Legends in the Making: Slayers of Renown

Game Master BloodWolven

Current Fight being updated.

$$$

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board


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AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"We threaten people with death, when challenging an idea. I did not curse, sware, yell, issue threats, or resort ad hominem attacks. I articulated my thoughts on the legality of extra legal punishment, and life sentences, and while being criticized for my tone I am called a dog and my life is again threatened. I will be returning castle I will serve my time under watch and I will leave for absolom once that time has elapsed."


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur sees Sable mounted and trots his own clumsily to ride beside the elf.
"My friend. That was too harsh and despite you not liking the man, I've not known you to be so quick to draw your blade. What riles you so? It cannot just be his family name that does so and I know you to be fair just not in this case though. We made oath and though his own words are not music to one's ears he does bring up valid points."
Even as he raises his hand to catch Johanna's attention and gestures towards Halseen.

The old dwarf turns to his elven friend and awaits to see if the mercurial elven smith would respond and how.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

I thought we went back dropped the piggies off then set back out and found them? That was the intention.

"All members of the council have a voice Sable. I will not order one quiet as you don't like what they say. You have many years in this world and I expect you to be able to discuss and handle issues without your blade as well. Thank you for your council and service. Now Helseen you speak of good and evil as if you learned of it from a book, which I suspect you did. There are vile and evil corupt undead walking and threatening all we know, they grow daily in number. There is no evil in this magic and Olivira said they serve by choice. If you wish to call it slavery then those are your words. If you choose to leave I will not stop or beg you to stay, may Iomedae be with you in whatever you decide. Now let us move on and make safe these lands."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Books and a hundred members of my family as Sable will not let me forget. Nobles use single words in the law to sway things in their favour over generations. This is the evil I know and the evil I know rules countries. When a precedent is set like a council member can dole out sentences without consulting the other members or without a trial then all members can use that power in perpetuity. This rule can be misused in the future. The country must be protected against that."

"Not everyone is as good as you are Johanna or maybe Oliva I don't know. By setting bad rules we do evil by not preventing it. Not all evils are boogie men in the woods, sometimes they are kings and countries and are far scarier."

"I have lived under constant surveillance magic and mundane. Not being allowed to leave a city. Being able to walk about and have nice food but not having true freedom. Surveillance is not free. Oliva can talk to people and know things about them via her rune magic though not evil by default but it is good either. If we want the bandits to join the county, fight with us, provide impassioned care when needed, they must have a path to unqualified citizenship."

"I will concede that slavery may be a bit strong of a word. I was a little impassioned by the completely avoidable spectacle that put on. The precedents we set become the rules for generations so we have to be better than the best. Andoran. Mendev. We need courts, we need paths to freedom, council members should not beholden to one another or we fall to a single casting of dominate person."

Halseen turns around.

Thanks all for helping me find a way back in for Halseen.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Your pretty held up on freedom for a neutral character. That is a chaotic concept in most RP settings.

Johanna seems uneasy but alright with how things ended for now.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen is recalibrating but alright, now.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Yes, it would be rather awkward for us to have not dropped off the piggies if we have been late by two days?

Jevar looked about rather uncomfortably. At the sudden drawing of a blade, Jevar's bow was out and drawn with an arrow in place pointed towards Sable. But as quickly as the sudden threat came, it just as quickly disappeared.

He stared on puzzled for the moment and after a few more seconds with the man walking away he finally relaxed the string and put the arrow back in it's quiver. He sighed and made his way towards the group discussion. "It would be one thing if we had the time, the guards, and the place to hold the men without worry of escape and retribution for their defeat...I agree that we should if possible make decisions as a council but when you have only a few men and as man captives, sometimes you must make decisions in the moment." he said musing a bit.

He shook his head and patted Halseen on the shoulder "There was at least more than one person around to make the decision. If we can't trust the heads of a few of our council to make a decision in our absence then how will we handle adventuring in the future while running a kingdom?" he asked offering something for the man to think about for a while.

"Think on it a bit, we should get ready for now. We are a bit behind schedule having dropped those Dire Piglets back off at home." he said trying to smile off the rather abrupt and sudden spark of heated argument.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"I will think on what you have said. Trusting governments is not natural to me, as my corrupt family runs most of it back home. Not understanding someone's magic and never having seen their face does not help. I prefer rules to govern behaviour not trust, but I will have to work on that."

