Kingmaker PbP

Game Master Egoish

Five brave souls attempt to tame the wilderness and forge a kingdom.


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I have to ask if your thinking this through before we go any further. Anything you do that isn't take shelter results in 1d6 non lethal damage a min, so looting or moving corpses or improving the shelter stands a chance of killing you. Your also forgetting about your horses, you may want to take stock of the situation. The shelter seems sufficent for 6 people and it should be solid enough to outlast a few hours of snow, if worst comes to worst someone can brave the storm to clear the weight from the shelter.


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

Seeing that helps: 6 people-Silva, Todd, Maksim, Egan, Andrej, and the bandit who offered information? I wouldn't take actions if Maksim's survival check gave us that information.


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

Is that cold damage or weight damage? What would the effect of a Endure Element spell (one prepared) be on this? Is the tent the only useful shelter, meaning for us to live most bandits die?


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

Don't for get Sparky. Egan has no horse. And all his actions so far have been less than a minute. He is now by the fire and taking shelter. Are you saying the shelter will not hold us all?


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

The Wagon! You Prisioners! If you want to live help me get that damn wagon to the camp

We can use the wagon to make extra shelter... push it on one side - makes a high wall, a reflector for the fire's heat and the start of a larger shelter


Good idea Andrej, but thats a 100ft move while heavily encumbered and the wagon is missing a wheel. Its possible but you will be exposed for 3 minutes while doing it, up to you. Without shelter the bandits will die in under an hour from the snows damage, your horses may survive for two hours, the cold is just an added worry at the moment. Since you are small and sparky is medium i would allow you to share the space egan.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

So if I do this, I have the opportunity to make 3 saves but at the end of that I'll have the wagon in place, missing wheel and all? Added benefit is that I the bandits who help me may freeze?


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

1d6 non lethal a min. That is 10 rounds. How long would it take to fix the wagon and how many would it protect. I don't see a way to save the horses. I have three 1d6 lay on hands still. Silva is willing to help Andrej.


Fixing the wagon will be impossible in this snow, however you can get the bandits to help you drag it across in about 3 mins. Now the bandits probably can't take that much non lethal damage without dropping unconcious. Now if they drop unconcious its either leave them to die (which you would have to do if you didn't move the wagon) or drag them through the snow to cover once you have the wagon in place. There is no save against the non lethal damage from the snow, it just happens.

The wagon would protect 3 people from snow but you would have to circulate people around the wagon and the lean to's to keep people warm enough to avoid the fort save, however thats a minor organisational thing and nothing you need to worry about.


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

Would the Endure Elements spell help or not, the distribution of damage between weight and cold is not clear to me?


The endure elements prevents the cold damage you would take once per hour from failing a fort save vs cold, the damage per minute is simply from the weight of the falling snow so would not be prevented by endure elements.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class
DM_Ego wrote:

Fixing the wagon will be impossible in this snow, however you can get the bandits to help you drag it across in about 3 mins. Now the bandits probably can't take that much non lethal damage without dropping unconcious. Now if they drop unconcious its either leave them to die (which you would have to do if you didn't move the wagon) or drag them through the snow to cover once you have the wagon in place. There is no save against the non lethal damage from the snow, it just happens.

The wagon would protect 3 people from snow but you would have to circulate people around the wagon and the lean to's to keep people warm enough to avoid the fort save, however thats a minor organisational thing and nothing you need to worry about.

Using kicks, threats of being frozen to death and a chance of life, Andrej bullies the ex-bandits to helping him pull the wagon into the camp and setting it up to help provide some cover.

Maksim, abide in your shelter and should we fall, please provide what aid you can from Erastil.

Want me to make saves?


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

Get the wagon. Egan recommends. You and Silva, and these men. Maksim and I can heal you some as you work.

If we position the wagon right, and bring the horses in so that they get some break from the wind and some heat from the reflected fire they might make it. ???


