Kingmaker: Legacies (Inactive)

Game Master Wolfspirit

Hexploration and Provisions | Calendar | Loot!


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Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante stands painfully. "We'll have to do something about the big one, or they will keep attacking people in these parts," she says unhappily.


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

Looking down into the pit atop Flora, Emil asks "Quick. Someone tell me what the difference between a worg and a wolf is."

Unless anything like a Worg's intelligence is brought to Emil's attention, the plan will be to run it down on horseback.

"Turanthe, Franka, what are our chances of catching up to that lead wolf? And by the gods, what made THAT noise? And why do I get the feeling it's killing those things because they failed? Think we can track that beast down?"

And what the heck do I tell these farmers?


Exploration | Roles | Olegs Trading Post | Woods

At Emil's behest, the party does some tracking into the surrounding area. It only takes a few minutes to discover the corpses of the worgs that had fled; each with its throat ripped out in a gruesome manner. Of the larger canine, there is no sign. Even tracking it becomes difficult as it shows a canny intellect: using rocks and other terrain to its advantage. After a short distance, the tracks stop entirely for no apparent reason. The general direction it was heading was to the South East, luckily away from the Summergold settlement.

Moving on tonight, if is nothing else.


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

"Wolves move fast over the day. We can perhaps track it, but it will move faster than we do. I'm not sure how to get ahead of it without using some kind of magic."


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

Looking around, Emil looks peeved. This doesn't make any sense.
Unless it's what we feared. but even then, it's moving away from Summergold.

"This isn't good. We have a smart wolf or worg that just outfoxed us." Emil sighs. "Ok. You say we're going to need magic? Ok. What kind of magic. And are we going to need silver? Or mithral? Or will it be cold iron?"


Female Aasimar Druid 1 Wizard 3 | HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2 | Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Franka tries to put the survivors at ease and checks on them to see if any are wounded, while Emil and Túrante follow the tracks. "Blessing of Erastil indeed, that we got here just in time." She doesn't voice her concerns where the men can hear here, but they are confirmed when she catches up with Emil and Túrante later. "I don't think we'll need any special weaponry, Emil, but the trouble is going to be getting into a confrontation. From what I've seen that leader is very canny, and he has the terrain to his advantage. It seems like he'll only engage when they have the advantage, and he'll withdraw when things turn against him." She considers for a while, checking with the elven princess for confirmation. "We either have to wait for more reports of him showing, and try to locate them that way. Or we have to lay a trap, somehow."


Exploration | Roles | Olegs Trading Post | Woods

With the threat of worgs subsided (for now at least) the party is able to escort the weary travelers to Summergold. The corpses of murdered settlers and worgs alike are a testament that even though you may be carving out a foothold of a settlement, the Stolen Lands hold greater dangers still.

After your arrival, H. Pennington Montrose, Akiros, and Kesten Garess ask for a "Leadership Council" (Do you have a word that you would prefer for those?)) with the party and other Leaders, with Akiros and Kesten's request being a shared one. Once gathered, the later begin first, with Akiros leading the discussion.

"My lord Emil, sirs, ladies, I am happy to inform you that settlement of Summergold is coming along quite well. We've had our share of troubles, to be sure, but with your aid and guidance we have created a knot of stability within an otherwise tumultuous land. You have far exceeded anything that the Stag Lord might have wrought." Kesten adds in, nodding. "Your aid has been indispensible these last few months, but I have been working on a local militia and permanent guard. I believe we should be self-sufficient for the month-to-month affairs, although we'll still need to convene monthly."

Resuming exploration!

H. Pennington Montrose clears his throat, tapping his fingers. "My lords, it is good news indeed about our settlement, however, I hold other of another. I have received word from a new town to the east that has recently formed, named Varnhold. Under the leadership of an ex-adventuring group lead by Jester Varn, this "colorful" sounding individual has sought audience with you all, in one months time. As much as I am sure that you are itching to have sleep under the stars on tree roots and rocks (he shakes his head), I would most humbly advise you to meet with them. Their circumstances sound quite similar to your own, and there is potentially much that can be accomplished between cooperation."

The remainder of the Leaders chime in, but generally support both assertions: Summergold is prepared for the party to resume exploration, and that it would be wise to meet with this Jester Varn.

