Kingmakers of the Everflame (Inactive)

Game Master McBugman

Kingdom Errata
Regional Map
Local Map
XP: 6594


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Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius spends the morning assisting with the planting. After that task is done he generally just tries to be helpful doing small odd jobs around the Post.

More than once the gnome can be seen looking off wistfully towards the tree lines in the distance.

If someone asks about this:

The Gnome seems a little surprised by your question...
I was raised a servant in a forest keep. I had to do chores all day long and had very little time to myself. But when I did get time to do what I wanted... It was always heading out into the forest... finding an adventurer, and spending time with the Fae that lived there. Staying around the keep doing chores is a little too... familiar for me... I guess...

Alfentinius gets back to what ever task he was helping with but it's not long before you see him watching the tree line again.


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

Not having any actual duties of his own William decides to see to his own amusement. He decides to invent his own game that in his own Goat mind he has decided to call... "Catch a Tiger by the Tail."

This game seems to consist mainly of pestering and Bothering Chett in a playful fashion without getting the Tiger mad enough to actually eat him....

Handle Animal: 1d20 - 2 ⇒ (10) - 2 = 8
It would seem Billy is not very good at this game.... but practice makes perfect.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

In the time that he is not staying up on his usual chores, Oleg helps with Svetlana's garden. He plants a few posts and begins to sketch plans for a fence that he thinks will keep critters out.

1d6 ⇒ 4
Svetlana is enamored by the plants. Most faired quite well traveling and sitting overnight. She is optimistic about the two that are struggling as well, "Oh just wait and see what a little love and sunlight will do. Fertilizer is certainly something we have coming out our ears here! The animals out number us easily two to one." Once all the plants are in the ground Svetlana lays manure on top before heading back within the walls around lunch. "How about a roast tonight? Got a fresh hog in yesterday as well." she says to those helping with the garden.

Jhod and Roscoe spend most of the day talking up on the ramparts, looking out over the prairie and to the forest that is miles off. At times they come down and dig, but not to any large degree of impact.

Kresten has his soldiers on a smooth schedule. They rotate between watch, digging, and resting on a 8 hour intervals. Kresten himself is quite engaged by the construction and fortification plans, often trying to discuss uses for the excess dirt with whomever is around.

At night around dinner the hog is roasted on a spit and carved up generously. With everyone there, Svetlana pipes up "I really appreciate the effort you put into the radishes, I want you to have these. We've had them around for a year or so and no one has been interested in them, so if you can make use during your work out there chartering then by all means." She places two potions onto the table. They're labeled in a chaotic scrawl reading Monkey Fish and Feather Fall.

Grand Lodge

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Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Chett devours his dinner in a matter of seconds while the others take their time to eat. His Dwarf gives him a large fatty cut of boar. He has done a fine job of ignoring the infernal goat and its antics throughout the day - it was bright out and the big cat needed his sleep.

But when the others are distracted by their food, Chett disappears behind the storage building. Just half of one eye and some whiskers protrude around the corner. He hunches down. All his weight is loaded like a spring. His rear end waves back and forth until, for just a moment, he becomes perfectly still.

Then he explodes like an arrow from the string and charges at William. The cat is so fast it takes a mere moment.

Chett rears up, his big right paw in the air shows all its claws. He is upon the goat. His mouth opens wide and closes on the back of Williams neck - softly. He immediately releases and turns away as if nothing happened.

William, unfazed, is terrible at this game. Chett calls it "Attack Something and Decide at the Last Moment if it Lives or Dies."

Disappointed that the goat did not give chase, which often changes the outcome of the game, the tiger gives up. Exhausted from the show of strength, he curls up near the big fire and sleeps.


Inactive

Jerrik can't help but stay active around the keep. Part of him feels a little guilty keeping everyone inside working, but he knows that chores done today make tomorrow more fun. Still, he can see the wanderlust in his friends' faces. He has to keep reminding himself that tough choices aren't ever easy.

It helps seeing the fruits of their labor. The radish plants in the ground, the trench starting to take shape, it all serves as a reminder to the scope of what they're trying to accomplish here. By the time the dinner bell is rung though, Jerrik is famished. Still, he watches first, taking pride in the exhaustion on display after a long days of work. He is proud of his friends and proud of their efforts.

