arielle up a bit or perhaps a blanket as you ride. It might help hide her from sight."


    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.

    Arielle:Seeing the child purposefully approaching, Roswitha kneels to be at eye level and removes one of the yeasty earplugs, cocking her head to hear the little girl and gazing quite seriously into the odd eyes. "Jelly, huh? Not very good jelly, I'm afraid. Too sour. And most want their jelly sweet. But I'm not new. You're much newer than I am. I'm... old. Very old, feels like." She makes no move to stop the child from touching her, having no reason to feel threatened and watching her curiously.

    At Arielle's question, she shrugs, waving off Corrie's concern. "Are any of us good? Are good people allowed to have bad thoughts, dearie? I've had some very bad thoughts, so bad that I left home so as not to do anything bad. So you tell me: was that good, or was that bad?"

    While she waits for the answer, she looks up at Corrie, the weariness in her eyes matching the scarred woman's. "Sometimes children see clearer than any adult. No adult's been able to answer that to my satisfaction yet."

    Perception: 1d20 ⇒ 3

    She remains kneeling, lost in a brown study, while she awaits the child's answer.


    16/16 HP | Init +3

    Arielle's eyes sparkle. "Yes," she says simply. "Good for someone that you don't do bad things. Bad for someone who doesn't want you to leave. Good for you so you don't feel bad about what you have to do. Bad for you because you have to leave what you know." The girl seems to shrug. "Good for you you didn't turn to jelly. Yet."

    She suddenly whirls and dashes to Miyari without warning. She looks up at the catfolk and holds her hands up and out expectantly. Her expression clearly says pick me up!


    Ephemeral GameMaster

    Corinne breathes out relief at Roswitha's acceptance of the girl. Turning to Kalica, she says,

    "I appreciate your offer, but there is much city between here and the gates and the wilderness beyond." Looking at the large body of horseflesh Blossom represents, Corinne seems apprehensive. "I am not that great of a rider myself, and what gifts I have to protect Arielle would be...difficult...to use if I was to need to include your fine horse. It would probably be better to try and make it out of town. Maybe see if we can borrow a wagon or cart on the way—"

    "Not a chance! You all are coming with me and my friends. Until I'm sure this just all ain't a ruse...you're under my protection."

    Corinne is cut off as Corvin strides out of the storeroom. The rest of the rowdy insurgent toughs from the inn are behind him. Veliar and the two gnomes exchange looks.


    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.
    Orphan Arielle wrote:

    Arielle's eyes sparkle. "Yes," she says simply. "Good for someone that you don't do bad things. Bad for someone who doesn't want you to leave. Good for you so you don't feel bad about what you have to do. Bad for you because you have to leave what you know." The girl seems to shrug. "Good for you you didn't turn to jelly. Yet."

    Roswitha quirks a half-smile. "Good for me because I get to meet new people, like you. Bad for you, because I... got your nose!" She swiftly tweaks the girl's nose, closing her hand as if concealing something within, the end of her thumb peeping out from between two fingers as if the end of a nose.

    She scowls as the strange man blusters in, blathering about protection. Men! Always trying to push us around! She eyes him darkly, but waits to see if some of the others know who the oaf might be.


    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

    Perception: 1d20 + 1 ⇒ (20) + 1 = 21

    The pitter-patter of the rain upon the cobbles sharpens Ali's senses as he looks at his boots, hand-me-downs from his father they never really fit him and the soles maybe a tad slick upon the rounded cobbles. 'After all the walking I've done the soles could do with a bit patching. Well they're good enough for t' wilderness.'

    Ali shakes his head slightly at Corvins' announcement; "Reet then you wanna be in charge, lets get going out of here. Now, come on to the Eastern path." He tries to instruct the renegade.


    16/16 HP | Init +3

    Arielle's head snaps around in surprise and she looks...concerned. It's probably the most expression she's displayed as one of her outreached hands is pulled back to investigate her nose's last known location.

    Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11

    "My nose..." she whimpers, rubbing at the place where it used to be. The little girl seems to have been fooled. She reaches for Miyari again and says, "Miss Kitty, Jelly Lady took my nose!"

