Kingmaker: The Stolen Lands [Gestalt]

Game Master Æroden

Progress of Exploration, Map.

NPCs...

Loot

Kingdom Stats

Here is the battle map.


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HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

so my spell failed?

Silver Crusade

Nearly Gods Upper and lower

Round 5

Initiative:

22 Bandits West T

18 Krazok & gang

14 Bandits G

24 Fizzy
9 Torq
7 Selena

13 Wolves

23 Vik
21 Rekka
9 Klaus
6 Xantria
5 Fionn

8 Bandits East T
11 Kessel

the bandits in the trees scoff at the dragonkin and rain down arrows on them. Arrows rain back, Krazok take a mighty swing at the tree and shakes the whole thing. Scorching rays also shoot up at the bandits. The bandits quickly throw their bows over the side.

The bandit next to Vik drops his weapon, drops prone and begs for mercy.

Seeing the werecat attack and the halforc pummel his friend the bandit moves back, This is crazy, I don't want the business end of that flail, nor those claws. He is taking full defense, though not attacking.

The bandit between Torq and Xan continues to attack with his longsword, 1d20 + 3 ⇒ (5) + 3 = 8

Silver Crusade

Nearly Gods Upper and lower

Selena advances on the one taking full defense, "Now you drop your weapon and lie down and I won't have to use my claws or teeth." 1d20 + 10 ⇒ (5) + 10 = 15 Intimidate Check. He quickly drops his weapon and drops prone.

The wolves can be heard in the background, though not getting nearer or louder.

Fizzy & Torq

Vik will attack the dazed bandit. 1d20 + 7 ⇒ (2) + 7 = 9 attack, 1d8 + 3 ⇒ (6) + 3 = 9 damage. Miss.

Rekka quickly comes around the tree casts cure light wounds 1d8 + 2 ⇒ (1) + 2 = 3, then check his vitals.

Klaus

Xantria will join in on attacking the foe between her and Torq. 1d20 + 9 ⇒ (20) + 9 = 29 attack with flank, 1d8 + 3 ⇒ (7) + 3 = 10 damage.

Still to go: 8 Bandits East T _ and _ 11 Kressel


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

rd 5

Fizzy frowns at his spell failing, but continues his song.

then he moves to torq and heals him again

clw 1d8 + 2 ⇒ (1) + 2 = 3

Silver Crusade

Nearly Gods Upper and lower

Fizzy's spell failed in Round 4.


Round 5

Torq takes a mighty swing at the bandit between him and Xan..
Attack+inspire+flank+pa: 1d20 + 9 ⇒ (17) + 9 = 26
damage+inspire+pa: 1d10 + 10 ⇒ (4) + 10 = 14
sneak: 1d6 ⇒ 6 all damage is non-lethal

Bite: 1d20 + 3 ⇒ (17) + 3 = 20 keep forgetting about the bite attack lol
dam: 1d4 + 8 ⇒ (3) + 8 = 11
sneak: 1d6 ⇒ 5

If the bandit drops Torq will go up and around, avoiding AoO, and get adjacent to the bandit next to Xan


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Round 5

Move:
Klaus marches 10 feet to the east.

Standard:
As he does so, he thrusts his right hand outward, sending a bolt of force to crack against the back of the dazed bandit's skull.

1d4 + 1 ⇒ (3) + 1 = 4

[spoiler=Free]The wizard adds his voice along with the others as he assaults the bandit with nothing more than a wave of his hand. "Submit and survive! Don't and die!"

Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16

Silver Crusade

Nearly Gods Upper and lower

Torq knocks out the foe and takes a massive bite out of his shoulder.

Now that her original foe is obliterated, she turns to the woman and slices good.

Kressel takes two swings at Xan, and chops her once, getting past her defenses and armor giving her a wound in kind. 1d8 + 3 ⇒ (3) + 3 = 6

The arrows from the tree come down again, this time on Torq.
1d20 + 5 ⇒ (9) + 5 = 14, 1d20 + 5 ⇒ (14) + 5 = 19, 1d20 + 7 ⇒ (20) + 7 = 27
Two of the arrows hit doing 2d8 ⇒ (1, 4) = 5 piercing damage, while the other one Torq dodges.

