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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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

"Bloody hells."

This and other vile curses spit from Klaus' lips as he looks between the Captain from the camp, the goods being loaded on the horses, the bandits, back to Vik retreating on horseback with the captain, to the bandits again, to Fizz, and then to Fionn leaving as well.

He continues to badger a bandit about the cart, this time removing his club and threatening to knock his teeth out if he doesn't tell the wizard where the cart is at, posthaste, so that it can be loaded with the goods and returned to the camp which is presently under attack.


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

I was making my post when you posted that and I missed it

For the Fizz!!! Fizzy follows the others, hopping onto the back of Vik's horse.


Torq will grab up one of the spare ponies and hop on.. "Anyone want a ride? Hop on if so.. Lets go!"


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

Mr Tooth take the Fuzzhealer! Be careful with her!

Hmm, maybe Mr. Tooth wants to be the Fizztooth. Possibly the new captain...


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

"We're going to need both of those horses and a cart if we're going to get all of this stuff out of here! Don't just ride off on it and expect it all to be here when you maybe get back! Not with these thieves still tied up here!" he shouts at Torq.


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

Here take the Fizzhorse!

Fizzy rides his horse next to the cart.

Come Wizz not of the Fizz! We must kill some goblins!

Fizzy Launches into song 1d20 + 10 ⇒ (6) + 10 = 16

The time is near
So near it's stirring the blood in their veins!
And yet beware
Don't let the wine go to your brains!
For the army we fight is a dangerous foe
With the men and the arms that we never can match
It is easy to sit here and swat 'em like flies
But the national guard will be harder to catch.


Torq yells.. "Surely there is someone willing to stay and watch the spoils and prisoners.. Krazok can you have one of your men stay?"

He grabs for the ratkin.."Come Rikka.. hold tight."


Bedtime.. Will catch up tm.. Go team!

Silver Crusade

Nearly Gods Upper and lower

Oh sorry, "the cart, it is over there, can't you see it I thought you were just messing with us." The cart is on the map, in the SW corner of the map.

The dragonkin just stay, willing to watch over the prisoners.

Once Torq, Rekka, Fizzy, and Klaus get to the original camp. The fight is over. It must have already been mostly over. Goblin bodies lie about in multiple pieces. The Ogre can be seen being skewered by Fionn in the distance. Bearn and one of the twins have been smashed up real good. The twin will likely lose the leg, while Bearn has a few minutes to live, his armor holding his guts in place. Being stuck by goblin daggers can be a real bad way to die.

Perception Check DC 22, 27


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

When Fizzwiddle brings his horse close to the cart laden with their goods, Klaus lashes it down and then hops on the other horse they found at the campsite, also lashed to the cart. The gnome's inspiring words don't have Klaus abandoning his goals, but he does go about them with vigor and precision so that they can make it to camp in time to...

...bear witness to the carnage, apparently. He curls his lip and directs the horse and cart around a clump of dead goblins. Unsuccessfully, however, he realizes, when he hears the sound of little bones crunching under the wooden cart wheels. He surveys the scene.

Perception:
1d20 + 3 ⇒ (10) + 3 = 13

Not seeing much of anything vitally important, he quickly unlooses his own horse from the cart and hies it towards Fionn slaying the ogre, just to make sure the elf has the battle under control.


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

perc 1d20 + 9 ⇒ (11) + 9 = 20

Baern, you are a hero. This camp will never forget you. Go to your god with pride

Silver Crusade

Nearly Gods Upper and lower

The Ogre is dead by the time Klaus gets within 60 feet of it, you can still cast a spell if you want.


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

Fizzy calls to Rekkla to see if she can do anything for Baern, or the twins.

After all of that is done, he inquires again about how he can find his own Fuzzy critter.

he is obsessed now!


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

ok I am obsessed now. what can i say, a fuzzy critter that i can talk to as much as i want?! hello ridiculousness. his first skill will be baking!

Silver Crusade

Nearly Gods Upper and lower

A fuzzy creature that bakes, good luck with that.

Rekka shakes her head back and forth slowly, "There is not much we can do for him. If anything we can end his suffering. It looks like many of his vital organs may have been ruptured. The others have simple wounds which I can heal, though that leg looks nasty, we will have to set it right then heal it some. Torq would you hold him down please, stonefire would you help too. Fizzy find some leather for him to bite down on." So begins Rekka's healing abilities.

She tells you that she will inform you on the trip South, Fizzy.


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

I believe!

Fizzy cuts a strap off of his armor and tells the twin jokes to distract him. 1d20 + 10 ⇒ (3) + 10 = 13

he will use mending to fix it later

Silver Crusade

Nearly Gods Upper and lower

LOL, that is grand, and it works too!