    As Corvin bursts out of the storeroom, Arielle flicks a glance his way, her stricken expression melting away slightly. Then she once again turns her attention up, towards Miyari.


    Ephemeral GameMaster

    "Eastern path? You must be all turned around, boy," Corvin spits out. "Aside from going back into the inn's storeroom, there's nothing east of this square."

    He points west and south. "Only exits are south of these here stables and west towards the market. My boys done blocked the southern route up on account that alley jes curves around towards the front doar of the Dragon's Rest. They saw a couple of them crazies comin' down the alley and figured there would be moar. We're heading west to the market then taking the north way from there. You all come along. I'll be taking you to the person I know can sort you out."

    He throws a thumb over his shoulder. "If'n Lady Jellink hadn't told me she would be cross if I just did you all in, wouldn't even be needing to worry about the sortin'. But she says to take you to see the elf, and I don't cross her or Master Broquart. And if you know what's good for ya, you won't find out why."

    He holds his arm out with his hand palm up, gesturing towards the western edge of the darkness. What can be seen of his expression, it's very suspicious, serious, and clearly on edge.


    Female Catfolk Time thief / 1

    Miyari peers at Roswitha's hand with wide-eyed confusion, and for just a moment she seems to wonder what sorcery this sorceress is up to. In just as quick sequence, her head tilts in realization, and then her ears redden a bit in embarrassment.

    Once she's done with being baffled, she reaches down to pick up Arielle as the girl seems to want, replying in a soft tone, "Well, perhaps we'll have to get you a new nose. At least until she gives it back. If you had one like mine, you might even be able to smell all kinds of smells."

    The catfolk sniffs the air lightly in Corvin's direction and squints at him.

    Sense Motive: 1d20 + 5 ⇒ (3) + 5 = 8


    Ephemeral GameMaster

    Sense Motive 5:
    There's very little doubt that Corvin is extremely rattled. The man is wound up tight, especially after whatever was said inside once the group had exited. One can sense he is barely holding it together, and clearly he wants to lash out at something.

    But for now, he's keeping his fear and anger in check, if barely.

    Corinne takes a step toward's Miyari, then stops. Looking at Roswitha and Arielle's nose in her hand then Miyari with the rest of Arielle in her arms, she says quietly, "Thank you for indulging her. Considering the circumstances, I wouldn't blame you for being upset. After all, this situation is about us. You're awfully kind for strangers."


    16/16 HP | Init +3

    Arielle wrinkles whatever she has in place of a nose now.

    "A new nose?" she asks softly. "Can I get ears like yours, too?" As if reflex, Arielle grabs one of Miyari's ears. She's not rough surprisingly. Her touch is gentle, and she strokes the side of the ear like a flower petal.


    Female Elf Ranger/2

    "Suit yourself." Kalica then mounts her horse with ease. "My intentions are still to leave this town. I will not be staying here tonight if I can help it." She finishes in determination.


    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

    "Good thing you secured the southern route, Corvin. We can go past the from of the inn then take a north." Ali adds looking warily to the west.


    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 sidles close to Miyari, absent-mindedly touching her closed hand to the place where Arielle's nose once was and pressing firmly, still watching Corvin closely. "There you go, sweetheart. You better have your nose back for now, until this nice lady can find you another one."

    Sense Motive: 1d20 ⇒ 18

    Placeholder until I can see map and figure out an intelligent action. I've contacted Roll20 support.


    Ephemeral GameMaster

    There's a cracking sound. One of the dissident thugs grabs a hold of Blossom's bridle roughly. Corvin had snapped his fingers apparently.

    "No, no...NO!" The dissident crowd turns to face the group more acutely paying more attention to what's happening here than the darkness.

    "I jes told you woodsy, we're going to see your cousin. If she says you're on the up and up, you can go and bugger your tree-friend all night and day for all I care. Until then you're not even going to try and leave."