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

"It's best I think if you get some protection from the cold, Andrej, it's little enough but it could help a bit."

Unless anyone objects Maksim casts Endure Elements on Andrej. For 24 hours he's protected from the cold.


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

By fixing the wagon I meant in place not repairing it. Sorry for the confusion.


Andrej is protected from the cold but the snow still takes its toll, unfortunately theres not much you can do to protect your horses from the snow which will kill them.

The surrendered bandits head out with Andrej and Silva to drag the wagon nearer the fire...

Non lethal damage 1d6 ⇒ 5

Non lethal damage 1d6 ⇒ 5

The snow beats heavily around them as they drag the broken wagon through the brush around the camp, they manage to get the wagon over to the fire but as they are positioning it the bandits begin to lose conciousness.

They have dropped down in the swirling snow, without their help the wagon will be impossible to position. Not checked what effect this will have had on Andrej and Silva but i don't think they will be in danger.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

We'll be needing some of Old Eyes Blessing now, says Andrej, clinically looking over the fallen bandits with drooped shoulders of his own.

Last Channel?


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

"We all need to help if it's to work at all. Come with." Maksim charges out of the tent, hopefully followed by the others, and goes to wagon and the fallen bandits.

Final channel, 1d6 ⇒ 4

"Forest Father be with us."

If all the bandits don't wake up, grab an unconcious one and drag him back; Maksim lets the others drag the wagon in place. Dragging a body is easier than you'd think, The Mythbusters just did a piece on that. Get back to shelter before the minute is up.


The bandits regain conciousness long enough to help position the wagon...

Non lethal damage 1d6 ⇒ 1

Before throwing themselves into its shelter nearly exhausted. The group huddle in the make shift lean to's with Egan coaxing the fire to live through the storm, its light and heat a small comfort in the frozen nightmare.

Now seems a good time to lift your spirits with a round of questioning.


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

Egan still holding the unnatural flame in his hand addresses the bandits. Well lads, this day is not going as you had planned, is it? At least you still live. he says this while thumping the newly placed wagon with his shield. But this shelter has a cost. And that cost is honestly and a willingness to talk. Not so high a price is it? And if you are truly turning away from a life of banditry, as I so hope you are, what is the harm of speaking the truth of it now? First we need to know how many other bandits are stationed at this camp and when they might be reporting back. Do not include the 5 that Todd here was a member of. Those are, well, they are accounted for.


[Ooc]The three bandits are all wavering on the brink of unconciousness, one is older with long graying hair and a hook nose, the other two are a few years older than Todd and bare a family resemblense to each other. The older man speaks for them "We,re all thats left at this camp, but theres a few more down at the fort. The Stag Lord sends patrols out, but..." He hesitates for a second, "some of the lads have not been coming back, the Stag Lord's not what he used to be."


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

Well..., Andrej drawls, Don't wait for us to do something nasty to you before you give us details. Tell us about this Stag Lord, the fort and how many more there are of you.


Looking at his companions hopefully then shaking his head the older man leans forward, in thr light of the fire you can see the heavily lined features of a lifelong outdoorsman. "I guess i'll speak then shall i?" With no answer from the younger bandits he turns his eye to Todd, "Give old John a swig from your skin, for all the times we've stood a watch, i'm parched..."

Todd looks toward Silva before passing the water to the older man, after a long pull he speaks again at length. "The Stag Lord was a monster of a man, strong as an ox and a dead shot with a longbow. He wears some creepy stag helm all the time, some say its his face but i don't believe that dung. When he came he killed or took fealty from every other bandit and outlaw, took the ruined fort down by Tuskwater Lake as well and raised a pallisade. Used to send us out, to, ahem, do our jobs..." He looks around his current company nervously and takes another drink. "Then he turned to drink, Hell we have a few bottles in our stash for him right now that are due down there sometime soon. Now he sits in his fort and drinks while everyone works, just him, his ten guards and lackeys and that creepy old timer he keeps locked up downstairs..."


