Legends in the Making: Slayers of Renown
Game Master
BloodWolven
Varnhold Jail/Dungeon
Varnhold Stockade
Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board
Current Fight
Tomb of the Wight Warlord
Treasure Tracker
Rivers Run Red - Troll Fight
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
What's the goal? Campaign wise? Is this just a small portion of Varisia that has been infected by this undead scourge? Is it the entire world? Do we know? How long has it been happening? Does anyone know what caused it? Instead of flitting off from place to place to deal with symptoms of the problem, it seems like we should seek out the source and crush it. If we don't know where to head and it is more localized or even regional it seems like it would make more sense to start moving people out to a safer location.
The goal in your present module is to find the missing people of Varnhold and find out why so many undead reside here. I like it, 'seek out the source and crush it.'
You have heard of undead rising in larger troves in the past year but nothing compared to what you have been faced with so far in the Stolen lands. It's as if there is a necromancer convention or something.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
I mean, is there a campaign goal or is it just sandbox run around type stuff?
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
So destroy the undead horde and try to track it back to where it came from. Then destroy that!
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
That’s what i was thinking
M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)
Beorn Blackmane wrote: I mean, is there a campaign goal or is it just sandbox run around type stuff? It's modified Kingmaker, isn't it? The undead horde is threatening the new kingdom and we have to stop it. In this mod of the AP the original goal is 'figure out why all the people in the neighboring kingdom disappeared' which is also a goal of our current mission.
Yup! Modified Kingmaker, you are still in the 3rd module, search for Varnhold.
The campaign goal is to make a kingdom and make it prosper.
The module goal is to find out what happened to those in Varnhold.
Presently you are on a side quest but it may lead to the end goal too!
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
You are welcome! Please ask any questions here, trust me if you are thinking it or are confused you are likely not the only player. Sometimes the DM goes huh?
Christmas magic is almost gone, get those wishes in the next 24 hours or you get coal!
GM Wolf wrote: Merry Christmas to all and all a good night!
When the encounter is done be ready for a surprise! Take note of a magical item under 8,500 gp!
It is wrapped in Christmas wrapping, a box, and the item is within with up to 500 gp of loot, gems, coins, and or items. Have fun with it and describe it!!! There is a card from Santa to You! More details to follow!
Let's get this fight finished!!!
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
I thought I posted my Christmas wish (question) but can't find it....
Can I get Keen added to my rapier?
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
As a single item, mithral chain shirt +2. If we are talking about the difference from our current item to the next (I have a +1) then a mithral chain shirt +3. Either would be great.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
We got ahead of ourselves with those extra rounds and then the situation changed. We probably need to take it one round at a time.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Happy New Year! May you all be blessed with health and safety!
We just entered round 7, so Flouncy may cast gtr. Invisibility on himself or take other actions. So if he casts Invisibility then the 4 other call lightnings are at Beorn!
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Flouncy cast GI and Fly before he left Beorn.
On the descent down? When you cast a fireball? When you initiated combat? Please explain this to me. The only time you stated you were casting spells were in
Flouncy Magoo wrote: Round 5 Flouncy finds himself low on ammo.
Due to the distance, he fires Magic Missiles at the nearest robed guy.
[dice=force]4d4+4+3
[dice=SR check]1d20+7 Nope!
Round 6 He casts Fly on himself.
Round 7 He casts Improved Invisibility, and flies off the mount toward the robed figures.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
Waiting to see how this pans out as it will affect how many atks i absorb.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
What round is it now? There were a few rounds where we were just getting there.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
I don't think Flouncy has confirmed his round 6 action. Beorn stepped away and fired his bow for Round 6. There are actions posted for up through Round 8 but I think they are premature.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Flouncy did his thing rounds 5-8. Apparently the guy can see him, and went invisible himself the next round.
I wanted to know if he moved, or does Flouncy get an AoO while he drank the potion?
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
That's what I'm saying, we are not up to round 8 yet. The wizard went invisible in 5 or maybe 6. When we took three lightning bolts in the air I landed instead of staying aloft so we could separate. All the rounds changed. That's why I think we need to take it one round at a time. Things get disjointed otherwise.
Sure we could call it round 8. I am done trying to manage this combat when you should just be walking through this encounter. The only real threat is Beorn standing out in the open and just taking hit after hit of lightning.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
Sorry to disappoint you there smarty pants. There needs to be management of the combats. Without it, it is difficult to make tactical decisions which shift round by round based on the situation so a flurry of three or four rounds at a time is a poor means of management.
Beorn Blackmane wrote: Beorn goes invisible and moves. using phone so can’t manipulate map. But will move 35’ from my current position. Awesome Beorn! I will move you no worries, which direction or does it matter?
If I am a 8th level character what should an army of skeletons be to me? Especially when they can't see me. If anything it is the loss of resources or time...
I digress, I am still waiting on Round 8 actions to be complete before moving to Round 9. If you cannot do one round a day then this is not a game for you. At least ask questions, if you can't make your decision then you need to ask questions in Discussion. But no one is asking questions!!!
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
I moved and my apologies. There was no reason for me to get snarky.