    Corvin snaps his hand over to point at Ali. "And it's time for you to shut it, too. I jes got done telling ya south is no good, yet you're talkin' like that's the best way. By now that alley is crawlin' with those crazies if they aren't beat senseless yet. Might all be trick to draw us out and claim we started a riot, I ain't fallin' for that. You keep talkin' and contrardixing me and I'm inclined to think that's exactly why you're here, boy. To confuse the sich'ashun."

    Corvin glares and his rough and ready thugs heft any weapons they have while some lift meaty fists. It's clear they are a hair's breadth away from violence.

    "Start walkin'! I'm done with talkin' all civilized. Next person who starts the chatter and isn't sayin', 'I enjoy a good walk, let's go,' gets carried to the elf witch with a noggin' full of pain!"

    Cerwek reaches out for Llewyn's hand to get his attention. She hisses in a hushed tone. "Please! Talk to these people! Corvin is not a man to change his mind. This could get very ugly." Taking a breath, she becomes hesitant. "Th-the elf...everything will be okay. I'm sure she'll set his mind at ease. But you have to live to get to her!"

    Perception (hearing) DC 18:
    Stringed music comes from the west, but now the sound of someone chuckling accompanies it.


    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's eyes widen as a ruffian dares lay hands on the fiery elf's mount. Feeling sure that the elf was right all along, she tries to reassure the woman while avoiding violence.

    "I'm certain Sieur Corvin has our best interests at heart, lady elf. Best we all go with him to be sure the child - and everyone else - is safe. Better than to face the raving ones, no?" She speaks slowly, choosing her words with care.

    Bluff to send secret message: 1d20 + 9 ⇒ (15) + 9 = 24

    Secret Message to Kalica:

    Better to get away from the crazies and handle Corvin's folk separately, all of us together.

    Perception: 1d20 ⇒ 6

    Must have bread in her ears.


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

    Glen watching the situation unfold keeps to himself he certainly does not want this man's protection as Corvin goes on it becomes fairly apparent to Glen that Jellink should keep him on a shorter leash the man is definitely unstable. His comment about doing them all in if Jelli hadn't said not to was enough, there's no way Glen's going anywhere with him. So he will do one of the things he does best, hide.

    The little gnome-like man waits, for the right time, the right distraction he only needs a second when he's sure noone's attention is on him. He would like to play with Arielle, Miyari and Roswitha, tease about the case of the missing nose, but that would only remind people he was there it could spoil his chance. Being small and seemingly nonthreatening had its advantages.

    As it turns the ugly freak doesn't have to wait long, between the attention Corvin had brought to Kalica on her horse, and his pointing at Ali who was was causing more confusion Glen was pretty sure no eyes were on him, he takes the chance and fades into the darkness. If they're being captured by this gang Glen feels they'll have a much better chance of escape if at least once of them stays free.

    Stealth: 1d20 + 16 ⇒ (13) + 16 = 29

    Perception: 1d20 + 4 ⇒ (7) + 4 = 11
    So focused is he on his chance to sneak away Glen hardly notices anything else.


    Male Dwarf Bloodrager HP: 10/16

    "Finally hospitality!" Brokk exclaimed with a grin. He rested the head of his hammer over his shoulder and raised his hand openly. "I don't know what we are waiting for, ye all were looking to avoid a fight and now ye have yer answer. And what luck too! Ye wouldn't happen to know where the next best inn is, would ye? Ye can take me there!"

    While the full situation may not be clear to Brokk, he doesn't seem to question it. "And so yer aware, any funny business Mr. Corvin and I will take ye with me!" With that, Brokk smiles and pats the shaft of his hammer.


    Female Catfolk Time thief / 1

    Perception: 1d20 - 1 ⇒ (1) - 1 = 0

    I'm blaming that on Arielle.

    While Arielle plays with her ears, Miyari glances around and notices that Glen is gone. The catfolk stays silent on the matter of the goblin's absence. She answers Arielle, "Your ears seem quite fine where they are, though I suppose for now let's go on a walk with this fellow."

    To Corvin she says flatly, "I enjoy a good walk, let's go. Lead the way and we will speak to your friend." She moves to follow.