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

Egan unfolds his map of the area. Show me where this fort is. What else of the area can you tell us about?


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

Maksim is content to let the others take the lead on the questions. In the course of the questioning, when others have recieved their answers, Maksim will make his inquiries. "Does this bandit lord swear by or at any of the gods, does he make offerings to any spirits? Does have have any piety or a notable irreverence?"

Sorry, overtaken by a need for sleep, more tired lately. Feeling ok, but I suppose a bit of slowness in making a full recovery.


"Thr fort is on the northern shore of the lake, aound here." I''ll update the map shortly. "He swears by no god but in his cups he speaks of the Green Haired Lady."


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

And were else have you traveled? What else can you fill in for us?


"Well i've seen the mite hovel, but no one goes to the old sycamore. Its more trouble than its worth, thats why we let them get away with the bag of trinkets and coppers."

I'll update when i get home.


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

"Green Hair Lady, that could mean many things. What did he say when he spoke of her?"

Knowledge:Religion 1d20 + 4 ⇒ (8) + 4 = 12 Green Haired Lady?

Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8 Telling the truth, the whole truth, and etc...


You have to understand he never spoke to me of her directly, i just over heard his muttering about revenge one day on day." He says holding his hands out towards the fire.

He seems to be telling the truth. The green haired lady could be Calistra, goddess of revenge.


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

Silva sit by the fire trying to stay warm and listens to the conversation.


After a day spent waking each other up and braving the snows to keep your shelters clear and standing the snows finally halt in the mid afternoon. The landscape is painted with snow and you can hear the cracks of the weaker tree branches breaking under the weight.

"The loot is under the platform over there, but be careful, Kressle put a bear trap under it." The older bandit points you to a low lean to covered with snow.


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

Egan, maybe you could burn the snow away? We should probably set the trap off to avoid injury. Thank you for the information on the trap.


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

"A vengeful man then, with little in his mind to lose, always dangerous, and always a poor leader. Such men see their followers as tools not friends and family. A vengeful heart is a cold hearth."

Maksim lets everyone rest. The storm comes to an end, the landscape transformed and hazardous.

"Melting the snow may just make a lot of water. We'll need to dig to get anything, expect to stay the day, then we head back, I'll see if I can find the horses, we'll need them for food."

Perception: 1d20 + 3 ⇒ (13) + 3 = 16 Find the remains of the horses.


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

I could melt a small volume at best, and it would refreeze quickly. Someone can set the trap off with a spear or pole. And lets not forget to see what equipment the leader here had. Those axes she used looked wicked.


Todd will take up a pole and set off the bear trap from a few feet away, with a loud snap it closes amd breaks the pole. If that had been your arm you could have lost a hand. Under the snow covered lean to are items wrapped in furs and bags of ill gotten gains.

Full list in discussion thread.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

Interesting...


Its up to you guys to decide where you want to go from here or if you have more questions for the bandits, i'm looking at you Egan!


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

Is there an easy way to designate which hexes we have completely (or adequately) explored?

Egan looks to the others. Well, what is next? Do we take our prisoners back to the trading post? Anyone have any idea when the weather will break?

Speaking to the prisoners he asks Well, what shall we do with you lot? Last time I asked this question I got the answer back that we had better hang the men I asked it of. I trust that you might have an answer that helps us both out more than that?


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

I would suggest we head back to the trading post to rest and resupply. We are not going to get very far without horses.

Silva encourages Todd after he sets off the trap. Good job Todd


I can put an E next to the hexes you have fully explored in the map key if you wish, however the two you have explored are the faerie nest and the radish patch.

"I'm done with the Stag Lord, i can't really speak for these two. I know that liquor is for the drunk and he cares nothing for anything else, let me go free with my bow and i'll go back to being a woodsman." John will declare in responfse to Egan's question, before adding with an ironic smirk "But my guess is you'll be needing help carrying your loot mi'lord."


