Kingmaker: The Varnhold Vanishing (Inactive)

Game Master wehrpig

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Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Blinded, Seres is fairly helpless. He nods thanks to Veronica but remains a good distance from the melee.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor dismounts swiftly and runs toward the next flock slashing with his axe.

Ride Fast Dismount: 1d20 + 10 ⇒ (17) + 10 = 27

To hit: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage: 1d12 + 18 ⇒ (11) + 18 = 29


INACTIVE - GAME DIED

Moondancer Ref save: 1d20 + 5 ⇒ (17) + 5 = 22

Moondancer growls at the flashing talons of the birds but avoids having her eyes scratched out.

The wolves continue their yipping and leaping bites.

Freki attack: 1d20 + 7 ⇒ (19) + 7 = 26
Geri attack: 1d20 + 7 ⇒ (11) + 7 = 18
Moondancer attack: 1d20 + 7 ⇒ (15) + 7 = 22

Freki bite damage: 1d8 + 2 ⇒ (6) + 2 = 8
Geri bite damage: 1d8 + 2 ⇒ (5) + 2 = 7
Moondancer bite damage: 1d8 + 2 ⇒ (3) + 2 = 5

Veronica says to Seres, "Stay still - we've almost finished the flocks of birds. I need to help the others." She gives him a reassuring squeeze of the shoulder.

She turns and launches an arrow of her own at the flock.

Longbow attack: 1d20 + 7 ⇒ (4) + 7 = 11


Story Narrator

Ezekial's burning alchemical fire combined with Connor's axe and the attacks from all three wolves destroy what remains of the murder of crows. The surviving birds disband and scatter to the four winds.


INACTIVE - GAME DIED

"They're gone," says Veronica to Seres. "The birds have scattered."

Veronica carefully guides Seres back to the team. She checks the various injuries and says, "I'm afraid that the injuries to the eyes will require specialized treatment - I can repair them tomorrow, but it's going to be a dark night tonight."

Channel Energy: Healing: 4d6 ⇒ (3, 3, 1, 2) = 9

Calling upon Erastil, she soothes the remaining wounds.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Seres nods grimly and pulls his headband down to act as a bandage, covering his ravaged eyes. "I'll keep my ears pricked for danger," he jokes with a grin.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I am out of fire to throw. Lets hope there are no more of those swarms. Zeke notes.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Larisa winces as she takes in Seres' injuries. "We'll keep watch for you, maybe we should find a place to rest. Whatever happened here happened some time ago. There is no great urgency and we have injured."


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor dismounts and checks on Whitetalon's eyes, whispering to her encouragingly, before he takes a moment to thanks his wife for her well timed shots, checking to ensure she is unscathed.

"I'll be travelling dismounted until we can get that healed. Let's finish our search of the pool and then the rest of the village to see if we discover any more clues. Otherwise, we're back on the road to Varnhold."


Story Narrator

As you recover from the crow attack, Kess stumbles upon a covered, 20' spiked pit camouflaged near the edge of the road.

A DC 25 perception check allows someone to spot the pit before Kess steps on it. A DC 20 reflex save allows Kess to avoid falling in. She takes 28 points damage if she falls in.

Ezekial's search of the bottom of the pool reveals a submerged 5' tunnel headed south.

There are numerous unexplored buildings around you.

Where to from here?

dice:

target: 1d9 ⇒ 4; 1=C, 2=E, 3=L, 4=K, 5=S, 6=M, 7=F, 8=G, 9=WT
falling damage: 2d6 ⇒ (4, 3) = 7
spike quantity: 1d4 ⇒ 3
attack: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d6 + 5 ⇒ (1) + 5 = 6
attack: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 1d6 + 5 ⇒ (3) + 5 = 8
attack: 1d20 + 15 ⇒ (3) + 15 = 18
damage: 1d6 + 5 ⇒ (2) + 5 = 7

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Perception: 1d20 + 19 ⇒ (12) + 19 = 31

Kess! Stop! There is a pit right in front of you!


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

At Ezekial's warning, Seres grabs Kess's arm to hold her back.


F Human Witch (Winter Witch/Season Witch [winter]) 5/Winter Witch 1 l HP 32 I AC 14 (18) T 13 FF 11 (15) I Fort +2 Ref +3 Will +5 +1 vs Mind Affecting I Init +6 Perception +6 I Resist Cold 5

Kess looks up, turning back as Zeke call his warning in time for her grab Seres arm as she steps on the pit. With a cry she falls for a brief second before icy winds surge around her and lift her up clutching to the blind half elf. "That was too close, thank you." She says, leading Seres away as Ishai caws into the wind.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I'm a full elf, thank you... =P

Seres nods sagely. "Keen hearing may not be the best way to suss out traps. I'd suggest someone else lead the way."