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10
Halseen Surtova wrote:
"We threaten people with death, when challenging an idea. I did not curse, sware, yell, issue threats, or resort ad hominem attacks. I articulated my thoughts on the legality of extra legal punishment, and life sentences, and while being criticized for my tone I am called a dog and my life is again threatened. I will be returning castle I will serve my time under watch and I will leave for absolom once that time has elapsed."

"Who is threatening you with death? I was merely acting upon your words, perhaps a challenge or a show of my skills. Yet you keep focusing on the extra legal punishment without knowing what it is. Calling us Slave Mongers practically. She tried to explain how we try to make this work and yet you kept attacking from a legal standpoint. Perhaps eventually you will learn to hold your tongue and watch before... well as you say get threatened with death."

Koldur wrote:
"My friend. That was too harsh and despite you not liking the man, I've not known you to be so quick to draw your blade. What riles you so? It cannot just be his family name that does so and I know you to be fair just not in this case though. We made oath and though his own words are not music to one's ears he does bring up valid points."

After Koldur asks his questions Sable responds with cool restraint, "I drew my blade to emphasize his words. Did I cut him, harm him? No. Just making a point, as his words have been making so may points, I thought I would emphasize it with what I know the best. If I had wanted to I would have cut off his tongue or arms, you know that. Yes, yes, he has valid points but he doesn't need to make it sound like we are dealing with demons or devils."

Johanna "The Cat" Sinclair wrote:
"All members of the council have a voice Sable. I will not order one quiet as you don't like what they say."

"So he can twist our words and you do as well, I said he can speak but I don't want to hear him." He thinks to himself, 'He isn't even a council member...' letting sleeping dogs lie, at least not starting another fight.

Then she continues: "You have many years in this world and I expect you to be able to discuss and handle issues without your blade as well."
Sable responds quickly with, "Just dueling his sharpened tongue with what I have. Should have I pulled out a dagger instead?" The question is asked in sarcasm though still trying to make a point as his words are less strained.

It takes a whole day to explore a hex. If you are using survival checks to collect food as you explore it takes 2 days to explore a hex. Then you add in the wagons which have the speed of 30 or 20 feet which would double the time at least. You explored 2 hexes, the other group did 1/2 of a hex and then a bit of poking around but waiting at the campsite in hex 15. Then running the piggies back to town would take at least 8 hours ride each hex, the pigs are slow and unless tied up which no one said they were would keep detouring needing new handle animal checks. A lot of back tracking!

"Onward then!" He yells and heads out North, going to hex 14.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|
Sable Soren wrote:


After Koldur asks his questions Sable responds with cool restraint, "I drew my blade to emphasize his words. Did I cut him, harm him? No. Just making a point, as his words have been making so may points, I thought I would emphasize it with what I know the best. If I had wanted to I would have cut off his tongue or arms, you know that. Yes, yes, he has valid points but he doesn't need to make it sound like we are dealing with demons or devils."

The dwarf retorts, "By drawing your blade to emphasize your words? Is that the way now we'll settle an argument? Have you heard yourself? In other lands...nay back home your actions would have necessitated a duel or worse. A blood feud! We are companions in this and though we have met and known Olivira for some time, the others have not. What do you expect someone who's not known another for long and suddenly you see that person doing what amounts to evil practices in their view? Draw blades to emphasize their words?" he points out.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

”Koldur you are right. I drew my blade because of his words, to emphasize his words. Yes a duel...” he trails off thinking of days long past. ”You won’t need worry about me, I will withdraw. I will search the North and to the West. I will meet you back at the castle by the beginning of the month or the next.”


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur smacks his haed with a palm.
"That's not what I meant.....If you're thinking about exploring by yourself......as least bring a few others with you."


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"Everyone needs stop with the "I'm throwing my candy in the dirt and going home" attitude. We all are here to grow this settlement, make safe the land and it's people and bring the princess back to power. We all have different views, skills, abilities and opinions. That is why we are all valued on the council, but we must work for the greater good and get past personal things. The lands are dangerous Sable, you are our General. Stay with us and work as a team this is the only way we will beat these threats."

Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28 Since Sable is an NPC I can diplomancy him :)


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Helferick pondered as words flew back and forth.

No-one chose five years of hard labor over lifetime of dedication, eh? Not the choice I'd make myself. If I don't understand the magic behind it, doubt a bunch of bandits would. I reckon they probably just took the option that sounded cushier and thought maybe they'd be able to nip off later when no-one was looking. Bandits'll surrender easily enough, but I reckon it's unlikely they'll have a permanent change of heart. Depends how much they're weakened I suppose.

Once things are a bit calmer, Helferick will speak up. [B]"As the one keeping an eye on the money, I'm just wondering if this means the kingdom's going to be footing the bill for looking after them? If they picked hard labour it'd be fine - the work covers the cost of imprisoning them, but it sounds like they'll be treated better than other prisoners. We've got room in the budget for it, but I'd still like to know.

---

Later in the evening, Helferick will pop in to check how the dedicates are being treated. If there were any bandits that chose the hard labor option, he will also see how they are doing.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen laughs abruptly as Johanna make it clear Sable and Halseen are asking like children.

"Sable you're hurt, let me heal you. Would you like divine or infernal healing? The latter is more effective and free but morally questionable to some."

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Yes you can Johanna, his attitude appears changed for the better as he nods towards her.

He asks politely, ”Now will we be heading to the North towards hex 14, or did you have a different plan?”

Then in response to Halseen he is civil and interested, ”Yes I am, divine please. Would you please let me know your patron and why you have infernal healing as well?”

”Presently Olivira is covering the cost of dedicates. Though in the future I had planned to take gold out of my share of the loot for their shelter and food.”


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Thinking about how he wants to word these answers not wanting to set off another fight Halseen says, "My main practice is arcane magic, it is part of my sylvan ancestry I believe it is on the elven side. That is when I am capable of infernal healing. I have it in my spellbook. It is a tool. Magic like any other, so I understand the concept. But, it can save lives and in naturally much easier for me to cast. Hearing your side of the argument, you may be sympathetic to the idea unless I am mistaken."

Because of peoples prejudgement of him based on a coincidence of patrilineal naming, he pauses hesitating briefly, "As for my worship I mentioned it in the meeting, but I talk a lot and don't expect everyone to hold on to every word especially when passions are hot."

"I worship the ascended pantheon Cayden Cailean, Iomedae, Norgorber and Razmir. Ascending to godhood means attaining the power to do real good. I don't assume I will get there but if your ambitions are not grand what good are they."

I'm working on the assumption that this game follows pathfinder lore and no one has any idea about Razmir being a fake god.

UMD: 1d20 + 16 ⇒ (7) + 16 = 23
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

UMD: 1d20 + 16 ⇒ (6) + 16 = 22
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Sable nods to Halseen’s words, ”I can understand that. So would it not be more apt to name it something else? Perhaps vigor? No worries just trying to understand, in that case I would leave it up to you to choose the spell in the future.”


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Names of spells are kind of arbitrary, but they are part of the ways mages communicate to one another. Many of these spells were created and named 100s if not 1000s of years ago. If I use a new name other casters may be confused and think I am trying to deceive them. If you don't have any magical training it would be like a soldier renaming flank pizza, and in battle saying attack the pizza on my mark. It's a little reductionist but close enough."

"By the way, if you want to dual we can spar sometime. Fairly of coarse. It never hurts to practice against an opponent with a different style than your own."

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

”Oh okay, yeah I see what you are saying. If you really want to we could when back at the capital when we plan on staying there for at least a day.”He says cordially.

With a lack of response he heads out expecting the geoup to follow. He raises his pointer and middle fingers together to his head for a few seconds before putting them down and keeping his eyes alert. He orders Ernost forward to scout, he peels off to the right as the wagons begin to follow.


The bandits are all right, in the back of two of the wagons. Heal DC 12 - They all have some minor wounds and brandings but none of the wounds are fresh or weeping, likely magically healed just not all the way.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur once more puts his heel to his gelding and sets off on a trot. His speed though doesn't put him in front but more like in the center of the group....


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

It will be a bit before we go that far into the woods so legs head over to hex 5 and circle down and around clearing the un numbered hex bellow 5 then 7 and 8.