The map has been updated with the location of Varnhold. There is a nearly impassible mountain range between the territory claimed and your charter, so it would be advisable to explore around your settlement first. Also, I'm going to stop tracking provisions, however, you do need to return every few weeks to your settlement.


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

"Great work on the militia Kesten! What do we need to help them get better at what they do? Tell me what you need and I'll see to it. Has Kundal the Shoanti come by to see you? I thought he could make a great addition to either our militia. Or whatever he feels like he can make a good contribution to. He's given us his sword arm, and Shoanti only have one word. Or at least that's what we're told down south" offers Emil, looking a little ill-at-ease out of his armor, and often times looking through the aging windows of Owlbear Keep.

Sighing, he turns to sir Montrose. "Can you tell us why he's sought our company? Gods. How long would it take us to get there? Is there no way he or she could come and meet us here? WE kinda sorta maybe have a werewolf problem. Maybe. Possibly. Or a worg-leading beast-man who doesn't take failure all that well. Either way, not a great thing to have around Summergold" he grumbles, his voice heavy with the understatement.

"And now for the thousand gold piece question. How do we trap whatever that thing is? Not to mention kill it. Go ahead, start throwing me some ideas" he asks, looking around the table expectingly.


Exploration | Roles | Olegs Trading Post | Woods

H. Pennington Montrose thinks for a minute, steepling his fingers. "Ah, yes. I believe that we could arrange the meeting to be here. It would likely take over a week of travel, regardless. I'll ensure that to be the case, and make arrangements."

As for the second question, there are some empty glances around the table. Jhod answers, trying to be helpful, "Even a beast-man likely has a lair, somewhere, particularly if he keeps with worgs. Perhaps locate it?" There are some non-comital answers as well, but really, the dealing with strange monsters is more -your- forte.


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

"Ok... What do the rest of you think? About them coming here instead of us going there I mean."


Female Aasimar Druid 1 Wizard 3 | HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2 | Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Franka had shrugged noncommittally at first, at the suggestion of an audience. "Well, I'm not so sure about a domain rule by someone who calls himself 'Jester'. Really, what kind of impression does that give. But he is our neighbor, in a way, and we'd best try to forge peaceful relations. I think it's good to invite him here. It will show what we've built already, and that we take our commitment to Summergold seriously."

She checks in with Túrante when Jhod suggests the worg might have a lair somewhere. "Maybe, not that we know it's here, we can find more tracks or traces of its coming and going. We might be able to home in on this lair, if he has one." Taking in all of the Adventurers in Gold, she continues. "I suppose we should get out on the road again, and see what else the Stolen Lands have in store for us. We'll stay close to Summergold, and be on the lookout for Worg trails."

I suggest going East first, then swings clockwise around Summergold and end with exploring a bit of the forest to our West.


Exploration | Roles | Olegs Trading Post | Woods

Since there isn't any objection or other feedback, I'll let Franka's plan stand for now.

Agreeing that it is in the party's best interest to meet with this colorfully, if dubiously named representative, you set off into the wilderness once again! Noting that you only have a month's time, does set a clock of sorts... though after spending months in Summergold and nearby might bring a harsh reminder of what "roughing" it is like once more.

Striking east and attempting to get a better of idea what lies immediately outside your territory, you begin to explore the hills of the Kamelands. The inherent pun in the name probably isn't lost as you go up and down the hilled terrain. In the initial days of travel, exploration, and mapping, there is little of immediate note; hunters from Summergold seem to have dettered any wildlife. Turning around Tuskwater lake, you do see signs of a snapping turtle that must be the size of a small pony, but as it is in the lake and you are on land, there is a stalemate.

If you want to try and lure it on land, we can detail that combat.

As you continue your explorations, the Lake Tuskwater stretches ahead with no end in sight. There is at least another several days travel to get to a place where it would be transversable without a boat. Even at point that it starts to narrow, it is still over a mile wide before expanding out once more.

Do you wish to return back to explore the woods to the west for Summergold?


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Túrante seems quite eager to explore the woods. "My home is southwest of here; knowing the forest lands between them would be welcome. Especially if we can eventually establish a trade route."


Female Aasimar Druid 1 Wizard 3 | HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2 | Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Franka readily agrees. "Sure. We're stuck on this end, but we still have some time before our meeting with this Jester-character. Let's head west. Will also allow us to check up in Summergold real quick and get a night's rest in a decent bed."