As Aleksara presents him the newly fashioned dagger, he can't help but smile. "A fine weapon, by a fine smith. Thank you for this." He clapped one hand on her shoulder and gave her a good squeeze. "This reminds me though. We'll have to see if Oleg has any other tools we may need. Shovels, picks, a sledge or two, maybe even a saw or an axe. We'll likely be out for some days. Best have what we need with us."

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell does not like taking direction from anyone but Erastil and Mother Nature, but he doesn't mind Jerrik's leadership. "He doesn't order us around like we owe him somethin'. Don't talk down to us either. Got good ideas, too, and a good heart. You and I won't follow anyone that's not leadin' from the front." Wendell speaks his thoughts aloud to Chett, and not out of ear-shot from the others.

Picking the black dirt from under his fingernails with the tip of his new dagger, he speaks to the others. "Jerrik's got the right of it. Won't be able to build an empire without tools. Didn't like using my dagger to dig up radishes none, and I ain't gonna chop down trees with my glaive." The blade slips and bites into his cuticle. Blood wells as he puts it in his mouth. "Need a few of each to get started. Saws will be tough for Aleksara to make, we should get us a number of 'em. Blades for felling trees and others for milling. At least a couple axes, too. Let's make a list for Oleg to send with his next order, get it to 'em before we leave."

He sits for a while in silence, thinking of tools.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Arim spends the morning inspecting the work at the trenches, discussing the progress with Kresten and hearing the man's thoughts. He is very keen on Wendell's spear idea.

In the afternoon he takes Kresten to the storeroom to inspect the armory and discuss any needs the man has in order to defend the keep.

"I would like to start running exercises with the men when we return from our next trip, nothing major. A few night operations maybe, some mock raids... give it some thought soldier."

Cut to dinner...

"This is marvelous Svetlana. Cheers!"

Arim raises a cut of meat, as if in salute. When the meal is over and people begin to break off Arim approaches Aleksara, taking care that Kresten is not in ear shot

"You do marvelous work with metals lady, I have a little commission for you. When we get back do you think you would be able to create some insignia for Kresten and his men, for me as well in fact. Something to show they are part of what we are doing here, not just regular soldiers, to sit alongside their Brevoy badges?"... and then one day replace them!


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Hearing Arim's request, ideas pop into Aleksra's head.

"Hmmm... Jewelry is not my expertise. Let me see if I can come up with something practical?"


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Oleg snorts as he's eating some ribs. "Have a few hand axes you can buy, but no shovels to spare and no saws." The part about the shovels is accompanied by a nod to Kresten's men, implying they bought them all for the trench. He looks at his grease and sauce covered fingers and then adds, "We can settle up tomorrow morning, the ale is hitting me harder tonight anyhow."

GM:

2d100 ⇒ (52, 50) = 102
2d100 ⇒ (95, 23) = 118
2d100 ⇒ (34, 3) = 37


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Aleksara will practice the rest of the evening trying to make 'Mini-Sword' pins out of iron nails. Her end goal is to provide Arim with the badges he is asking for and still provide a small, but useful tool(sharp!) for other things. Not big enough to do much damage in a fight really, but it could be used as an improvised lock-pick maybe, or a minor tool used to cut a rope, or similar need. And its kinda-stylish for the 'Swordlands'!

Craft: Weaponsmithing(+Masterwork Tools): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

@GM: Feel free to throw in any penalties you think are appropriate!


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Good news is MW tools give a +2 to craft checks! And at 5 lbs the tools can travel very easily, with a camp fire that's to large to be hidden I could see repairs and low complexity work being doable in the field. Bad news is one check is for one days work on a single project. Not a great system for tinkering. Brooches and Pendants fall under jewelry as you noted, and I'm reconsidering the untrained craft comment I made earlier. A DC+5 still makes it too easy to make anything with one type of crafting, but I want to encourage the building of culture and out in the wild a weapon smith would likely be the one rebuilding a spring for a catapult or a wooden wheel for a wagon. Just cause there isn't enough population for any better expertise. SO what I'm proposing is if you have a craft of 5 or higher, then you can untrained a different craft with you INT mod. For Aleksara it'd be +3 with a +2 from the tools. This makes MW crafting damn hard for something your not trained in, which sounds right. Thoughts? It's sadly easy for me to be lenient in the name of a good time, speak up if this still seems a bit push over.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Works for me! Next time I have the time, I'll try again.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

After dinner Alfentinius stands on the trading post wall looking off towards the direction of the radish patch. Every once in a while he looks up at the stars. When he comes down and starts preparing to go to bed he looks up in excitement at his allies...