"We will not be taking territory that far into the forest in the coming months. Let us explore the open hills first as we need farmland for our growing kingdom."

Johanna mounts up and leads the group off to the east.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

Helferick clambers up and follows along.

Silver Crusade

stats:
DR 5/cold iron HP: 230 _ AC: 36 _ T: 33 _ FF: 33, Perception +18, Sense Motive +, Initiative: +9, F: +20 _ R: +20 _ W: +18 (+20 vs ench) _ CMB: +18, CMD: 37, Speed: 40 ft. |FH11
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

He pulls out his map and looks at it again, "5... 6... 10... 11... From my estimation if you travel along that path it will be 11 days before you get back to the capital with the wagons. Then you will likely forage for food as you go so double that 22 days. Taking my time I can go around and explore the other way a swath as I go, If I see anything menacing I will not engage and we can track it down another day. If you must keep me with the wagon trail command me and I will be the forward scout with Ernost and Jevar."


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen is mounted and ready to go.


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Going to 5... one way or another.

The first day of travel is rather clear. With a quick step the group is able to get to the center of hex 11 by nightfall. Those on horses can take point out to where the goldmine should be. With an hour of searching you eventually find it. By then the wagons catch up and you make camp near the mine.

As you get the wagons fully prepared and camp torn down you see more wagons and riders on their way towards the South East in the distance.

DM notes:
Day 2 meet a caravan heading south to your capital.
Day 3 - Shambling mound which exludes 1d4 zombies every 1d4 rounds, 3 zombies with it already.
Day 4 - clear
Day 5 - Break camp, Nettle's crossing, travel East, before camp you see a wandering trio (cleric and acolytes)
Day 6 - clear
Day 7 - hex 7 (Once explored, Perception DC 15 reveals the crack in the side of a hill that leads into the barrow mound's interior...Part III The Lonely Barrow)
Day 8 - hex 8 (E. On the Prowl) (Howl of the North Wind plus 4 more worgs) then 2 worgs with 10 skeletons of their eaten victims.

Returning to the Capital and seeing the Wanted Board - You should all know of these:

Wanted: Tuskgutter
Every greenbelt hunter has a story about Tuskgutter, each wilder than the last. Whoever manages to kill the ill-tempered beast will get a nicre reward from old, retired Vekkel Benzen, who lost his leg to the monster pig a year ago.
Completion: Deliver Tuskgutter's head to Vekkel in the capital.
Reward: masterwork longbow and six +1 animal bane arrows to whoever can kill Tuskgutter. He also promises to share the head cheese he plans to amke out of this trophy.

Gathering Fangberries
Source: Crazy Ol Bokken
Task: Collect Fangberries
Completion: Bring Bokken Fangberries enough for seven potions.
Reward: Bokken gives you a 25% discount on all potions for a month.

Moon radish Soup
Source: Shantee Silvertree
Task: Bring the stress relieving moon radishes to Shantee. They are relatively rare. A patch grows about 16 miles south of the trading post.
Completion: Bring Shantee a basket of moon radishes.
Reward: Shantee is ready to pay a 250 gp reward to anyone who can bring her enough moon radishes to make soup.

Wanted: Falgrim Sneeg
Source: Old Dwarven guard master
Task: A mercenary that worked with the old dwarf months ago was a Varisian man anme Falgrim Sneeg. Falgrim robbed the group and fled into the Greenbelt to become a bandit, and the dwarf hopes to catch him alive and return to Restov for punishment.
Completion: Capture Falgrim Sneeg alive if possible
Reward: four masterwork weapons, if dead only two weapons.

Wanted: Forest Drake Hunt
Task: Rumors of a dragon haunting the Southern Nalmarches are probably overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, its killing folks and needs to be put down.
Completion: Find a forest drake, kill it, and return to town with its head as proof.
Reward: The kingdom approves a reard of 1,200 gp to the first group to successfully slay a forest drake in the Narlmarches.