    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

    Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16

    With cloth stuffed into his ears, Armin could not quite make out all of Corvin's driveling, but from the way his mouth moved it was not hard to get the gist of it. He eyes the man's allies, knowing that their small group would be at quite a disadvantage if things came down to a fight. I liked my chances better with the madmen - at least I could knock some sense into them.


    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 Motve: 1d20 + 5 ⇒ (19) + 5 = 24
    Listen: 1d20 + 1 ⇒ (7) + 1 = 8

    Eyes wide and slightly incensed at such words by the large man, Corvin, Ali however keeps his own council. The lad takes a small step back to avoid the poking finger of Corvin, though pale eyes he looks at the man before giving a slight nod as if understanding the man precisely.

    Ali breaks a bit of the bread off and stuffs it loosely into his ears.


    M Man Bard 1

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

    Perception HEARING: 1d20 + 4 ⇒ (13) + 4 = 17

    "Alright, alright. I'll go with you folk at least. You've done us no harm as of now and we need to get out of here." Llewyn faces the rest. "I suggest we make our way with them and be done with it. I have no doubt that together," here Llewyn points at Brokk's hammer with his thumb, "We could easily overthrow our would-be captors if Sir Corvin here decided to get sour." Llewyn chuckles softly. "I'm sure that's not the case."


    Female Elf Ranger/2

    Perception: 1d20 + 7 ⇒ (14) + 7 = 21

    Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20

    Kalica glares at the man holding onto her horse. If looks could kill this man would be nothing more than a pile of ash.

    Through clenched teeth Kalica responds in but a whisper..."Please, lead on. At least you have made us aware of someone that can perhaps answer some of our questions." She nudges her horse forward placing herself between Ali and the man then offering her hand to Ali to get on.


    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 shakes his head slightly; "I prefer Shanks' pony, keep me feet on ground." He says softly, however he does move closer to Blossoms' flank in case the inevitable happens.

    Who wants a Life Link, if combat starts? Melee probably preferable.


    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 blows out a small breath of relief and stuffs a bread plug back into her ear, nodding at Corvin that she is ready to follow.


    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

    Sullenly Ali stands near the horse as the group progresses, he hums a little tune in high pitch.
    Bluff for secret message: 1d20 + 5 ⇒ (4) + 5 = 9

    Message:
    ♫ ♪ Am-bush...am-bush♪ ♫, walking into ambush ♫ ♪

    Unfortunately his hearing & humming is a touch disturbed by the bread in his own ears.


    Ephemeral GameMaster

    Corvin grunts as everyone seems to accede to his previous demand.

    "Well, let's get moving then."

    GM stuff: 20d20 ⇒ (15, 12, 8, 9, 17, 19, 7, 3, 9, 5, 2, 11, 19, 17, 12, 13, 6, 3, 7, 3) = 197

    Glen hops into a small garden and hunkers down behind the short fence. Corvin nor anyone else seems to notice the missing gnome(?).

    The rain is very light at this point, but unrelenting all the same. Everyone is certainly noticing a dampness to their clothing.

    Sorry for the lengthy delay, everyone. I need marching order. Please access Roll20 and move your token to where you want to be. If anyone is having trouble, or needs to talk it out, just indicate it in your post.

    If anyone wants to create a light, this would be the time. As you can see a couple of mooks have some light, but you or may not want to rely on them. Lighting an unsheltered will have a 5% chance of being extinguished each round it is lit, but otherwise since most torches have pitch or oil soaked rags unless the precipitation increases, there shouldn't be any trouble with them being lit. Candles outside of candle lanterns are probably not going to be successful, but lanterns of course are fine will not have any penalty or chance of going out.


    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 moves behind the dwarf, who she hopes will provide cover without blocking her view completely. She casts dancing lights (4 "torches") to give light to the street ahead of the party and will keep them in that relative position as the party proceeds.

    "No point stubbing our toes on loose cobblestones, hmm?" She retains her grip on the crossbow.

    401 to 450 of 1,413 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / KingPinMaker: A Tale of Doom and Destiny All Messageboards

    Want to post a reply? Sign in.