There's a whole world to explore out there. And apparently there's a Fairy court as well. I don't think I'll hardly sleep tonight. Who knows what else we will find out there?

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

When the fire has burned town and the crowd at Oleg's post relax and prepare for their excursion that will begin tomorrow, Wendell thinks quietly.

After several minutes, he approaches Alfentinius. "Hey, Al. I've got a list of things we should have Oleg order before we leave. Would you help me write it down? We should ask the others if there's anything they want to add, too. With all the stuff we've given that old tart, I'd say we have plenty of credit." Wendell hasn't tried writing in years, and knows it would only cause him embarrassment if he wrote the list on his own.

Once Alfentinius has written down the items, he will bring the list around to the others with Alfentinius in tow.

"I was thinkin' we should come up with an icon, something for banners, and maybe a smaller icon for a signet for our letters and a brand for our animals. Any ideas?"


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

"As far as Icons go...The Aldori sent us out here. A simple long-sword like symbol embedded in the ground...maybe have it wrapped in flowering vines too to represent growth AND strength? Just an idea. Or we could use a radish. That would be memorable!"

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Before settling in for the night, Wendell will take care of the animals - paying special interest to Aleksara's horse.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

The dwarf spends extra time brushing thre animals, oiling their leather saddles and reins, and giving them plenty of foodles and water. He double checks their horseshoes, and spends time fixing the bandit's shoddy work. "No wonder you don't like peogle. Must've felt like you were walkin' on nails."


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

The horses find much relaxation in Wendell's care.

The morning arrives with orders being barked at the ramparts and the creaking of the wooden gate. It is still dark as the sound of a lone riders thunders into the courtyard. Oleg can be heard hailing this person. Their conversation is brief, and the rider's horse brays, snorts, and stomps all the while.

If you rise from bed at this activity, you barely get a glimpse of the rider as they are off again as soon as they came. Without a doubt, the horse is by far the most energetic you've ever seen. The spirit of the animal is almost otherworldly.

Perception DC 15 Darkvision, DC 21 Low-Light:
The humanoid rider is thin and quite lean, despite their attempt to dress themselves in a way that would add the appearance of bulk. They wear scarves that hide their face and neck, leaving only a single long ponytail of dark black hair raising from the top of their head that flutters like a standard as they ride.

Regardless of when you rise, Oleg knew that this morning would be one of another departure. He shows little emotion as he waves everyone into the main house after eyeing the clouds above. He sits down with you all at a table and pulls out his little black book.
"You had some credit here, and those items luckily just came in before you left. Otherwise, for the thylacine pelts I can do 10 for the two, putting ya'll at 108 gold and 5 silver debt. I factor'd the Missus' tools there too."

So, Tools were 55gp, 850gp for the wand and 10 acid flasks. Against the 786.5gp credit you're left owing 108.5. Let me know if you think I missed anything.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Arim does not even stir at the noise of the rider outside, he is too deep in slumber.

Bother.

As Oleg details the state of the party's finances Arim tucks noisily into some food stashed from the last night's dinner. He does not react when the debt is announced, Oleg will get his in time.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

perception: 1d20 ⇒ 15

Alfentinius gets up early and is busily milking the goats when the rider comes into the trading post. It takes him a few moments to disentangle himself from the goats and get to the door and by that time the rider is already departing... With his eyesight that works so well in the dark Alfentinius is able to make out some of the features of the rider as they leave. The Gnome calls out from his spot in the stable loud enough for anyone awake to hear.

Huh... Hey Oleg who was that?

I think we actually owe him 118.5, but who is counting? Funds have been subtracted from the Maps page.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Correct Al, I thought you brought the thylacine's back to sell the pelts and priced the pair at 10gp. Not the case?

Oleg grumbles as he looks through a sack he was given, "That's Boreal, he's Brevoy's runner on the South Rostland Road. Looks like those last items made it just in time for you."


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Ah... my mistake.... Forgot about the Thylacines...