Wanted: Troll Blood
Task: A local alchemist has a theory that trolls blood can serve as a catalyst during the creation of healing potions. But until he gets a supply of the blood, he won't be able to prove his theory.
Completion: Deliver a waterskin filled with troll blood to the alchemist. He doesn't need more than one waterskin, so one troll donor should do the trick.
Reward: The alchemist promises a reward of 1,200 gp in potions (hunter's choice), deliverable about a week after the blood is brought to him.

Wanted: Northern Howls
Task: A ferocious worg stalks the Kamelands! His name is Holw-of-the-North-Wind, and he's been eating bandits and hunters for years. With the new influx of citizens into the greenbelt, the revenous worg needs to be slain before he acquires a taste for the citizenry!
Completion: Kill the worg and display his body at town for the citizens to see.
Reward: The kingdom approves a reward of 1,200 gp.

Wanted: Shamblesap
Task: Shambling mounds aren't as common in the Greenbelt as they are in Hocktongue Slough, but they are not unheard of. A local Herbalist has found that the sap of a shambling mound works wonders for cultivating certain medicial herbs, and asks for one shambling mound's worth of sap.
Completion: Deliver the sap to the herbalist.
Reward: 600 gp for the sap with 3 potions of cure mod wounds.

Wanted: That Damn Turtle!
Source: Arven the fisherman.
Task: Arven has a secret fishing hole on the east bank of the Tuskwater, but now an ill-tempered beast has claimed the spot. The beast in question is a semi-legendary hockjaw turtle named Old Crackjaw. Kill him! Watch out for his chompers!
Completion: Kill (or drive off) Old Crackjaw from Arven's secret fishing holw.
Reward: Arven finds all sorts of things; he'll give you a ring of feather falling he found in a pike's stomach.

Wanted: I Swear I'm Sober!
Source: Stas, a local lumberjack.
Task: Stas claims to have seen an elusive hodog and to have stuck it with his magic spear. His friens think that he lost his spear in the river and made up the hodog sighting to cover up his clusiness. The poor lumberjack's honor is at stake!
Completion: Kill the hodog and bring its head to Stas so he can show it to his friends. That'll learn 'em!
Reward: In gratitude, Stas promises his +1 keen spear as a reward. The only problem? It's probably still stuck in the hodog's back.

.

.

Next Month:
Source: Tig Tannersen's distraught parents.
Task: Young Tig Tannersen has always been a handful. His hobby of collecting pets from the wilds along the riverbanks of the southern Greenbelt has placed him in danger many times, but now it appears he's really in trouble. Tig has been missing for several days, and his parents are distraught with worry. Finding him will increase the kingdom's morale.
Completion: find Tig and deliever him safely home.
Reward: if safely reunited with his parents, increase kingdom Loyalty by 2.

A Lady's Desire
Source: Lily Teskertin, local flirt
Task: Lily's always loved the workmanship of fine elven crafting but has never owned an example of such superb work. She's heard rumors of an old elven ruin in the Southern Narlmarches; if anyone could find the ruins and salvage from them an example of elven workmanship, she would be EVER so grateful...
Completion: Find a statuette of fine elven craftmanship
Reward: Lily's willing to trade her dead father's old cloak of protection +1 and a kiss (or perhpas a bit more) for such a statue.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

Johanna directs the others and leads the way to ride and meet these other wagons.


A man with a bushy face of brown facial hair and a blue large brimmed hat puts his hand up as he rides a horse ahead of the wagons. The wagons comes to a stop as he lets his horse trot forward. Well armed with extra weapons strapped to his horse he seems very capable. In a gruff voice he calls out, "Greetings, may perchance you be the leaders of the new colony? I am Rathur Magebane, ranger and leader of this here wagon train headin' to the capital of said colony in the South."


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

He keeps his bow ready in one hand aimed at the ground and waiting for the word from Johanna.

sense motive: 1d20 + 1 ⇒ (5) + 1 = 6


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Halseen waits to follow the other lead.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"Hello Rathur. Yes, I am Johanna. I guess my title would be Baroness. We are the rulers. We are out scouting and trying to make the surrounding land safe for travelers and our people. What brings you south?"


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Jevar trots up beside Johanna as the man comes closer and she reveals that she is the figurehead. He watches with some curiosity towards the man, cautiously trying to analyze his motives.

Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

That's a lot of quests.