Silver Crusade

Nearly Gods Upper and lower

Torq look back at the damage and healing you have taken, I think your HPs should be lower. I have to run again, I will check back after bible study.

Round 6

Initiative:

18 Krazok & gang

14 Bandits G

24 Fizzy
9 Torq
7 Selena

13 Wolves

23 Vik
21 Rekka
9 Klaus
6 Xantria
5 Fionn

8 Bandits East T
11 Kessel

Another scorching ray hits the archers above you. One of them drops from his perch.

The bandit in front of Vik drops and plays dead.

All of the bandits on the ground are out cold, poisoned to sleep, dead, or begging for mercy. Kressel has a murderous look in her eyes and does not look to be giving up any time soon. The two archers seem to be wary of their next moves.

Torq, Finish Her! Klaus make it happen. Fizzy make them sparkle. :P
You heroes are up!


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

rd 6

Seeing the boss in a bad way Fizzy swaps out his Inspiring one to one of mockery. He ridicules her form, and her hair, and her clothing.

He Mocks Kressel [DC 16 Will or -2 to attacks and skills until she harms Fizzy.

Then Fizzy drops prone

MOCK INFO HERE

Silver Crusade

Nearly Gods Upper and lower

1d20 + 1 ⇒ (14) + 1 = 15 Will save for Kressel, if she fails she will go after Fizzy before anyone else.


I had been keeping up :).. I took 19, dropping to 3hps.. Drank a potion and got healed by fizzy twice, putting me back to 17.. Im at 12 now.. And not to be a pooper to myself but i feel i should tell you that you rolled a 20 on me and didnt roll to confirm..

Round 6

Torq unleashes his furry on the one named Kressel.. "You should have surrendered!"

attck+inspire+flank+pa: 1d20 + 9 ⇒ (17) + 9 = 26
dam+inspire+pa: 1d10 + 10 ⇒ (2) + 10 = 12
sneak: 1d6 ⇒ 4

bite: 1d20 + 2 ⇒ (16) + 2 = 18
dam: 1d4 + 8 ⇒ (4) + 8 = 12
sneak: 1d6 ⇒ 5

Again all damage is non-lethal. I think if its alright with you Blood you can just consider it non-lethal unless otherwise noted, so i dont have to say that everytime lol]


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Round 6

Standard:
Seeing that Torq is engaged with the leader of the bandits and very likely taking her down, Klaus lets the archers know what they should do by lifting his hand in their direction, his fingers curled under the palm, and then explosively uncurling his fingers, sending another burst of force in the direction of one of the archers.

1d4 + 1 ⇒ (4) + 1 = 5 damage

Silver Crusade

Nearly Gods Upper and lower

Thanks Torq, yes you have that lovely feat which allows blunt damage to be non-lethal. Though your bite attacks are lethal. I am pretty sure I confirmed it, though I know I rolled for the % and it was just a heavy hit, no other negatives. I will try to keep on that. :)

Torq drops Kressel, the other archers in the tree recognize that they are overwhelmed and throw down their bows. Those archers also respond, "We give up, please have mercy on us." They then drop down a rope ladder.

Battle is over, the dragonkin run down the bandit that is fleeing North. Though the wolves get his scent quick and pull him to the ground. They pause for a while seeing karma and nature's justice.


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Klaus' indomitable "take charge" personality, well, takes charge as the wizard immediately begins directing orders. Or perhaps requests politely disguised as orders.

"Krazok, please assist Vik and the Captain in binding these prisoners of war. Two back to back will spare us rope and make them less able to escape on their own two feet. Corral them all here," he says, gesturing to where there had apparently been a bonfire, perhaps for cooking, as well as logs to sit on.

"Torq. If any of our number are injured, let us see to them first if they require immediate aid. Then take your best eyes with you and scour this camp for plunder." He amends himself, so as not to sound too piratical. "And any insight into their operations before we start asking questions."