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

[b]I'll lead. We did find a tunnel in that crab thing's cavern. Is it worth checking out? I'd like to know where it goes.[/b[


F Human Witch (Winter Witch/Season Witch [winter]) 5/Winter Witch 1 l HP 32 I AC 14 (18) T 13 FF 11 (15) I Fort +2 Ref +3 Will +5 +1 vs Mind Affecting I Init +6 Perception +6 I Resist Cold 5

Really, I always thought you were half elf all this time. How'd I miss that?


INACTIVE - GAME DIED

"I'd suggest we try to find an empty building where we can lay low until tomorrow morning, when I can cure the blindness of Seres and Whitetalon," says Veronica.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

"Let's at least let Zeke move down and see if anything else is gonna come get us while we're resting. Give him a rope. We'll pull him back out if needed."


Story Narrator

Zeke finds that the tunnel heads 600' south where it intersects with a well shaft that leads back to the surface.

That evening you find an abandoned building to rest and recover. The night is uneventful - allowing you to fully recover your spells.

The following day you complete your exploration of the town (reference the revealed Roll 20 map). The following buildings are of interest:

L11: Sod House:

A sod house has been dug into the base of the hill. Its heavy oaken door hangs askew.

L12: Inn:

A two-story inn stands just off the village commons. A sign above the door depicts a rider clinging to the back of a madly galloping horse with a green mane and a fish’s tail extending from its hindquarters. The inn’s walls are painted a cheerful shade of yellow to complement the red shutters.

L13: Church:

A small church stands here, its whitewashed walls and stained glass windows gleaming in the sun. The bow symbol of Erastil shines like a beacon above the doors. Behind it on one side sits a neatly kept parsonage, and on the other a low hill holds the beginnings of a small cemetery.

L14 : Cottage:

This cottage has cheerful curtains in its windows. A number of wooden children’s toys lie abandoned in the front yard.

L15: Barn:

This giant barn has both a cargo door on the front and a smaller door on the side where a lean-to abuts the structure. The strong odor of barley and other grains wafts through the seams in the clapboard walls.

L16: Sturdy House:

The sturdy wooden walls of this house have been staved in at several locations, and the heavy door has been battered down.

L17: Stockade:

Perched atop a low hill, this triangular fortification looms over the town. A palisade of sharpened stakes leaves enough gaps for archers within to fire out upon the surrounding hillsides. The southern corners of the fort both have twin watch platforms, and the northern corner is anchored by a solid-looking blockhouse of sturdy timbers. A thin column of smoke drifts upward from a fire in the stockade’s compound.

Throughout your exploration you note that you are being watched and followed by a particularly large raven. The raven is careful to maintain a safe distance from you.


F Human Witch (Winter Witch/Season Witch [winter]) 5/Winter Witch 1 l HP 32 I AC 14 (18) T 13 FF 11 (15) I Fort +2 Ref +3 Will +5 +1 vs Mind Affecting I Init +6 Perception +6 I Resist Cold 5

Upon seeing the raven Ishai screeches, flying over to it.

Halit:
"Beware! Long is the leash that gives rope enough to hang oneself."
He calls, flying around the other Raven.

Kess over at the bird suspiciously. "What do you make of it Seres, it seems too intelligent for my liking."


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Larisa makes her way to abandoned church of Erastil and takes a knee before the shrine giving a payer of thanks to her God.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Ezekial accompanies Larisa to the church and recommends the group stay together. There are threats here. he comments. [/b]I can feel it.[/b]


Story Narrator

The raven squawks and flees to the southwest when confronted by Ishai.

The interior of the church is simply furnished with wooden pews and a humble altar. It appears to have been thoroughly looted. You find a well established cemetery behind the church. It holds a total of 14 wooden grave markers, the latest one standing over a fairly fresh grave. That marker reads, “Andrisha the Potter,” and is dated several weeks ago.

Perception DC 25:
Within the church you find a hidden drawer within the alter. The drawer contains several scrolls that include: three scrolls of cure serious wounds, three scrolls of remove paralysis, a scroll of restoration, a scroll of break enchantment, a scroll of breath of life, and a scroll of raise dead.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Perception DC 25: 1d20 + 12 ⇒ (1) + 12 = 13
Larisa nods at Zeke words and busies herself in prayers for protection.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Perception: 1d20 + 19 ⇒ (13) + 19 = 32

ezekial joings Larisa for a prayer and as he rises something catches his eye. What have we here. It seems Erastil provides. I do not think the owner of these would object to our use of them in our cause.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

"Not terribly surprising," Seres replies to Kess. "The real question is: who is using the crow to spy on us?"