Koldur curses his sore backside and the caravan before them was a reprieve towards his poor behind.
Cantering forward, the dwarf answers.
"Yes we are. What brings you towards our colony and what news you bring from where you're from? I am Koldur and am pleased to make your acquaintance."


”Brevoy, that is where folk are gathering. As they hear a new colony is being built, especially with more fertile land and less cold. Some gathered in Restov and others a bit more North. But we are all here now and glad to see Baroness Johanna Sinclair, Koldur the battlemaster, and Jevar the drow. We are happy to join and more will be along in the coming months.” he says sincerely.

Jevar:
You believe his words.


Skills:
Perception +10, Diplomacy +14, Sense Motive +12, K. Religion +10, Handle Animal +10, Linguistics +4
HP: 52/60 | AC: 23(29 vs Vampire), T: 11, FF: 22 | Fort: +14, Ref: +10, Will: +12 | Init: +3 | Speed: 30ft; 20ft in Armor | Perception +10 Darkvision | Panache 4/6 | LoH 6/8 | Channel 5/9

"We thank you for coming then. Please don't let us keep you. The colony awaits, I'm sure you will each find it quite welcoming. We will be out here for a few more days but should be returning shortly to handle any business. Be safe on your Journey."

She nods and turns to ride away leaving others to conduct any business they may have.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Sense Motive 1d20 + 2 ⇒ (12) + 2 = 14
"You're very well informed about us." Koldur remarks as he tries to remember if they have had heralds across the lands announcing their presence.

It would make their trip either more exciting or extremely exciting.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Well, we aim to grow and to share prosperity. So, welcome. When you get there I'm sure there will be people that need your services. I would not want to going hungry or getting bored. Find one these lovely people when we return if you are looking for more work I'm sure they can find some for you."

Diplomacy To change attitude: 1d20 + 13 ⇒ (20) + 13 = 33 The goal is to get them as friendly as possible now to prevent any potential infighting, spying or backstabbing.


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

"Aye, the colony is still fairly new, so there's plenty of room for new folk." Helferick looks over the wagons to see what sort of settlers are arriving.


"I am Koldur, as the Swordlords send their regards. I was a minor noble far in the North of Brevoy. Looking for a new start. I have some of your rewards from the court." He replys with a nice smile and a wink.

Koldur:
You believe he was keeping something back, but now you think he is fully being truthful now.

He was friendly before and now he is helpful! Good job Halseen!

Most of the folks are humans though there are a small percentage of other common races.


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

Thanks!

"This group is quite welcoming to those who have expatriated themselves from Brevoy."


Male NG Dwarven Wizard 3 Barbarian 1 | HP 39/39 | AC: 17 Touch: 13 FF: 15 | CMB: 6 CMD: 19 | Fort: 7 Ref: 3 Will: 6 | Init: 1 | Darkvision 60ft Per: +6 SM: +2 | Speed 30ft | Rage 7/7 Augment 7/7 | Active Buffs: Mage Armor |
Skills:
Acr: +5, Cli: +8, Kn Arc/Pla: +11, Kn His: +9, Kn Dun/Eng/Geo/Loc/Nat/Nob/Rel: +8 Per: +6, SpC: +11, Stl: +2, Sur: +6

"What rewards are these? We're doing well, but more supplies are always useful."

unless they'd like us to accompany them to the city, I'm good to move on, I think


"Some of the rewards are for the capture of more bandits, as others are the requests for aid. Though the aid was already being sent. Supplies, able body workers, and specialists." With a wave from him the caravan continues to move. He waits and answers any other questions from you and follows the caravan after it has passed.

Heading South East your troupe continues to head out to explore as your three wagon train continues straight. After a few hours... someone sees something...

Perception rolls:

Helferick: 1d20 + 6 ⇒ (3) + 6 = 9
Halseen: 1d20 + 10 ⇒ (17) + 10 = 27
Johanna: 1d20 + 9 ⇒ (14) + 9 = 23
Koldur: 1d20 + 9 ⇒ (11) + 9 = 20
Jevar: 1d20 + 12 ⇒ (12) + 12 = 24
Ernost: 1d20 + 8 ⇒ (15) + 8 = 23

Halseen and Helferick are on the wagons. Jevar sees it first...