In the meantime, Klaus stands over, appearing to "supervise". In reality, he has another arcane bolt readied to fire at the nearest bandit who acts up violently or attempts to escape.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy rushes over to Selena

Are you alright Fuzzwiddle? Do you need healing?

If she is healing on her own Fizzy will dance over to Torq and heal him again

1d8 + 2 ⇒ (2) + 2 = 4


Vital:
HP: 46/25, AC: 29 _ T: 20 _ FF: 19, Perception +13, Sense Motive +9, Initiative: +5 _ Fort +2 _ Ref +8 _ Will +7 (+9 vs. Ench) CMB +5, CMD 20, Speed: 30 _ Perform (Dance) +7
Skills:
Acrobatics +12, Appraise +8, Bluff +8, Climb +10, Diplomacy +7, Disable D +12, Animal +7, Heal +6, Escape +9, K(local, Nobility) +8, Linguistics +8, Ride +9, Spell +8, Sleight +9, Stealth +16, Surv +5, Swim +10, Use Magic+8

"Yes healing would be nice, though it looks like others may need your healing more than me. Thank you for that healing." Once Fizzy heals her she slips into the shadows and vegetation.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fuzzhealer! You are needed!

Fizzy goes about stripping the bandits of gear and searching them, probably with help from the Sly


Hmm.. The bite is considered all 3 types.. So couldnt he make it none lethal as well?

Torq takes a breath and starts looking for the most critically injusred, but quickly realizes he no doctor.. "Umm im not so good determining whos hurt more than others.. Maybe someone more proficient whould do that.. I dont mind looking for loot though and im also gonna retrieve there traps for future use.."

Taking 20 for 26 perc., seaching pack, bags, chest etc..
perc.: 1d20 + 7 ⇒ (15) + 7 = 22 looking for traps along the way

Im also going to retrieve the traps he disabled along the way if possible


Male shocker lizard?

"You callith the Sly, I help!" Sly quickly darts out from under some place and joins in the looting with Fizzy.

Silver Crusade

Nearly Gods Upper and lower

Rekka the rat is healing already, she got to Fionn and stabilized him, and continues to move from one ally to the next healing as necessary first, then coming back for those that need more.

Bite damage, especially a humanoid would be piercing and lethal. I am not for sure how you can make it nonlethal. Are you going to pull out your teeth and gumm them to death? LOL.

Torq would have just bypassed the traps, I thought. There are about 20 traps, the only ones you can recover are the bear traps, and there are 7 of those. Roll 5 disable device checks.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Fizzy natters back and forth with Sly in Sylvan, retelling the events of the battle and the glories that he orchestrated.

As soon as Fizzy finds the apples he puts them ALL into his pack.

After a few moments, content with the pile that he and Sly are making he digs in his pack and pulls out a piece of the mediocre cake. He goes in search of Selene

Selena:
Thank you for saving me Fuzzwiddle. Have a piece of cake. When I make pie tonight I will make a special one just for you. I am sorry about those arrows. That must have hurt.

Fizzy smiles at her, leaves the cake and, if she says nothing, he dances back to the looting.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Bites are considered Piercing slashing and blunt because of the bite down tearing and then force of the jaw. However, I would say that because it does P and S as well that there is no way that Bludgenoer can apply to it. just my 2 cents

Silver Crusade

Nearly Gods Upper and lower

Krazok and his dragonkin move the bandits over to the camp fire, tying them up to each other in twos, according to what Klaus said.

One of the dragonkin is watching the wolves.

Vik and Xan stand watch while the others collect the conscious and the unconscious.

Silver Crusade

Nearly Gods Upper and lower

Maybe slashing and piercing, though I would say that the bite of a humanoid would be either slashing or piercing. Torq do you have some massive tusks or are you chewing? Yes I know you have some teeth that jut.


Alright the bite will just have to be lethal then.. And i'm not trying to get all chomped up by bear traps, so they can just stay..

"Well i think we did ok, doesn't appear that anyone on our side got killed, which is good.. So besides resting, what's next on the agenda?'