Still blinded?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor notes the crow as well and then points to the smoke rising from the stockade, ”Someone is here or was recently. Maybe we can discover some clues”


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Larisa gathers the scrolls reverently. "I agree Zeke, thank Erastil. We should return to the others, Veronica will want to see these."


Story Narrator

You approach the fortification on the southern hill. The stockade’s gatehouse towers are composed of fifteen-foot-tall sharpened stakes, fitted tightly together to form a solid wooden wall. A ladder-accessible platform has been built into each wall, ten feet above the ground. A number of helmets are barely visible over the edge of the wall.

The wooden stockade gate door stands closed before you.

The fort map is up on Roll 20.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Seres sits upon his horse, relying on the others to guide him along.

"You see helmets, but no people? Sounds like a trick."


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

"I agree, Zeke maybe a little reconnaissance wouldn't go amiss." Larisa says, clapping the man on the shoulder.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I can do that. But I recommend we fall back and rest. I would not assault a fort, even a sparsely guarded one, with Seres still blind. Those gates are closed. And my scouting will likely ring the doorbell if anyone is home. Other than walk around the exterior I will need to climb the wall and its out in plain sight.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

"Anyone have any sort of invisibility or flying spells to aid Ezekiel's scouting?"


INACTIVE - GAME DIED

Veronica shakes her head in the negative.

"I'm inclined to agree with Zeke, we should be wary, and having both Seres and Whitetalon blinded until I can cure them on the morrow puts us in a bad position. I'll work with whatever the group decides... but I think it might be an unnecessary risk. Especially since we don't know if anything out here might try to interrupt us while sleeping - if we exhaust ourselves in a dangerous exploration and then something comes in the middle of the night, we'll be even worse off," she adds.


Story Narrator

You just rested for the evening - see above.


INACTIVE - GAME DIED

Oh, my mistake. In that case I'd cast remove blindness on both Seres and Whitetalon.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Does that fix it?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Are we going to lose the epic avatar, you mean?


Story Narrator

Both Seres and Whitetalon regain their sight after Veronica's healing.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Awww, lol

Seres blinks a few times as Veronica's blessing repairs his ravaged eyes. "Thanks! I always said I'd never want to walk in a blind man's shoes... I'd constantly be tripping over things!


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Now that's clear, back to scouting ...


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Zeke will finish his scouting, correct? Or are we waiting for something else?


Story Narrator

Ezekial hasn't posted any action.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Zeke always scouts. :) His plan is to try to complete a circuit of the place, not getting too close and taking no chances to be seen.


Story Narrator

Ezekial carefully circles the perimeter of the fort. He notes that there is both a eastern and western gatehouse overlooking the fort palisades. A large blockhouse, with an overlook and watch post, rises above the walls on the north end of the fort. Ezekial notes more helmets are visible over the edge of the western blockhouse wall.

Perception Check 1, DC 20:

The helmets on the eastern gatehouse are propped up with sticks.

Perception Check 2, DC 20:

Most of the helmets on the western gatehouse are propped up with sticks, but you see the movement of at least one guard cross the cracks of the palisade.

dice:

Stealth: 1d20 + 19 ⇒ (5) + 19 = 24
Perception: 1d20 + 7 - 5 ⇒ (11) + 7 - 5 = 13
Perception: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Perception: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

If Ezekial reports his scouting, Seres will cast invisibility and animal aspect - tree lizard, then move up to the palisade. He climbs the wall and peers over the side.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Perception 1: 1d20 + 19 ⇒ (15) + 19 = 34

Perception 2: 1d20 + 19 ⇒ (14) + 19 = 33

Ezekial is quiet and observant. This is not his first scouting mission. He reports his findings to all. Everyone please read the spoilers.


INACTIVE - GAME DIED

”At least there is someone here,” whispers Veronica as Zeke reports back. ”Unlike the rest of the town.”

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Aye. An armed force occupying this fort is our first real hint of an organized threat that might explain what happened to this town.


Story Narrator

Seres, in lizard form, easily climbs the eight foot walls of the palisade. On the other side he sees the two gate towers and a block house, as well as several small buildings in the fort's courtyard - storehouses, an outhouse, a corral, a tool shed and a well.

Standing on the far western gate house he sees a single lanky gnome with a pointed ears and bald head. The gnome wears armor and holds a halberd. The gnome is cautiously peering through the slats of the palisade - looking west.

Knowledge, Nature DC20:
The creature is a fey cousin of the gnome - a spriggan. Spriggans are legendary for being capable of growing to giant size.

Roll 20 has been updated.

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