
Kereek! RPG Superstar 2010 Top 16, 2011 Top 32 |
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Kereek nearly falls over from Prazil's good natured attack, and grabs his wine to take a long drink of it before responding. "It am art! It am depiction of struggle between world and kobold, between..." Kereek suddenly makes a face, "Between light and dark, between Kereek and Prazi... Ohhh Kereek am not feeling so... Uh oh." Suddenly Kereek is literally flying from the room, hurtling toward the garderobe. The noises that explode from that room are enough to convince you that art, like life, takes it toll on the artist...

Prazil |

Prazil nods as Kereek's explanation of his art begins, the simple-minded kobold remains utterly uncomprehending of what his brighter clutchmate is saying and yet he is genuinely still interested. His bright-eyed look shifts to one of concern as Kreek groans then dashes away in a hurry.
He cringes at the sounds he hears from the direction Kereek fled, then looks up at Katerina. "What was on purpose?" He then looks panicked as he glances from the aldori toward Kereek's direction then back again, "Did Prazil's questions make Kereek sick? Kereek get angry with Prazil's questions before, but they am not for making him sick."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Preparations made -- and Kereek's gastrointestinal system restored to normal working function -- you set out with Katerina to find out what happened to Varnhold.
Traveling north, you arrive at Fort Kazmir and from there follow the South Rostland Road west, until you arrive at Fort Serenko, a wooden fortification that has stood for years on the southern border of Brevoy.
The fort itself appears to be abandoned. An examination reveals evidence that the occupants seem to have left in a swift but orderly manner.
I don't have the map up yet; sorry, been distracted by Superstar. As always, this is sandboxy, but the obvious, quickest way to get there is to continue to follow the South Rostland Road west another 25 miles or so, and then head south on an (unnamed) road about 35 miles to Varnhold. Of course, it's up to you if you want to explore the area -- which neighbors your own kingdom -- as you go or head directly there or whatever. To speed things up, we won't play out random encounters...

Kereek! |

Kereek leans forward on his war-sheep, Pork Chop 2 (Pork Chop 1 having been sent out to pasture after getting pregnant...) and looks around. "Why am fort all empty? Where am soldiers who am supposed to be here?"
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Katerina the Maid |

"Let's look inside." Disounting, the girl makes good on her word and steps inside. She is thorough in her search, of the walls, the buildings, the stables.
Any sign as to *why* they left? Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Prazil |

Prazil seems positively ecstatic as he and the other leaders of Hartsland make ready for another foray out into the uncharted wilds. He sits tall in the saddle, as tall as a kobold might at least, as Spike tamps the ground restlessly.
Over the past year, Prazil's trusted steed has grown considerably in size and he wears the barding Prazil had fashioned for him comfortably, the gleaming rings of chain protecting his broad flanks. Prazil, likewise, cuts a more noble figure than he did a year prior. The garish paint that once decorated his shield has been sanded away, its edges smoothed, and the crest of Hartsland etched artfully across its face. His ill-fitting breastplate of dragonscale has also received some attention, the armor now shaped and tailored for Prazil's fit and muscular form. His dented kettle helm still hangs from a loop on Spike's saddle, but it now serves its proper purpose as a kettle. The knightly kobold wears a proper helmet, fashioned from the same dragonscale as his armor, and bears a pair of flowing banners near the tip of his lance.
While he doesn't feel the part himself, most of those Sootscales who knew him would say he fit the very picture of a great hero.
He looks down from Spike's back at Katerina and smiles broadly, "Kat-lady am for coming too? Yay! Prazil am for watching out for you, you no worry!"
---
At the fort, Prazil eases Spike to a stop, giving Kereek and the others the opportunity to investigate the fort unhindered. "Orin, can you be for telling which way they am for going?"

Agnar Hrolfson |

"Katerina's right. They may have left some word for friends or allies as to where they went."
Agnar dismounts and kneels down next to Fang. He ruffles the wolf's ears, then makes a few growling, snuffling noises before the beast turns and trots off towards the fort, nose to the ground.
Speak with animals to have Fang search out anything living, and to fetch me if he does. Agnar's Perception check: 1d20 + 4 ⇒ (8) + 4 = 12; Fang's Perception check: 1d20 + 8 ⇒ (13) + 8 = 21

Agnar Hrolfson |

Why don't we carry flags? Then we could just pop a flag into the ground and say "I claim this land in the name of Hartsland."
"It's a bit out of the way from the rest of our land. Besides, the Rostlanders will likely come back for it once things calm down up north. Besides, we've got more road to cover. No time for housekeeping."