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Torq:
The nice thing about bear traps, if you find them you may simply disarm them by using a stick to hit the panel.

Krazok approaches Klaus, Torq, Fizzy, and the rest of the so called leaders. "My tribe will move here to support our Chosen. I will remain, though the rest of them must go and collect our kin."

Vik responds, "Would it not be better for me to return and learn more about what it means to be Chosen?"

Krazok sees Vik's logic, "Yes Chosen, we shall be off then."

You all know how to impact NPCs in different ways, here is your last chance for a while, if you wish to interact with Vik or the dragonkin.


Male shocker lizard?

Fionn comes too, though now seems to be a changed man, having almost died again. It might be taking its toll on him.

"Bye, bye, nice to meet you all, see you later! Vik we will miss you, but I understand."

"What you do now biggens?" Sly looks from one to the next.

Xantria waves goodbye to Vik, but keeps an eye on the bandits. Yes they are all tied up, but she has taken on the role of their jailer.

Silver Crusade

Nearly Gods Upper and lower

There is much loot, below the tree next to the campfire. The tree where the archers perch is.

Loot:

3 potion of cure light wounds
12 studded leather armor,
5 leather armor,
7 clubs,
2 horses,
4 hide armor,
6 short swords,
6 long swords,
6 longbows,
14 daggers,
85 gp
100 gp of equipment,
2 months of food,
50 lbs. firewood,
3 bear traps,
4 tents,
321 sp, 90 gp,
three crates of furs and hides worth 50 gp per crate, and
a polished wooden case of potent greenish herbal liquor. There are
still eight bottles with liquor left in them, each worth 20 gp.

Loot and Appraise DC 20:

2 mwk handaxe,
a pair of silver earrings worth 150 gp,
a wooden music box worth 90 gp,
MWK comp. longbow Str +2
10 silver arrows

captured bandit, Diplomacy or Intimidate DC 5:
A captured bandit can inform the PCs that if the Stag Lord doesn’t get this shipment, he’ll
likely grow more aggressive.

They reveal that a couple of bags of loot were stolen just yesterday by a group of filthy mites—the annoying little bastards escaped with both bags, and the bandits believe that they’ve fled to their lair under the old sycamore tree, but no one’s been eager to go try to get the stolen loot back since the majority of those bag’s contents were just copper coins and some cheap-looking trinkets.

These thugs are dissatisfied with the rule of their master, whose grip on reality seems to be slipping into the bottom of a whiskey cask.

“Our boss is a monster of a man. Calls himself the Stag Lord. He’s a deadeye with the bow, and I saw him crush a prisoner’s hand to mush in one fist. Come to think of it, I’ve never seen him without his creepy stag helmet on—some of my friends think he ain’t got no face under it, but not me—I think that creepy helm is his face!”

captured bandit, Diplomacy or Intimidate DC 15:

“It’s hard keeping track of who’s working for the boss,
so we use a master phrase as a sort of password to get in
to the fort on the northeast shore of the Tuskwater. Unless
it’s been changed recently, the current phrase is, ‘By the
Bloody Bones of St. Gilmorg, who wants to know?’ And no,
I have no idea who ‘St. Gilmorg’ is.”

“The Stag Lord is a bloody drunk. All that booze under the
platform’s for him. He's half of what he used to be, and ain’t
never been right in the head. A few weeks ago he punched
my horse for spittin' in the yard. Personally, I wouldn't care
if he dropped dead tomorrow, but even drunk out of his
mind he's still got a fair amount of fight to him.”

captured bandit, Diplomacy or Intimidate DC 20:

“The Stag Lord keeps a strange old man locked up in the
basement. I suspect the old guy might actually be running
the show, using the Stag Lord as a puppet, you know. I got
a look into the old guy’s eyes once, and it terrified me. He
ain't someone I'd want to cross.”