Thank you for apologizing. It happens.
We are to get round 9 actions in today and I will start round 10 tonight. If you have any questions please ask them!
We are on 'Current Map' it has been updated now. The figures with the '?' on them are invisible and it is hard to tell where they are let alone attack them.
Renia's Warform wrote: Is the map current? What does the question mark over Green mean?
Renia and Orchen will Fly around shredding people but I'm not sure which bad guys are up or down.
The bad guys that are down have a red and yellow 'x' on them. I moved you and Orchen to flank yellow.
Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)
No worries, I know sometimes I am not as specific as I planned.
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
Crap! Somehow this game got off of my list. 13 posts in the game thread? I'll try to catch up....
No worries you have been caught up for the most part! What will you guys do for round 10 and 11? Your targets are going invivible.
Flouncy can see them but they seem to be skirting the group.
And the campaign dies of loneliness!
Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)
Could you recap the situation? It looks like the spellcasters are all gone. Are there any giant skeletons left? We came here following the trail of whatever escaped the fort, right?
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
Agreed. Are there any dangerous enemies in sight? Or do we just have the mindless undead to slaughter before trying to track them to where they came from.... Or try to figure out where the gate went? I don't think my spellcraft is high enough for that though. (+8) Not a wizard! Flouncy!
There are loads of skeletons and many of them keep working the mines. There are skeletons trying to push the wagons forward but with the acidified section the move is gruellingly slow.
You found a group of people in the wilderness as you were tracking the thing that got away from the fort. They were Silver miners. A guide went with Beorn and flew close to their town. Loarin let the party out.
Do I need to bring in an NPC to lead you? I have lots of options.
Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)
Do we have a lead to find Mr. Unlucky that doesn't involve going through a magic portal that ends who knows where?
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
Beorn, Renia, and Rouqar are checked in. Anyone else still watching the thread?
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
We’re getting a little thin.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Sorry, guys. Been running around. I'll catch up.
Well i guess I will check back Sunday.
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
Rouqar is moving in, but at a 'normal' 40; base speed.
Sorry for my absence I got home and pretty much passed out Wednesday and Thursday. Sub plans Friday and lots of chores Saturday. I am traveling today so I will do what I can tonight.

GM Wolf wrote: Round 3
Rouqar moves in 40 feet.
Beorn moves up with the group and fires upon the Husk hitting it and blasting a hole with the arrow.
The husk backs up with a dash. The other husks do the same.
Round 4
The husks seem to run from you.
Round 5
The husks join the pile of husks and dead bodies.
Rouqar Surtova wrote: Round 4
Rouqar grows suspicious.... "Slow down and stay together. They're setting a trap. Does anyone have an area attack? Fireball or something to start them burning?" He looks around and follows his own advice. "Beorn, Coat your arrows with this." He hands him some Holy Weapon Balm
Assuming this is theater of the mind? I don't see anything on the current battle map.
Round 5
Rouqar continues watching and slowing the approach. "If they're not rushing us take time for any prep spells before we rush them. They're clustered so we will take attacks from all of them. Use missiles first."
The Holy Weapon Balm will cover 10 arrows. I've got more if anyone else has arrows. ?? Before rushing the group Rouqar will cast Protection from Evil, Communal on the group and Divine Favor and Sun Metal for himself.
I have posts from Rouqar but no one else has posted anything. Not even more questions or Hey GM whats going on...

Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
Beorn Blackmane wrote: I think the nearest husks are running away at a rate of 200' toward the main group which is 1700'. That means we need about 28 rounds or so to get up to the group. I'll apply one set of arrows with the balm.
Beorn accepts some of the holy balm and then begins to follow the others chewing up ground between the team and the undead husks.
That was a week ago. Nothing from the GM since then. We were all trying to cover the immense amount of ground between us and them. Do we just churn up the ground and voila we are there? Do the husks fan out in a battle line and charge us as we hustle over? Are they so afraid they begin to climb the sides as we move along for nearly three minutes? At about a couple moves out I figured you'd say something like "when you are three rounds out the crap hits the fan, or what are you doing as you get within bow range?" Plus Flouncy asked a couple of times if there was a map bc he was low on spells and needed to be precise about how he used his resources.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Maybe we should just let them go and have a look around? Flouncy's got nothing that will make a real dent. I suppose Beorn could fly around and take potshots, but it looks like we just don't have the juice to finish it if they're getting away that fast.
Maybe I'm wrong, but I got nothing. If anyone else has an idea, I'm all ears. I want to keep playing for sure.
Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None
I think there was just a little confusion, and I'm partly responsible. I thought they were moving toward us and posted for that when it was clearly posted that they were moving away from us faster than we could move.
I think the husks need to be destroyed, but not at the cost of delaying our trying to figure out where they came from. They are obviously just tools, not the masters.
Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)
I thought they were moving faster than we could follow so it seemed like the DM wanted them to escape. As a player I don't really care about them but I can see the PCs wanting to make sure these dangerous undead don't get away to harm more innocent folk. It just feels like it's been really hard to catch them if the goal is to wipe them out. Especially since they're just fodder to us; we could just wrap them up in a narrative scene and get moving.
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