Jevar:
You see heaps of rotting vegetation at first. It then rises on two trunk-like legs, reeking of rot and freshly turned earth a mass of tangled vines and dripping slime rises from the pile. The pile is about 8 feet wide and stand between 6 and 9 feet tall. Luckily you see if far enough off you can back off and alert your group. It is about 80 feet from you and moving towards you now.


Jevar returns to the wagons as he calls to those closest to him. Once all are gathered he points out the shambling mound of vines and the smell of rot coming from that direction. I wonder what kind of sign should be used to gather the others out looking.


Init +5| AC18/15/13 | HP34/34| Fort 4| Ref 9| Will 4| Perception +12 Jevar

Once back with the caravan he looks around to the others after alerting them of the dangers of the shambling mound. He pulls out an arrow and summons a ball of Darkness upon it. He pulls out his signal whistle and blows it as hard and loudly as he can before sending the arrow up into the sky as high as he can. He continues to blow the whistle aggressively hoping it alerts the others.


stats:
HP: 30/30 _ AC: 18 _ T: 14 _ FF: 14, Perception +8, Sense Motive +1, Initiative: +4, F: +5 _ R: +8 _ W: +2 _ CMB: +6, CMD: 20, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff -1, Climb +8, Escape Artist +4, Handle Animal +8, Inti +8, K (geo)+5 (local)+2 (nature)+7, Ride +4, Stealth +8, Survival +8, Swim +2

He comes in quickly enough seeing Jevar move back to the wagon train. Getting to the wagon train he dismounts and secures his mount's reigns to the front wagon. He draws his composite longbow and aims it towards the ground.

He nods to Jevar and says, "Yes those are good signals, how about a burst of three to let us know to come back to the wagon. Hold up! So what are the dangers of the shambling mound, I know it is a plant and dangerous but that is about it? Oh it is resistant to fire too." With that he keeps looking at the surrounding area once the wagons have come to a stop.

K Nature: 1d20 + 7 ⇒ (10) + 7 = 17 on shambling mound.


K Nature DC 16, to remember something useful about a shambling mound:
Every 5 more above the DC reveals another special ability.
Immune to Electricity
Resistant to Fire
swim 20 ft.
Melee 2 slams +11 (2d6+5 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict (2d6+7)
Electric Fortitude

Is anyone going to do something in rounds? What is everyone doing? Do you come back to the train or not? If you do come back to the train do you just look at Jevar or look somewhere else as you listen? What else might you do? Some of you cast mage armor this morning and the spell has worn off. So are there any spells that you cast or do anything to prepare? I will be moving us forward tomorrow to give everyone a chance to post something.

Koldur:
Tomorrow once you report that you see it no one else will get to make any other preparations. You see slithering vines with a pile of vegetation heading towards the group, now 50 feet away from your group. It appears to be sneaking towards your group... You may act in surprise round as it continues to crawl forward.
Stealth: 1d20 + 8 ⇒ (4) + 8 = 12

Perception Checks
Helferick: 1d20 + 6 ⇒ (6) + 6 = 12
Halseen: 1d20 + 10 ⇒ (3) + 10 = 13
Johanna: 1d20 + 9 ⇒ (3) + 9 = 12
Koldur: 1d20 + 9 ⇒ (17) + 9 = 26
Jevar: 1d20 + 12 ⇒ (3) + 12 = 15
Ernost: 1d20 + 8 ⇒ (3) + 8 = 11

upper the wind blows towards the group: 1d100 ⇒ 48


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

With a roar, Koldur dismounts and charges towards the slithering vines!

"Under attack by vegetables! To arms and spilt up as needed!" Yes.....Tactics aren't exactly Koldur's Forte. Neither does he have Knowledge (nature)

The old dwarf has both his weapons out as he moves in one deft twist. Perhaps it's the saddle soreness or perhaps he's old but Koldur doesn't move as smoothly as he likes as his bones protest the sudden movement.....


AC:13 T:13 F:11 | HP29/29 | CMD:16 | F:+3 R:+3 W:+7 | Init:+2 | Perc: +10, Low
Session Resources:
2L1

"Follow his lead."

Halseen casts Grease and casts Dazing blade on Joanna's weapon (swift).


Uncina will move around and bite at the plant creature.

Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

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