XP:

Camp = CR 1/3 # 15 = 135 x 12 / 6 = 270xp each
CR 1 # 1 = 400 / 6 = 66 xp each

XP @ Olegs:

Camp = CR 1/3 # 5 = 135 x 5 / 6 = 112xp for Fizzy and Fionn
CR 1 # 1 = 400 / 6 = 66 xp for Fizzy and Fionn

Any other encounters or experience suggestions that you should get?


Hmm.. With his newfound knowledge he would have just tripped them and then collected the traps

Torq will approach Krazok.. "Do you have a moment to speak before you leave?"

Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25

GM:

I wouldn't mind a few xp for bypassing the traps in the woods :)

Torq will fill everyone in on his knowledge gained from the cowering bandits.. Reading the boxes ok for that Blood?

After examining all the loot.. "I wouldn't mind one of those cure potions to replace the one i just used.. And what is this green drink?" Poping the cork he'll take a smell and then a small taste..


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

Trap XP is typically divided amongst the party who employed their rogue to disable the traps, rather than having a rogue glut on XP from singularly disabling traps.

Torq performs well when it comes to getting the bandits quaking in their boots, and Klaus claps him on the shoulder and gives him a smile. He doesn't say why, but praise for the half-orc's dominance over them is implied.

The wizard then demands locations from the bandits so that he can mark them on the map of the area provided by the charter: specifically, where is the Stag Lord's hideout and where is the old sycamore tree?

"And now I ask myself," he says to the bandits, "why I did bother to show you mercy, knowing some of you will be greedy enough to flee to this Stag Lord's hideout and warn him of our advance, hoping to carve out some position for yourself in the ranks of simple highway robbery. Hoping to be like your slain leader here," he gestures to the downed woman, "the only one of the lot of you deserving of any respect. Look at her."

He allows the silence to take over as they become aware not only of her corpse, but the corpses of any of the rest of the bandits that have been dragged here. Klaus lets the prospect of death's finality sink in.

"I have spent this time marking each and every one of your faces. If I should cross paths with you again at the Stag Lord's hideout, there will be no mercy a second time. The only thing that awaits you in the company of your drunken master is death."

He makes no move to release the bandits. As far as he is concerned, once they are gone with all the goods, they can find a way to untie and release themselves. In the meantime, Klaus gives Vik and Fionn a parting gift of one of the bottles of herbal liquor each, if they will accept.

He then offers to aid another for appraise...

1d20 + 5 ⇒ (2) + 5 = 7

...which he fails to do, being all but useless for the time being of any use to someone with actual working knowledge of these things' value, and then spends some time identifying the potions by casting Detect Magic and peering at them for a few minutes apiece. (Taking 20 since we are in no rush, so I assume that means they are identified as Cure Light Wounds pots.)


I was more or less reminding him of the by-passed traps not wanting all the xp for myself..

Torq listens to the Wizards question and eyes the captives.. "Better be telling my firend here what he wants to know.. Because ill bite your fingers off if you dont!"

Know local or dung for what a mite is?
local: 1d20 + 6 ⇒ (7) + 6 = 13
dung: 1d20 + 5 ⇒ (6) + 5 = 11


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Int1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25 Fizzy Casts haunted fey aspect on himself and walks amongst the prisoners. Fizzwiddle is not happy with you. You have been shown mercy, but it is only contingent on your telling us everything you know. You have seen what my friends can do, you have not seen what my hammer will do to your knees, hands and faces... dramatic pause...and your other tender bits. SPILL IT!

Appraise1d20 + 3 ⇒ (20) + 3 = 23 Fizzy putters around through the loot and on occasion stops Oooooo. That is nice. He puts some things in a seperate pile, things worth more money. The second pile contains

2 mwk handaxe,
a pair of silver earrings worth 150 gp,
a wooden music box worth 90 gp,
MWK comp. longbow Str +2
10 silver arrows

is anyone keeping track?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

CAPTAIN! Fizzy runs and hugs Vik's leg. I will miss you in the Fizz. Perhaps when you get where you are going you can send me some pie?

Fizzy looks miserable. Then he pulls out the remainder of the cake. Here take this.

Fizzy plops down next to the Sly looking as sad as can be.