Prazil |

Prazil scratches his head, clearly uncomprehending of the implications of the abandoned fort. He waits patiently astride Spike, looking to Kereek and the others for the cue to press on. As they all start to make their way back to their mounts, he asks, "How am we for getting to Varnhold from here?"

Prazil |

Prazil shakes his head, "No, no, Prazil am for knowing that. Which way am we for going though?" He spins Spike in a slow circle, gesturing to the horizon. He shakes his head and hand at the direction from which they came, "But not that way, we am not wanting to go back to Hartsland. Not yet at least. Nope nope."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

You travel east, continuing to follow the road, until you reach Nivakta’s Crossing, the southernmost village in Rostland.
Surrounded by a wooden palisade, the village is set on the northeastern bank of the Shrike River. A low bridge allows access over the river here to the wilderness to the south—the southwestern side of the bridge being fortified by well-manned guard towers.
The villagers, looking to be mostly tradesmen, hunters, fishermen, and trappers, greet your presence dourly, though they're willing to take your coin once you've made it clear the kobolds are no threat. Rumors have reached them of Prazil and Kereek and though they obviously think it queer, they're willing to accept your assurances.
You can trade here, but I'm assuming you have no interest in such at the moment, so am going to carry on.
You continue south along the road, eventually reaching an area that's clearly been developed as farmland, you assume by the settlers of Varnhold. You cross a simple wooden bridge, sturdy and well-constructed, but without much evidence of use, over the Kiravoy River and another day brings you finally to Varnhold.
Most of Varnhold’s buildings are constructed of fieldstones up to a height of about 3 feet, with wooden planking and even some frame and stucco above that. Most windows bear shutters and are unglazed and roofs are uniformly shake shingles. A few dwellings, however, are still
the sod dugouts constructed in the colony’s earliest days. The
town is constructed around a ford of the Kiravoy River, above
which stands a low, f lat-topped hill. Atop this hill stands
the hewn-log stockade and blockhouse. Map in the combat map link (which I'm just using for convenience, not because you're in combat; you're coming in from the right side of the map.
Let me know what you want to do/how you want to explore (just go house to house starting with the closest ones, or head for a larger structure...

Katerina the Maid |

"The church may be a good place to start." Katerina points to the large domed structure on the eastern edge of town.
Complete guess based on fancy looking roof and a cemetery adjacent ;)

Prazil |

Prazil nods with conviction at Katerina and Kereek's suggestion, himself totally ignorant as to whether it's actually a sound idea or not, but he trusts Kereek's judgment.
As the group begins to wend through the town, Prazil keeps an eye and ear peeled for trouble or clues as they go.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
--Prazil--
HP: 49/49
AC: 29 (15 T / 26 FF)
CMD: 23
F/R/W: +5/+6/+3
Cavalier's Challenge uses remaining: 3/3
Tactician uses remaining: 2/2
Knight's Pennon uses remaining: 1/1
+1 arrows remaining: 19/20
-Ongoing Effects-
Banner: +2 morale bonus vs fear and +1 morale bonus on attack rolls made as part of a charge for all allies w/in 60ft
--Spike--
HP: 51/51
AC: 32 (11T / 30 FF)
CMB: +11
CMD: 22 (26 vs trip)
F/R/W: +8/+6(evasion)/+3

Katerina the Maid |

Katerina dismounts and walks into town. Her eyes are peeled, Like a late night in the narrows, only cleaner. and quieter. Keep your eyes open!
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

You pass a few small cottages, seemingly small farm houses, as you cut across the field toward the small church, its whitewashed walls and stained glass windows gleaming in the sun. The bow symbol of Erastil shines like a beacon above the doors. Behind it on one side sits a neatly kept parsonage, and on the other a low hill holds the beginnings of a small cemetery.
The interior is simply furnished with wooden pews and a humble altar.
I'm adding labels to the buildings as you get some idea of what they are...

Prazil |

Prazil slides free from Spike's saddle and pats his trusted friend on the bridge of his nose, grabbing the small horn there and pulling Spike's head up so the two are holding eye contact. After a few instructions to guard the area, Prazil nods and walks in beside Katerina, his shield and hammer ready for the worst.
"This town am spooky. Not spooky like Agnar talking with dead people, but a different spooky- a bad spooky. Prazil am not for liking this place."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

There does not appear to be an office in the church -- it looks like it was a place for services only, and the priest likely lived somewhere else.
Kereek leaves and heads to the next large building, a giant barn with both a cargo door on the front and a smaller door on the side where a lean-to abuts the structure. The strong odor of barley and other grains wafts through the seams in the clapboard walls.