Oh that's excellent. He seems to be well equipped for his job. The others will be happy to hear that the supplies are all here.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Perception(Low-Light): 1d20 + 4 ⇒ (20) + 4 = 24

Aleksara is very much intrigued by the strange rider in the dark.

"Brevoy? He dresses pretty strange for someone from Brevoy doesn't he? And his horse...impressive but almost unnaturally so. There's a story there I tell you: A good one. Is he a friend Oleg? Or just someone who passes through sometimes?"

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Perception (Darkvision): 1d20 + 9 ⇒ (11) + 9 = 20

Sleeping under the stars, Wendell wakes as the rider approaches. "Who in the hells is this?"

The dwarf is so focused on the steed that he barely notices the rider. "Damn fine horse, that is. Never seen a beast like that... I'd kill for a mount like that. Runs like the wind."

Just to clarify, the items from our previous order arrived? Did our recent list get sent with the rider?

Wendell is all business the morning of their departure. Preparing the animals (though he does not feed them much, lest they get fat and weary), saddling the horses, bringing out the carts, doing one last check of supplies. He says the same thing to everyone he comes across: "Did you see that horse? Damn fine creature."

If any of his new friends take their time rising, Wendell will be deliberately loud to wake them. He does not have the patience for any delays on the first day of their journey.

So we have a list, who is bringing what animals? Wendell will be riding his horse and attaching Stinson the donkey to one of the carts. Chett will follow on foot. He is also sure to load the buckets, arrows, rations, and their tents.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

When the fort starts moving and people see, to be up and moving Alfentinius will seek out Jhod and Roscoe.... He walks up to the pair with an authoritative air to him... or as much of one as he can muster with his 3 ft height.

Jhod! Roscoe! As the two of you might know we're headed out today. We were wondering if you guys wanted to come along and help out. Maybe keep an eye on the camp while we do our surveying. We figured you might enjoy a little time sleeping out under the stars, doing some trapping and hunting, and the like?

The answer to this question will decide just how many of his animals Alfentinius will bring...


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

As more questions arise Oleg stops his rummaging for a moment and looks up with thoughtful crinkles on his brow.
"Ya know, I was introduced to him by some of the Brevoy military, years back now. I actually don't know a whole lot about Boreal personally. His hands have a greenish tint to them though, like if he was half-orc, but you're right he does not seem from the Inner Sea region at all. I know little about cultures like that though."
Oleg pulls out the acid vials and hands them over. "He works the way I like, quiet and fast. No b&@%+&+&. He's damn reliable, almost too reliable. That beast must be the reason. Never seen a thing like it, might not even be a horse. Heard once that it can outrun an arrow."
He then hands over the CLW wand. "Comes through once or twice a week, depending on what else is going on I suppose."

Oleg would have sent it off with Boreal if he was given the list the night before. If you're all planning to be out for a week or more though it won't make a huge difference.

Roscoe greets the Gnome warmly, while Jhod is a bit more reserved. With a smile and curt nod to both of you, Jhod excuses himself and let's Roscoe do the talking.
"I really appreciate it Al, I'm glad you've warmed up to me so fast. We're actually going to be quite busy here though. We've spoken with Svetlana and will be performing what Jhod calls 'a true planting'. I'm excited to see it and learn what it is."


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Waking relatively late Arim is none the less swift preparing to leave, he packs and then heads to the stables, finding Wendell there preparing the horses.

"Good morning! Not so cold this morning."

"And good morning to you"

Arim pats his horse on the flank and begins the process of taking her out of the stables. I'm not going to lie, I'm not a horse person, I'm winging this... As he works he hears Wendell's muttering

"What are you talking about? What horse?"


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

With the two wagons and the horses all saddled and staged in the courtyard, the convoy appears to be ready to leave. The sunrise is just under the horizon but is putting plenty of color into the sky, creating a dramatic scene of hues and menacing clouds. The only person up is Oleg, though there is evidence that Svetlana is busy in the house with the smoke rising out of the little chimney. As grumpy as ever, Oleg simply gives a curt nod while he goes about tossing the compost heap.

Pick a node, any node!


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As the group pulls out of the Fort headed south by south east Alfentinius finds his spot on a wagon bench...

I'm so excited... I feel like our adventure is starting all over again..


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Sitting astride her gently pacing horse, Aleksara yawns and wishes she were back in her bed. Or at least at her new forge framing a new blade...