Silver Crusade

Nearly Gods Upper and lower

Understand that the potions are not identified yet.

Torq, Fizzy, and Selena Gain 250 xp for bypassing the traps.

Torq that should work, since you pump them for the information, and they relay what they say, to not just you. I just needed someone to be successful with one of the checks.

Torq, it is some strong alcohol.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

"Yes, Torq... you have my attention." he stands waiting to hear what you have to say.


"Ive been noticing the way you swing that huge weapon of yours and i assume you learned that technique from one of your elders yes? I was curious because i am always looking to better my swing.. It would be a pleasure for you or your teacher to show me the secret of such devestating power sometime.. Well that is if thats allowed.."

What xp track are we on Blood?

Silver Crusade

Nearly Gods Upper and lower

Klaus' speech has the intended purpose on the bandits. Though all bandits with the blue circle are out cold one way or another.

With Torq's threats and Fizzy going all ghosty and his threats, it makes sense why you got a 30, let alone them seeing the half-orc taking bites out of their friends earlier.

Fizzy, didn't you know. You were! No, but I would appreciate it if you would. Otherwise we get to hunt the posts!

Yup it is sad that so many have dropped. I really hope we don't lose any more.

Silver Crusade

Nearly Gods Upper and lower

Well right now we are on medium track, if you guys start becoming Gestalt it will become slow track.

"I could teach you my ways of fighting, though that could take several moons. It looks like we are leaving soon."

NPCs and Diplomacy:
Remember you can always do a diplomacy check to make their attitude become better or to recruit them to stay with you.


"Well that is a shame.. I had hoped to learn some of those tree breaking skills.. You sure you can't stay around? Im sure we'll have plenty of things to bash in the coming months.."

dip: 1d20 ⇒ 19

Bout the best i could hope for considering i have no ranks or cha lol


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Diplo 1d20 + 10 ⇒ (7) + 10 = 17

Yes stay! Mr. Tooth needs to learn those things, and...and the Captain has to help me pick a new captain...and...I have to make a celebratory pie!

Klaus make sure you add all that other loot from earlier. Fizzy is still hiding his box with the gems and sphere. But he will let you try to ID the bag and the Vest. Really glad you are doing that, I am terrible at that stuff!


Male Human
Vital:
HP: 2/23, AC: 20_ T: 16_ FF: 18, Perception +3, Initiative: +2, F: +4_/ R: +3_/ W: +5 (+1 from Bastard), CMB: +2, CMD: 14, Speed: 30
Wizard (Evoker) 3
Other Skills:
Heal +1 (+4 to treat poison), Intimidate +4, Knowledge (A) +11, Knowledge (D, E, G, H, P, R) +9 (+10 G,L,Na) Linguistics +11 (+13 to make forgeries, +15 to make forgeries to Brevoy), Spellcraft +11

NPCs and Diplomacy:
Yes. That is for note to our PCs who have ranks invested in the skill. I purposefully do not, as Klaus never cared to learn the finer points of diplomacy since, in his personal philosophy, concession often equates with failure. Though he does recognize when it is useful. In this situation, he knows he is dealing with a bunch of thugs and thieves of questionable loyalty; to him, they are too mercenarial to recruit without assuming a cost (either expense to maintain them as a martial unit, to pay them wages for service, or inevitably to pay for their betrayal).

If the map shows us that the hideout where the Stag Lord is at is to the south of the Thorn River Camp...

...Klaus approaches Vik, Fionn, and Krazok with an offer. "Your kin are to the south, and we travel in that direction, as well. Let us divide our camps, move south, and then break camp together one last time tomorrow night before we resume our campaign against the Stag Lord, and you move south for home. Your assistance in today's battle was critical, and I am sure the gnome would like to see you off with some kind of...baked something-or-other."

In the meantime Klaus asks the bandits where the cart is they use to transport their goods from this Camp to the Stag Lord's hideout, which he assumes must be somewhere in the vicinity. If they point out where it is, he finds it and lashes two of the horses to it, loads it up with their spoils of war and informs the assembly that they may depart.