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

The ogre topples. Klaus brims with pride at the sight of Fionn skewering it to death. Somewhat pacified by Fionn's victory, Klaus inquires of a single guard who was here during the attack.

"Where did they come from? Who and what have we lost?"


Upon arriving at the campsite Torq hopes off his horse and rushes to help the wounded.. At Rekka's guidance holds the man so she can set his leg properly.. "Where did these damnable insects come from.. What a shame to loose such fine companions to a stupid ogre and gobos.. I say we tend to them best we can here and get back to the bandit camp to rest.. It seems a bit more defendable.. Well unless were set upon b way superior numbers haha.. Till we can make other plans anyways.."

Silver Crusade

Nearly Gods Upper and lower

"They came from the plains, from the East. We have lost my brothers leg and him in a fight. Bearn is gone now."

The group nods in Troq's assessment and once the leg is set and healed some, putting the wounded half-elf twin in the cart we head back to the bandit camp.


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

War is hell, Klaus thinks, and then wonders whether any of these people, like him, had signed up with the foreknowledge that bloody war and battle would be an absolute necessity in taming these wild lands. That brother is fortunate to have only lost a leg, when two of their number now have lost their lives.

"My condolences. Perhaps the two of you should take one of our horses and head back to Oleg's where he may recuperate. If an infection sets in on the battlefield, it could prove fatal."


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

What do you think Wizz not of the Fizz? I think Xan, and Fionn should acompany them back to Oleg's and secure it and keep it safe, while we continue on to the Stag camp.

Klaus might pause at such a moment of lucidity out of Fizz.

Then Fizzy slaps him on the thigh and dances over to Rekkla while singing a Fey song, and speaks to her.


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

"Yes. Yes, I believe that is-"

SLAP.

"Damnit, gnome, why must you slap my flank like I am a bar wench?!"

The outburst is impotent in the grand scheme of things, though, and the wizard helps Fionn get the wounded twin secured on horseback and gives him a long and somewhat defeated goodbye before they ride off towards Oleg's. And the rest of them go to make camp by the Thorn River hideout.


Torq listens to the two.. "I think thats a good idea.. There is an alchemist and a priest there as well.. Perhaps between them his leg can be saved.. Come we must extract the finer details of the Stag Lords encampment and set our plans of attack.." He thinks a moment.. "I honestly think subterfuge will be better this time.. I believe that green liquor might have given us an edge over him.."


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

Fizzy pauses mid song and dance and stares at Klaus, utterly confused.

I can spin a tale for him! What shall I say?


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

"The password the bandits gave us, in order to gain entry," Klaus begins, and then elaborates, thinking it through. "Then we attempt to pressure our way to the Stag Lord himself with a special delivery."

He nods to Torq, it being mostly his notion, and lifts one of the bottles of vino verdigris. "Then we let him get good and drunk and while he is we take out his guards and then him. Ideally when he is too sloshed to lift a weapon. From what I understand, we don't want to let him get his hands on a bow and arrow..."


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

crap what was the password?

Mr. Tooth maybe you want to hide in one of the crates?


Torq nods at Klaus.. "My thoughts exactly.. Although they said he was still a challenge being drunk haha.. We dress as the bandits and with some simple coercion we may gain entry and make our delivery.. Perhaps a story of Kressel sending us would lend help to it.."


"‘By the Bloody Bones of St. Gilmorg, who wants to know?’ is the current phrase if we're to trust our bandit friends.. I'm fairly certain they were telling the truth with their fingers on the line.. And let us not forget about this man locked up in the basement.. He could be friend or foe and should be considered foe until otherwise is found out.."


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

By the Bloody Bones of St. Gilmorg, who wants to know?

Klaus takes the conversation to his tent, where he lays out some of the equipment the party had gathered before his arrival...in particular, the wizard's book, which looks like it might be a spellbook!


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

Krazok nods at the assessments, though keeps his words and thoughts to himself.


Male shocker lizard?

Sly jumps around, and eventually goes over to the River about 100 feet to the West. Unless someone calls him.

Silver Crusade

Nearly Gods Upper and lower

Are you going to take a few hours to sort through the loot? Klaus to look through the book?


I have no qualms about taking some time for equipment checks and studying.. If the backpack was id'd as a handy haversack i would like to use it to carry my bear traps and such.. Unless theres a better use for it..


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

I think we are. It probably takes time to get the others off as well.

While they are sorting things, Fizzy gathers all of Baern's cooking supplies and sets about making an apple pie.

Lizz of the Fizz! I need your help in making PIE!

