Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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Male Human Rogue 3 (Swashbuckler)

Round #3

Rupert grimaces badly at the deadly blow, realizing with only a flicker of fear that he probably won't last much longer without the help of his companions.

"Over here!" he yells, in case they would have any trouble finding him in the dim light. Then, with an incoherent battle cry, he throws himself at Kressle wildly.

Attack 1d20 + 3 ⇒ (11) + 3 = 14
Damage 1d8 + 2 ⇒ (3) + 2 = 5
Miss Chance 1d100 ⇒ 37


Female Elf Cleric (Desna) 1

Hearing Rupert's pained cry Lirisial begins moving toward the debonair man, hoping she can make it in time.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Grrr. Just lost the whole fricking post. Let's try again.

Initiatives:
21 Rupert
16 Edrukk
13 Orin
9 Kressle, Vandar
7 Bandits
6 Xanwell
2 Treshiell

Rupert swings his deadly dueling sword straight for his opponent's chest. The blow appears to be aimed true, but at the last second, the bandit leader dodges out of the way. "Nice try, goat dung," she sneers. "I hope you made your peace with your god."

She swings her two wicked axes at the young swashbuckler. Her first slash again slams into Rupert's chest doing 10 hp, and the color drains from his face as he collapses, probably saving him from instant death as Kressle misjudges where his neck would be in the darkness and misses with her second axe cut.

Seeing he would no longer be a threat, she turns to his onrushing companions and laughs! "Who wants to be the next to die?"

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Miss chance: 1d100 ⇒ 36
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Miss chance: 1d100 ⇒ 14
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Elsewhere in the clearing, Vandar and his opponent continue to cut at each other, neither able to get a clear opening or land a successful strike.

Vandar's attack: 1d20 + 2 ⇒ (8) + 2 = 10
Miss chance: 1d100 ⇒ 39
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Bandit's attack: 1d20 + 2 ⇒ (8) + 2 = 10
Miss chance: 1d100 ⇒ 47
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

The remaining bandit in the guard post spots Edrukk as he rushes to Rupert's aid and quickly launches an arrow at the dwarf. The deadly shaft gives Edrukk a small jolt forward as it punches into his back, but he realizes from the lack of pain that it wasn't able to penetrate the toughened leather of his armor.

Bandit's attack: 1d20 + 2 ⇒ (10) + 2 = 12
Miss chance: 1d100 ⇒ 80
Damage: 1d8 ⇒ 3

I figured since Treshiell is last in the initiative round, I'd post this so people can start planning their next actions, and she can have the last round 2 action before round 3 begins.

Here's the map after Round 2, though still pending Treshiell's actions. (Note the one bandit fled to the south.)


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Round #4

Orin rushes toward Kressle, his sword held high, he says "Why don't you try me?" stepping over Rupert's body he swings at the bandit leader.
Attack roll: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage: 2d6 + 6 + 2 ⇒ (4, 4) + 6 + 2 = 16
Seeing his sword bite deep, he smiles at the woman "Not so cocky now, are you?"

Thanks Treshiell, I keep forgetting that.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Dear Lord, Orin, d'you figure out some way to cheat this dice algorithm? : ) I wish I rolled as well as you do when I'm playing!


Round 3, init 2
Treshiell picks up speed as she sees Rupert slump to the ground. Midway through her movement she flings her arm towards the bandit engaged in combat with Vandar. A gust of wind forms and blows toward the bandit.

Move action to move down 4 squares, then one diagonally down to the right and then down one more
Standard action to cast Daze (will save DC14) on the bandit engaged with Rupert

Edit: +2 to attack and damage for Orin on Kressle if she is a human

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Treshiell, I'm confused who you're casting at. Your test says the bandit engaged with Vandar, while you're OOC text says the bandit engaged with Rupert (who's now fighting Orin)...


motteditor wrote:
Treshiell, I'm confused who you're casting at. Your test says the bandit engaged with Vandar, while you're OOC text says the bandit engaged with Rupert (who's now fighting Orin)...