Let's explore the green hex west of Summergold.


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

"Yeah, that sounds good" adds Emil distractedly. How could I lure a creature like that out? That monster is like that sea turtle; comfortable in it's domain as we are in ours. Except that in that case, it's a man-eating sea turtle. That roars.

"Hey Turanthe? Do giant turtles eat human flesh?"


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

"Typically no. You can tell by looking at the mouth. If the side of the mouth is a straight line, like a knife, it's a flesh-eater. If it's jagged, like a saw, it eats plants," says the elf.


Exploration | Roles | Olegs Trading Post | Woods

*This* aquatic turtle certainly looks like it has a mouth that could rip flesh, but given that it is in the water and you are on land, you decide to leave it for now until it proves to be a greater menace or have better means to deal with it.

Deciding to explore closer to Summergold, you make a loop back, with a brief stop-over in the town.

The sound of unintelligible cursing echoes through the woods. Just visible through the trees, a small wagon sits mired in the middle of a swiftly flowing river as the waters threaten to overwhelm its sides. Two ponies hitched to the wagon flounder in the swirling waters, close to panicking. Two more wagons sit safely on the far bank.

A group of 9 gnomes appear to be attempting to right the wagons with little avail. One of them, appearing to be the leader, has a black eye and a disheveled appearance that offsets his otherwise fashionable adventuring gear. From the bank he shouts out conflicting orders ranging from "Get the ponies calmed" to "save the maps!" While the leader notes your presence, he turns to focus on the matters at hand (clearly too proud to ask for help), while the rest of the gnomes shout out for aid!

Any individual that wishes to help must make a DC 10 Swim check.
Once the Swim Check is made, the ponies require a DC 12 Handle Animal or Wild Empathy check to untie them, before they hurt themselves or you.
Finally, once the ponies are calmed a DC 26 Strength check may be attempted. One person can make the check, with up to 4 players aiding.
Feel free to roll as many checks as you wish to participate in, to move things along.


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

"Oh gods. Here we go again" sighs Emil as he nudgess Flora onward.

Can I ride Flora up and try and help on horseback? Or would that be a no-no?

Swim: 1d20 + 2 ⇒ (20) + 2 = 22
Handle Animal: 1d20 + 9 ⇒ (12) + 9 = 21
Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11
Strength Check: 1d20 + 4 ⇒ (15) + 4 = 19


Exploration | Roles | Olegs Trading Post | Woods

Flora would have to make a swim check... though I'll go with the swim being for her.

Emil urges Flora forward, and rides out to the ponies. Somehow his calming demeanor settles the ponies, allowing the the reins to be slipped from them.

With muscles straining, the Cavalier attempts to move the carts out of the sinking mud, to little avail. His second attempt, however causes the cart to teeter to the side...

Just need some assists...


Female Elf Ranger (Guide, Trapper) 1/Wizard (Exploiter) 4 | HP 11/35 | AC 16 (20 mage armor) T 13 FF 13 | Fort +4 Ref +6 Will +4 | Initiative +5 | Perception +11 (+12 vs. traps or in forests) | Arcane Reservoir 5/7

Swim: 1d20 + 5 ⇒ (17) + 5 = 22

The elf wastes no time diving into the torrent and easily makes her way to the stranded caravan.

Strenght assist: 1d20 + 1 ⇒ (3) + 1 = 4

But she is unable to get purchase in the mud.

Sovereign Court

LG Half-Elf Cavalier/Bard 4 | HP: 39/39 | AC: 21 (12 Tch, 19 Fl) | CMB: +5, CMD: 17 | F: +6, R: +5, W: +3 | Init: +2 | Perc: +4, SM: +1 | Speed 20ft (50ft. Mounted) | Tactician (0/1) | Challenge (0/1) |Performance: (0/7)|Spells: (0/2)| Active conditions:

Help first, check if it is a trap later, standard Emil.

Janna, a bit wary, follows Emil into the river, and tries the best he can to shove the wagon out of the muck.