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

Sounds like a negotiation... let me talk to my friends about how we turn you to "honest" woodsmen instead of bandits.

Catfoot steps away from the group, though longbow is in hand.

Well - we are faced with this little problem again,he whispers.

I am for hanging them here and now and we can leave some of this junk - come back another day. The only difference is that these ones here can be useful in carrying stuff. The last lot answered our questions too before the end.

Otherwise we take them back and put them to work as farmers aid, for, I dunno... a Year and a Day? Then their debt is paid and they are free.I want to be consistent here and hard hearted bastard that I am, I don't want them carrying our loot back to their hanging.


M Gnome - Alternalte Racial Traie Pryomaniac Oracle of Fire / 3 (Per: +1 Init:+1 HP 21/21 AC: 20/12/18 F: +1 R: +1 W: +2)

The difference here, while slight is there is no Happs. Their leader is dead. While I am for consistency too, I would start a new trend of swearing to a life free of banditry and letting them work a while for their freedom. But if I remember right they are not wanted at the trading post so I am not sure who they would work for.[b] Egan looks back at the men shivering by the fire. [b]Maybe have them swear some oath to the Sword lords?

Not trying to metagame so riel me back in if this sounds crazy, but at some point don't we need to start attracting followers?


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

"Terrible that their deeds are I'd like to give them a chance to return to life of decency. Not much point in risking what we did if we just hang them now. Working at the post, at least until there are other places for them, is not a bad way to start. I'd like to see if they have families that haven't disowned them, family men are better behaved."

Maksim picks up on the horses line. "I don't think more horses are a good idea. Slower, more deliberate, and better camps, are the way to a safer exploration, and we won't go so quickly broke, in this fey-haunted land."


Egans point about eventually needing a population for your new kingdom is a sound one, a little meta gamey but then i've mentioned it myself before. I notice Silva hasn't spoken yet but he did make a seperate promise to the young boy Todd, hanging the childs former companions is a rough way to enforcr his oath.

While the group discuss their fate the bandits sit tending the fire whispering amongst themselves.


Paladin of Erastil-3/ Init:+1, Perception:-1, AC:18/11/17, CMD:19, HP:28, Fort:6 (11 vs cold), Ref:4, Will:4

I support your decision to allow them to swear an oath Egan. These men are different than their leaders. Please remember that I have sworn my own oath to protect the boy. He shall stay with me. As far as horses, do you realize how many days it would take to clear one hex of the map on foot? What if we have an emergency and need to return to the trading post? Maybe Anza can provide some clarity on the subject. I plan to purchase a horse as soon as possible.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

Very well - I leave the decision to you and the management of it, he says quietly.


Do you want to break the news to them and start moving back to Anza? Your travelling time at the moment is quiet long due to snow and lack of horses. I'd like to take the time to check you ration situation as well.


AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6 Male Skald Human Fighter (Aldori Archetype)/1 *Favoured Class

Wouldn't be surprised if we didn't find dead deer etc... or dead horse for that matter


Cleric / 3 (Per:+4, Init+3, HP 18, AC: 14/13/11 F:+3 R:+4 W:+5)

Don't want to beat a dead horse :) but I'd except to find lots of dead animals, broken trees, and more. That storm would be as destructive as a tornado, in its own way.

"If you says so, mi'lord but if such storms rain, hail or snow, are not uncommon then they would die often, if the expence in bearable, then it could be helpful. We bring full tents, set up camp at the quarter mark before sunset*, then snug as bug, anything else be risky, unless these storms are truly rarer than hen's teeth, and not some fey-spawned mischef." Maksim checks everyone's health, even the bandits, noting any problems. Just take ten if allowed.

* Around 3 hours before sunset. He's suggesting a hunter's version of what in our world is a "Roman" camp.

"Best we get going, our supplies won't last long even using the bandit's foods."

Sorry let time get away from me. I'll try to pick up the pace.

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