Oops, sorry about that. It's the one engaged with Vandar. I'm not in range to cast it on Kressle


Seeing Rupert drop, Edrukk will load his crossbow and fire at Kressle, "Impressive, too bad none of your lackeys got to see your final hurrah before dying. Hopefully they will prove to be more conducive to diplomacy once they see your dead body."

attack 1d20 + 1 ⇒ (15) + 1 = 16
damage 1d8 ⇒ 8

Are you even still alive after that, Rupert, or are we going to be meeting yet another new party member?


sunshadow21 wrote:

Seeing Rupert drop, Edrukk will load his crossbow and fire at Kressle, "Impressive, too bad none of your lackeys got to see your final hurrah before dying. Hopefully they will prove to be more conducive to diplomacy once they see your dead body."

attack 1d20+1
damage 1d8

Are you even still alive after that, Rupert, or are we going to be meeting yet another new party member?

If my math is correct Rupert is on -9 and dies first at -12, so he's ok for now. Either Lirisial or Treshiell should be able to heal him before he drops that far.


Male Human Rogue 3 (Swashbuckler)

Here's hoping. I'm rolling for stabilization, which I believe is a 10% chance. I'll go with 91 or above.

1d100 ⇒ 24

Rupert moans quietly, and a small river of blood rivets down his chest.


Rupert Hentzau wrote:

Here's hoping. I'm rolling for stabilization, which I believe is a 10% chance. I'll go with 91 or above.

1d100

Rupert moans quietly, and a small river of blood rivets down his chest.

It's actually a DC10 constituion check with a penalty equal to the amount of negative hit points you are suffering from (in this case -9). If you fail you lose one hit point and keep dying. If you succeed you stabilize and are no longer dying. You make the check each round after you fall down. So on round four you make your first check at -9. If you fail that you make another check at -10 on round five and so on until you are healed, stabilized or dead.


Male Human Rogue 3 (Swashbuckler)

Okay then.

Round #4 Actions

Constitution Check DC 10 1d20 - 7 ⇒ (16) - 7 = 9

Oh, COME ON! :P

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiatives:
21 Rupert
16 Edrukk
13 Orin
9 Kressle, Vandar
7 Bandits
6 Xanwell
2 Treshiell
1 Lirisial

Edrukk's bolt slams into the bandit leader, spinning her around and into the path of Orin's massive greatsword, which nearly severs her neck in one blow. She falls lifeless to the ground, her expression a state of shock as her seeming triumph turned so rapidly to death.

The bandit on the platform, seeing his leader fall, climbs down and begins fleeing to the west.

Vandar and his foe, who shakes off the witch's magic, continue to slash at each other, with Vandar landing a solid blow. Realizing he's now all alone in the clearing and with a second bad cut, the bandit suddenly turns to flee, only to be cut down with a last thrust from Vandar. Note he's still alive if anyone wants to stabilize him. The former bandit turns to the rest of the party, his eyes wide and breath coming in great, heaving gasps, to see what you will do next.

Attack rolls:

Bandit will save: 1d20 - 1 ⇒ (20) - 1 = 19

Vandar's attack: 1d20 + 2 ⇒ (17) + 2 = 19
Miss chance: 1d100 ⇒ 62
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Bandit's attack: 1d20 + 2 ⇒ (7) + 2 = 9
Miss chance: 1d100 ⇒ 70
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Vandar's attack of opportunity: 1d20 + 2 ⇒ (11) + 2 = 13
Miss chance: 1d100 ⇒ 40
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Either Treshiell or Lirisial can get to Rupert at the end of the round and heal him. Kressle is also technically still alive, though barely, if you want to save her. Two bandits are sleeping and two have fled the clearing, so we'll exit initiative and people can act at any point. (Though Rupert will likely need a couple rounds of healing to become conscious again.)


Male Dwarf Bard (savage skald) 3

I would say stabilize all of the bandits, including Kressle, that we can to question later. I want to see Kressle's face when she sees that Rupert is still alive.