Baking 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13


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

Yes, that is what we will be doing. If Fizz puts the backpack and the crystal sphere and all the other unidentified things in front of him, he will identify them by spending a few minutes with Detect Magic up, taking 20 on his identify roll (giving him a 30) and then badgering Fizz and Rekka to assist him by explaining some of the properties he notices and picking their brains about the details. With a +2 aid another from each, we can identify anything less than a DC 34.

Afterwards, yes, Klaus will dive into that spellbook and then start copying over. When he is done, we would either stay here for tonight or go ahead and start moving south. The Thorn River attack was in the morning, after all, so we should still have plenty of daylight.


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

Fizz does that with everything but he holds tightly onto the sphere.

Also I appraised all the gems in the box earlier, how much were they worth, I would have spit it with Vik, and rekkla and sly before vik left.


Male shocker lizard?

"ah, yes I help, how I help?"

Yes there are some apples in the loot.

Silver Crusade

Nearly Gods Upper and lower

Can't take a 20 on spellcraft or knowledge checks unless you are in a library or other place with lots of knowledge.

Yup plenty of day light. Klaus do you spend 8 hours copying over one spell? Please correct me if it is another time.


If im not mistaken it takes an hr to study a spell.. At the end of that hour you make a spellcraft dc 15+spell level.. You get +2 if its a school of your specialty. If successful you can scribe the spell.. That takes 1hr per level of the spell..


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

Correct. First step, though, is casting Read Magic to know each spell scribed in the book.


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

Fizzy gives Sly elaborate instructions about mixing and cleaning and slicing, hopefully giving him a +2 on his baking and getting a good pie with a craft 16

Silver Crusade

Nearly Gods Upper and lower

Works for me for all the posts! :)

Sly attempts to help Fizzy with baking, being untrained... though he is successful in aiding you giving you a +2.

Klaus do you have Read Magic prepared for the day?

So it looks like we will take about 4 hours at the camp.

Those still at the camp are the Dragonkin, Fizzy, Rekka, Klaus, Torq, Sly, and Selena. One of the dragonkin has made friends with the dire wolf and its cub.


Upon returning to the Thorn River camp Torq will approach Krazok.. "Im about to go threw my evening routine if youd care to join me and maybe toss out some pointers? Im keenly interested in any guidance you might offer.." with that he starts taking off his armor and stretching for his rigorous exercise..


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

Yes. Today as Detect Magic, Read Magic, Jolt and Spark. You can pretty much count on the first two being constant as they are staples of being the party wiz.

Silver Crusade

Nearly Gods Upper and lower

Krazok consents to watching and joins in with the exercises. Most of the dragonkin join in actually; dropping armor and all clothing actually.

Torq so you will do basic cardio and muscle toning, then sparing. If you want to add anything feel free.

One dragonkin does not join in, the one with the wolves, he continues to feed them and try to handle them.

Yup, yep. It is crazy if arcane users don't have those prepared. ;)


Nope that sounds good.. For the most part every morning and evening he does an instense cardio workout and practise regiment with his flail.. Imagine a combo of P90X and a sword exibition, except the sword and a large flail lol..

During the weapons workout Torq pauses to watch closely at Krazok's style.. Trying to immulate the Dragonkin's heelspin to put maximum power behind the swings.. "Tis a very impressive style you have Krazok.. I hope to someday match it!"


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

It really is. For the most part, you can count on my cantrips being Detect Magic, Read Magic, Ray of Frost (because it is Evocation and thus I add my Evocation Specialist extra damage to it), and something else that might change around a bit.

Which still leaves the question: what spells are in the spellbook? :)

Silver Crusade

Nearly Gods Upper and lower

Krazok takes to teaching rather easily and begins to instruct Torq, he actually has another greatsword for Torq to practice and use, "Here this should be to your size. It was my first blade as I was a youngling, I expect it back, though you may use it. Now let me instruct you on strikes with a blade this size."

Spells coming up, check the spoiler in a bit.

Spellbook with a lock, I am sure Torq can help you with it:
DEFENSIVE PRIMER (LEVEL 1 ABJURER)
This surprisingly ornate and heavy volume is more than three-quarters empty. Tightly written notes on the precepts of arcane defense and the vulnerabilities of supernatural entities fill the first two pages.
Protection Average lock (DC 25)
Opposition Schools Conjuration, enchantment
Value 185 gp
SPELLS
1st—burning hands, detect undead, expeditious retreat, magic missile, protection from evil, ray of enfeeblement, shield
2nd- Arcane Lock, Resist Energy, Scorching Ray, Darkness


Taking 20 i get a 31 on Locks

Torq looks at the massive sword.. "Umm... Never used one of those before, but ill give it a go!" not proficient with a greatsword so prob s+*$ty with it lol

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