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

The travel to your first campsite is surprisingly easly dispite the foul weather. A light drizzle follows for most of the day, but the ground stays firm and the horses and carts have no issue. In fact, as you have now spent several days traversing the area near Oleg's you are able to confidently map the miles that surround his trading post.

With all you've done, leaving three times and returning twice from different directions, this first hex is cleared, Regional map updated.

Location is campsite #1

GM:
2d100 ⇒ (81, 77) = 158
2d100 ⇒ (26, 3) = 29

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Wendell is all cheer on the morning of their departure. Before mounting his bandit horse, the Dwarf hands Oleg their final supply list. He says nothing, and knows Oleg prefers the same.

He rides at the front of the group, but not ahead, and breathes the fresh air. At times he even hums and mumbles a song.

At the campsite, Wendell starts to prepare. Since they will be staying a while, he takes care to find a good site with a wind break, water and grazing food nearby for the animals.

Survival: 1d20 + 9 ⇒ (12) + 9 = 21

After the location is decided he takes some time to camouflage their tents and the animals and cart.

All day he says scarcely a word, just as he likes it.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

The area is prairie as far as the eye can see. Being Spring the grass is short but flowers can be seen beginning to bud. Wendell knows that on a sunny day this would be a field of color.

Sporadically there are large monoliths that stand as sentries out in the ocean of grasses. It is one of these, roughly 25ft in height and 10ft in diameter, that makes for the best campsite. There is no natural surface water around but the rock provides shade and vantage. The ground to one side of it is recessed roughly 5ft below the plains average elevation, an area the size of three carts, and will partially keep the camp out of view.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As the wagon moved along the rain slowly drizzling the gnome sitting on the bench of the wagon seems happy enough humming a little song to himself. He could be seen watching the gently rolling hills slowly pass by.

It's not like the forest, but the plains have a simple prettiness all there own huh? Seems like the clouds in the sky go forever.

When Wendell shows the group there camp sight Alfentinius just nods and looks around. taking his shoes off so that he can feel the wet grass between his toes Alfentenius picks a spot for his own small tent not too close to the edge of the little bowl but not far enough down into it that water will collect under his tent. As he finishes his task he picks a couple of pieces of grass and seeks out Wendell.

It's a perfect spot Mr. Redgrass. Neither the tents, the wagon, or our fire will be too visible from a distance, the shallow depression in the ground will collect enough rain water for the animals, and it's even got plenty of grass to fodder the animals and make our resting spots more comfortable.

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

"I'd walk for days across this flat land, let my mind wander. So empty out here it seems like the whole world was made just for you, y'know?"

Wendell unpacks the tents and tethers the horses to the stopped cart, fills the metal buckets with water, and helps the others pitch their tents.

Not used to receiving compliments, Wendell goes on the defensive. "Why else'd y'think I picked it, Al? An' besides, no trees around for firewood. Goin' to be a cold night." He smiles briefly at the gnome, the only sign that he is not offended by his friend's remark, then shrugs and resumes his frown.

After a long day of travel his bones are weary, but his mind is clear. That night he takes late watch and prepares for tomorrow's adventure. The bustle of the trading post feels a thousand miles away.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Thanking Wendell for helping set up her tent, Aleksara brushes dirt off her hands.

Enough jawing my friends. Let's eat something and turn in early so we can get an early start. Adventure isn't going to find
itself you know. Who gets first watch this time, I forget...


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

As I said earlier, almost all of the hexes have stuff going on. Unfortinately the edges here are where it can get a little spotty and boring. In an effort to keep things from stalling out I'm going to push through a couple days of chartering here.

GM:
2d100 ⇒ (46, 41) = 87
2d100 ⇒ (94, 95) = 189
2d100 ⇒ (16, 1) = 17
1d6 ⇒ 5

The first two days are spent quite peacefully chartering and surveying the surrounding countryside. There is remarkablely little out here other than the ocassional monolith, leaving an impression on you that it is truely vast untouched land. To some of your dismay, the wildlife is quite quiet as well. The migration and herd patterns of larger game have left the prairie void of anything but rabbits, prairie dogs, foxes, and birds.

Feel free to role play and make rolls for activities during the two days.