Swim (Preven): 1d20 + 6 ⇒ (10) + 6 = 16
Strength: 1d20 + 2 ⇒ (11) + 2 = 13


Female Aasimar Druid 1 Wizard 3 | HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2 | Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Franka doesn't think she'll do well swimming in such as torrent, so she urges Heimdall forward. We've been through worse together. He'll come through for me.

Once the ponies have been taken care off, Franka does what she can to assist Emil. As is usual for her, she first adds a bit of magic, then a bit of muscle. "Here, Emil. This should help..." She opens a rift to a place with magical pollen in the air, that opens one's lungs and increase their physical might.

--

Swim (Heimdall): 1d20 + 3 ⇒ (13) + 3 = 16
Casting bull's strength on Emil, then go to aiding on getting the cart out safely.
Strength assist: 1d20 + 1 ⇒ (9) + 1 = 10


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

Should I try the check again?


Exploration | Roles | Olegs Trading Post | Woods

Not to prolong this, moving on!

Seeing the party floundering in the waves, one of the gnomes leaps out into the water as well, and barely manages to put a shoulder against the wagon. There is an ominous sound, as if the river was going to reclaim the cart... but at the last moment it bucks free and onto the river bank! The surrounding gnomes cheer, and help drag it to a safer incline.

There is much rejoicing, and tired gnomes pat you on the back (or back of the legs, as it were...) and quickly work to stow gear and salvage whatever wasn't waterlogged, breaking a camp. Of most note, however, the leader excitedly clasps a leather scroll casing, inspecting it carefully. From the looks of it, it bears a resemblance to the map you've been working on, though the brief glimpse shows it to have more penned in to the South West of where you are now. Securing the map, the gnome turns to you, a number if recent injuries covering his face. Hopping on a wagon hitch, he regards the party.

[b]"Name is Jubilost Narthropple, and... thanks for pitching in back there. Lots of folk in these areas would just sit back and laugh, if not outright attack looking to take advantage of the situation. So what brings you to these parts? I've been mapping the area a bit... though I believe I've run into more than I can handle for now."[b]


Male LG Human (Taldan) Cavalier (Order of the Flame) 4 | HP: 43/43| AC: 22 (11 Tch, 21 Fl) | CMB: +8 CMD: 19 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +9, SM: +1 | Speed 20ft | Challenge 1/1 | Glorious Challenge Counter=0 | Active conditions: None

"Hi! Emil Mordrane, at your service" replies Emil, shaking the gnome's hand. "I'm just glad we made it to you on time to help."

Could we get a marker on the main map to indicate what hex we are in?

"Are you an explorer? We're settlers; we've secured a stretch of land from a band in the South Rostland road to some sort of lake. Got a little town there, Summergold. If you need anything, you can probably head there and be relatively safe." At those words his cheerful, adrenaline fueled attitude dampens. "Well. Relatively. WE might have some problems with a creature. We're trying not to get everyone to panic, but if you have silver or mithral weapons, you might want to keep them handy. But forewarned is forearmed, and soon I'll he burning it's remains on a pyre."

He looks back at the others and realizes he's been rambling. "Ahem. Well. Right now we are exploring the land east of Summergold. Trying to reach a place called Varnhold. Heard anything about it?" he asks over Flora's mocking neigh.


Female Aasimar Druid 1 Wizard 3 | HP: 27/27 | AC: 16 12 (12 Tch, 10 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +8 | Init: +6 | Perc: +6 (Darkvision 60 ft.), SM: +2 | Speed 30ft | Inspiration: 3/3, SNA 2: 1/1 | Active conditions: Mage armor.

Franka crouches down next to the gnome's leader, reaffirming Emil's words. "Indeed, the Stolen Lands can be quite harsh. We've seen a quite number of brigands here, but have dealt with them. It is out hope that we can bring some civilization to this place, and make it safe for travelers, explorers and settlers." She carefully points at his face. "It seems you were unlucky and didn't get off quite as well as the ponies. I'm a bit of a healer. Would you let me treat those wounds?"

As Emil mentions Varnhold, Franka favors the direct approach. "Say, we've mapped a pretty big area to the North so far. I don't think you've been there...? Shouldn't we compare notes? That way you can even learn where Summergold is, maybe stop by there to get the ponies checked up."

--

Assuming he doesn't object, Franka casts cure light wounds on Jubilost for 1d8 + 3 ⇒ (6) + 3 = 9.

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