Agnar Hrolfson |

"Granary," says Agnar. "Unless we want to question the mice, I don't think we'll find anything interesting in there."
Agnar pauses a moment, running a hand through his beard.
"On second thought, let's take a look anyway. I just want to see if it looks like the stock is depleted. If it is, it might mean that they were fleeing some kind of threat, and had time to take some supplies away with them."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Agnar enters the quiet barn and begins looking around. After a few moments, though, the quiet and stillness is broken as the vermin in the barn -- rats, not mice he expected -- react to the intruder, swarming in an angry mass toward him!
Agnar takes 18 hp as four of the six rat swarms converge on him; he must also make four Fortitude saves, please.
Agnar: 1d20 + 1 ⇒ (15) + 1 = 16
Katerina: 1d20 + 9 ⇒ (17) + 9 = 26
Kereek: 1d20 + 3 ⇒ (15) + 3 = 18
Orin: 1d20 + 2 ⇒ (4) + 2 = 6
Prazil: 1d20 + 4 ⇒ (5) + 4 = 9
Antagonists: 1d20 + 6 ⇒ (7) + 6 = 13
1d4 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 6
Everyone but Orin and Prazil are up in Round 1/2

Katerina the Maid |

"Ach! They're everywhere!" Katerina steps towards Agnar and describes a sweeping arc with her dueling sword. "Get behind me! I think Kereek has a plan!"
Attack, PA: 1d20 + 15 ⇒ (9) + 15 = 24 for 1d8 + 14 ⇒ (7) + 14 = 21 halved for a total of: 10

Agnar Hrolfson |
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hp 30/48. And, of course, I have none of my Animal domain spells prepared.
"Aaaaarghh!!! Flamin' arch-hell bastards! Crockplucking pisswads!" By the bloody flamin' horns!
Flailing at the rats covering his body, Agnar quickly takes several long, hopping strides, hurrying outside the barn and away from the rats, then drops his bow and begins fumbling at a pouch at his belt. Move action to clear the barn, second move action to pull a flask of alchemist's fire from his belt pouch.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Prazil: 9*
Orin: 6*
Katerina: 26
Kereek: 18
Agnar: 16
Antagonists: 1d20 + 6 ⇒ (7) + 6 = 13
Katerina rushes into the barn, her sword's arc dismembering several rats as Agnar flees out of the barn, past Kereek.
Agnar, please don't forget your Fort saves.
Numerous rats chase after him Two swarms, now at the door in front of Kereek, though many turn their attention to Katerina instead. 14 hp; also need four Fort saves from you, plus a fifth at DC 12 or be nauseated for one round (lucky Agnar, I forgot about that one last round); you can also get up to four attacks of opportunity as swarms move into your space
4d6 ⇒ (4, 6, 2, 2) = 14
Rats 1: 10

Katerina the Maid |

Only one AoO, no Combat Reflexes :) Hurray Feat Starved :D
The rats flow over her in a disgusting wave of wriggling rat flesh. Her blade lashes out once more to cut down as many as she can, but there are so many, it's hard to imagine the cuts do much to the whole number! She screeches wordlessly as she feels who knows how many skittering up her legs, into her hair and even under her armor!
Direct this at the swarm I hit last round, killing at least one of the swarms. That should prevent one d6 and one of the Fort saves :) AoO, PA: 1d20 + 15 ⇒ (9) + 15 = 24 for 1d8 + 14 ⇒ (3) + 14 = 17, halved for 8. I just dropped the first die of damage done to me. Let me know if that's not ok :)
Saves: 3d20 ⇒ (11, 13, 17) = 41 +4 to each so: 15/18/21 :) Distraction Save, Charmed Life: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25

Kereek! |

Kereek smiles as the mass of rats surges forward. He crooks a claw as if throwing and a bead of red flies into the barn, to explode just behind the masses of rats. Aiming to keep as many PCs out of the blast as I can!
FIREBALL!: 7d6 + 7 ⇒ (4, 6, 2, 3, 2, 6, 3) + 7 = 33 fire damage, Reflex Save DC 16 for half!