Perceptions:

Aleksara: 1d20 + 3 ⇒ (2) + 3 = 5
Wendell: 1d20 + 8 ⇒ (15) + 8 = 23
Chett: 1d20 + 2 ⇒ (4) + 2 = 6
Alfentinius: 1d20 + 0 ⇒ (11) + 0 = 11
Jerrik: 1d20 + 0 ⇒ (3) + 0 = 3
Arim: 1d20 + 4 ⇒ (10) + 4 = 14
William: 1d20 + 0 ⇒ (14) + 0 = 14
?: 1d20 + 7 ⇒ (3) + 7 = 10

Alfent, Jerrik, William, and Wendell:
As you are returning to camp this second evening you start to hear dogs barking as you approach. You're about 100ft out.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

What would be the best skill to use when checking out the Monoliths? I'm curious to know what prior civilization or society left them? What they mean...if anything?


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Knowledge History, Geography, Local, and Nature would be accepted. I also assumed William was coming with on the chartering, apologies if that is not the case Al.


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Knowledge(Local): 1d20 + 4 ⇒ (18) + 4 = 22

"These monoliths..."

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

Without much game to speak of, Wendell focuses on the landscape. He searches for hidden lairs, tracks and trails. When that turns up little, he focuses on the monoliths.

Knowledge (Nature): 1d20 + 5 ⇒ (5) + 5 = 10

He looks them up and down, looks for patterns or engravings, even bangs the but of his halberd into the large stones... And learns nothing about them. "Hrrmphff"

As they ride back to camp on the second evening, relaxed by the empty space, something catches his ear. "Dogs're barkin'."

"They must've thought I meant my dogs," he clarifies when the others pay him no mind. "Hear that? The dogs. Barkin'." He peers into the darkness but cannot quite see camp. "I'm goin' on foot from here." Wendell drops down off his horse and loops the rein around the cart's sidewall near Alfentinius, then draws his bow and prepares to move into the darkness.

Stealth: 1d20 + 8 ⇒ (19) + 8 = 27


Female Half-elf Ranger 2 w/VMC Sorcerer (Oni Bloodline) | HP 18/18| Speed 30ft | AC 14, touch 12, flat-footed 10 (CMD 16) | Fort +4: Ref +5 : Will +2 | | Init +2, Perception +7| Active:

Isn't the cart in the camp?

"Dogs? What? I don't hear..."

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

"OoooH...those dogs. Let's go."

Aleksara quickly dismounts and hands her reins to Al, then drawing Mountain-Cutter in one hand, she pulls out three coins in her other hand: One copper, one silver, and one gold.

Stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Hopefully the dog's barking will cover any sounds I make? =)


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As Aleksara begins to expound upon the Monoliths here Alfentinius says something to no one in particular.

Do you hear that? The dogs sound upset.


Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

When the others draw his attention to the dogs Arim wakes from the daydream he had been living in for days now. Geography is not for him and he longed to have men under his command.

He strains to hear in the darkness
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Quick as a flash Arim is off his horse greatsword in hand and a moment later he is sprinting towards the camp, throwing stealth to the wind

40ft move, running. Don't know where that gets me to


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Monoliths DC 10:
You know this rock type matches that of the Tors of Levenies, the old mountain range that rises form the prairie and hills roughly 50 miles southwest of here. Unfortunately the rock faces are quite smooth and void of markings.

Monoliths DC 20:
The Tors of Levenies had never reached this far northeast naturally. These rocks had to have been moved by something. Knowing of the ancient tales of giants that the Riverlands and Brevoy people have used to scare their children, perhaps they do hold some truth. As to their significance, you feel that you need more information or clarity to build the bigger picture.

Yes to the cart being left at the campsite, Al are you on your own horse, a donkey, or co-riding? Otherwise I assume you are all on horseback, using the two horses that draw the cart while you spend days ranging.
Wendell, you didn't move forward with your stealth correct? Just left the horse and disappeared?

Arim and Wendell, Perceptions 20+:
You notice that the dogs voices seems inhibited. You believe they are muzzled or gagged in some way, and this makes sense why you got so close before noticing the barking.