If there is no cart to transport the goods, then he either sends a messenger back to their main camp to bring one to this site to load up the goods or loads up our horses as much as possible with the stuff to take back to camp and reorganize it appropriately.

Unless anyone objects or attempts to diplomatically employ the bandits for help in moving their equipment, Klaus is content to leave them sitting there unconscious and/or tied up.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

also we have to do that task for the potion man as well


Vital:
HP: 46/25, AC: 29 _ T: 20 _ FF: 19, Perception +13, Sense Motive +9, Initiative: +5 _ Fort +2 _ Ref +8 _ Will +7 (+9 vs. Ench) CMB +5, CMD 20, Speed: 30 _ Perform (Dance) +7
Skills:
Acrobatics +12, Appraise +8, Bluff +8, Climb +10, Diplomacy +7, Disable D +12, Animal +7, Heal +6, Escape +9, K(local, Nobility) +8, Linguistics +8, Ride +9, Spell +8, Sleight +9, Stealth +16, Surv +5, Swim +10, Use Magic+8

"I can take the line of bandits up to Oleg's for work. They won't make a move against me or face the claws." Selena says plainly as a suggestion.


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Will you come back?

Fizzy again is on the verge of tears, too many people have him recently.

[diplo 1d20 + 10 ⇒ (13) + 10 = 23


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

"We will travel with you if you choose, or just make camp with you. If the chosen is fine with it I may stay with you." He looks over at Vik, waiting for a response.

Vik replies simply, "Yes I think it would be good to have a strong arm to be with you since I will be leaving to learn the ways of the dragon. I give my blessing for you to train and protect my friends."


Vital:
HP: 46/25, AC: 29 _ T: 20 _ FF: 19, Perception +13, Sense Motive +9, Initiative: +5 _ Fort +2 _ Ref +8 _ Will +7 (+9 vs. Ench) CMB +5, CMD 20, Speed: 30 _ Perform (Dance) +7
Skills:
Acrobatics +12, Appraise +8, Bluff +8, Climb +10, Diplomacy +7, Disable D +12, Animal +7, Heal +6, Escape +9, K(local, Nobility) +8, Linguistics +8, Ride +9, Spell +8, Sleight +9, Stealth +16, Surv +5, Swim +10, Use Magic+8

"Yes, I will come back in all haste, I just thought it would be best if we got the bandits some place to either to start repenting or find a block." She grins, "I do not like evil men."

Fionn speaks up now that he is awake, "I will be taking these fools with Selena to Oleg's outpost, it needs to get done, before I can continue to venture forth."

Xan joins in Fionn's sentiments as well.

"If they are heading North with the prisoners, maybe I should stay with you Fizzy. But it is up to you where I go."
_______
The bandits would explain where the sycamore tree is and the stag lords base, the ruined monastery.

Silver Crusade

Nearly Gods Upper and lower

LOL.

The people going North with the prisoners: Alexandra and her mercs, Fionn, and Xan.

The captain of the guards from Oleg's outpost rushes up from the path from the North. "Hurry we are being waylayed at our camp, an Ogre and a band of goblins!" With that he turns his horse around and puts out a hand to help someone up, to get them quickly to the camp.

Vik grabs the captains hand and they are off quickly as well.

Fionn, jumps up onto his horse and does the same motion to Xan. She grabs him and they rush off.

What do you do?


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Xan you should probably be part of the escort, they will certainly need help back at Oleg's

lets thin out the NPC's a bit!

Come back safe Fuzzwiddle!

Fizzy goes over to Rekkla

I have been wondering Fuzzhealer. Where did you get such a wonderfully Fuzzy friend? Can you help me find one? I like Fuzzy, and I like friends!

DM I suspect you will have to do the interaction


I will take as many bear traps as i can.. storing them in the wagon or on a horse..

"Good Krazok, i'm glad you decided to stay and help me train.. You will not regret it.."

Torq turns at what the captain has said.. "Never a dull moment around here.. Come we must help our allies.. To Arms!" He rushes off after the captain, beckoning the rest to follow..

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