Initiatives:

Aleksara: 1d20 + 3 ⇒ (4) + 3 = 7
Wendell: 1d20 + 4 ⇒ (19) + 4 = 23
Chett: 1d20 + 3 ⇒ (4) + 3 = 7
Alfentinius: 1d20 + 2 ⇒ (11) + 2 = 13
Jerrik: 1d20 + 2 ⇒ (1) + 2 = 3
Arim: 1d20 + 2 ⇒ (5) + 2 = 7
William: 1d20 + 1 ⇒ (18) + 1 = 19
?: 1d20 + 5 ⇒ (7) + 5 = 12

As Arim runs forward a male voice calls out, "Hootie Hoo! From the South! We got a spirited one here! Ditch and burn! "

Then an arrows flies out of the short grasses at Arim, it shatters against his large great sword as he unknowingly blocks the shot. The stranger then slinks back towards the campsite.
Attack on Arim: 1d20 + 3 ⇒ (8) + 3 = 11

Map updated.
Round 1! Active Conditions: Dim Light
Wendell
William
Alfentinius

Bandits
Aleksara
Arim
Chett
Jerrik


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

I would assume Allfentinius was riding with Aleksara....

Alfentinius slides off the horse after Aleksara and looks at William.

Billy , keep an eye on the horses.

The gnome then moves off after his larger companions.


Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision) Familiar of Alfentinius Lentinels Ferington

At Alfentinius' directions William Brays in annoyance of being left out of the fun and games but then does his best to take charge of his new herd and lead it away from the conflict.

Handle Animal: 1d20 - 2 ⇒ (13) - 2 = 11

Grand Lodge

Male Dwarf Hunter 2 Male Dwarf Hunter 3 | HP 15/26 | Speed 20ft | AC 17 : T 13 : FF 14 | F +6 : R +6 : W +5 | Init +5 : Per +9 | CMB +4 : CMD +17 | Animal Focus 5/3 | Active Conditions: Animal Focus: Tiger (+2 Dex)
Info:
Composite Longbow +2 (+5(6)/1d8+2(3)/*3/100ft/P); Glaive (+4/1d10+2/*3/S/R) | HA +12; Heal +10; Kn(N) +6; Per +10; Ride +8; St +8; Su +10 | S 14; D 16; C 14; I 10; W 18; C 6

That's correct, no movement besides dismounting. Wendell is wary of getting too far ahead of the group.

In the darkness, hunting his prey, Wendell becomes more like his tiger companion. Animal Focus: Tiger (+2 Dex)

The hunter draws the bowstring and fires an arrow at the bandit lookout.

C. Longbow, Range Penalty: 1d20 + 4 + 1 - 2 ⇒ (20) + 4 + 1 - 2 = 23
Crit Confirm: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Wendell's arrow soars true through the fading light and bites into the bandit.

He turns back and motions Chett forward with two fingers, blowing two high-pitched blasts through the beast whistle around his neck. The tiger charges forward, and the two muffled dogs whimper and yalp at the sound.


Sandworm Overlord of Zealot Desert People 15 / Public Transportation 5 Regional Map : Local Map

Wendell's arrow strikes true and the man can be heard cursing his utter bad luck of being hit by such a long shot. As Alfent and William prepare and attempt to organize, William has trouble with the tired and agitated horses that begin to slightly wander towards what the consider "home".

From the darkness three more arrows fly. Two towards Arim, one of which sinks deep into his bicep. The third is aimed at Wendell and misses, though now the battle field is becoming more clear.
Attack on Arim 1: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Attack on Arim 2: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack on Wendell: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Spoiler:
1d4 + 2 ⇒ (2) + 2 = 4

Round 1, Active Conditions: Dim Light
Wendell
William
Alfentinius
Bandits (1:-4,2:0,3:0)
Aleksara
Arim -7
Chett
Jerrik

@Arim, You appear to still be injured from the thyacines. I think it's safe to say you're at full health with 5 days of unused spells behind us.

Grand Lodge

Male Chett the Tiger | HP 4/22 | Speed 40ft | AC 19 : FF 13: T 13 | F +4 : Ref +7 : Will +2 | Init +4 : Per +2 | CMB +3: CMD +17 | Active Conditions: None
Info:
Bite (+4/1d6+2); 2 Claws (+4/1d6+2) | Acrobatics +8; Stealth +8; Survival +6 | S 14; D 18; C 13; I 2; W 15; C 10

Driven to action by the silent high-pitched whistle, Chett takes off towards the nearest bandit in a full sprint.

As he emerges from the tall grass and darkness, the bandit's scream catches in his throat.

Full round action: Run.

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