"Good work, Vandar, your assistance was very helpful. When everyone comes to, hopefully you can help convince them to at the very least share whatever information they have of the region with us. After that, I am perfectly willing to let you and any of your former comrades who cooperate fully to head north and start over or put their knowledge to good use by helping us here. Any that don't cooperate will meet the same fate as those at the fort, which is something I hope you can help talk them out of. Kressle is probably a different matter though; even if she is willing to cooperate, I don't know that I am quite willing to trust her at this point." Edrukk talks as he gathers up his tools, puts them away, picks up his warhammer, and makes sure that the sleeping bandits are both comfortable and nowhere near any weapons.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin will rip a strip of cloth off his cloak and attempt to bind Kressle's wounds.
Heal check: 1d20 + 1 ⇒ (15) + 1 = 16
Stanching the flow of blood, Orin stands and says "That should hold her until she can get some healing."


Treshiell walks up and kneels next to Rupert's still body. She passes her hand above his chest and looks up to the others. "He is not dead", the witch declares in her usual tone of voice, deviod of either happiness nor disappointment.

She places her palm on the young man's chest and starts to chant softly in draconic as Thaal slithers down and lays his head on the top of Treshiells hand. The vipers eyes flash as Rupert's bleeding stops, but otherwise seem to do little else.

The young girl rises and brushes dark crimson dust from her hand. "Thaal says that he does not want to wake up, but he is safe for now", she says to her companions.

Use Heal hex on Rupert: 1d8 + 1 ⇒ (1) + 1 = 2
Sorry, Rupert :/

Treshiell then glances at the still body of Kressle. "Do you want to save her?"

If yes then:
Use Heal hex on Kressle: 1d8 + 1 ⇒ (6) + 1 = 7


Male Dwarf Bard (savage skald) 3

"Save her for now, and at least give her a chance to explain her side of the story. Just make sure her weapons have been removed her immediate area first. I may not kill bandits on sight, but I'm not stupid either." Edrukk will chime in from his post watching over the sleeping bandits. "Try to save the other two wounded bandits as well. If we can show that we weren't out to kill anyone, it might be easier to get them to talk."


"As you wish", Treshiell replies and walks to perform the same ritual on the two wounded bandits.

Heal hex rolls on the two remaining bandits:
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (6) + 1 = 7


Male Dwarf Bard (savage skald) 3

"Here are my thoughts on how we proceed. We gather all of the bandits but Kressle by the fire unarmed and loosely tied up to each other, with Vandar, Rupert, if and when he comes to, and myself watching over them, so that when they awake they can see we mean them no long term harm, and in general make it clear that we are willing to be lenient if they are willing to cooperate. The rest of the party goes off to the other side of the river, or into the woods, or really anywhere that's a fair distance from camp, with Kressle, and deals with her as they see fit in terms of getting information out of her and determining her fate. Whatever we do, we need to keep Kressle and the others separated, and determine their fates separately." Edrukk opines as he makes the last two bandits comfortable beside their sleeping comrades.

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Seeing Treshiell's hex was ineffective to do much more than stop Rupert from bleeding, Lirisial leans over the injured swashbuckler. After murmuring a prayer to Desna and apparently not being satisfied with the results, she channels divine healing energy into her injured companion, whose color quickly returns to normal as his skin finishes knitting.

Cure Light Wounds (subbing for Bane): 1d8 + 1 ⇒ (5) + 1 = 6
Channel positive energy: 1d6 ⇒ 3

That should have the apparently healing-resistant Rupert at a whopping 1 HP. If anyone else needed healing, Lirisial would have made sure they were close for the channeled energy. She also would have made sure any bandits were not in range of that healing.

As Lirisial is administering to Rupert, Xanwell rushes into the clearing, his eyes wide and his massive blade covered in blood. Seeing that the fight is over, he quickly comes down, and slumps exhausted against a tree.

It soon becomes clear his condition is more than physical, though. He will eventually admit that he never heard the Rupert's signal for help, and only came running because a fleeing bandit -- whom he killed -- ran into him in the woods. He insists Rupert's injuries are in part due to him, and that because of the strange buzzing in his ears, he can't be trusted. He says he will return to Restov to see if he can find some sort of cure, but no ally is better than one who can't be trusted to be there when he's needed. He refuses to take any consolation that's offered and is adamant in his decision should anyone try to sway him.


Male Dwarf Bard (savage skald) 3
motteditor wrote:

Seeing Treshiell's hex was ineffective to do much more than stop Rupert from bleeding, Lirisial leans over the injured swashbuckler. After murmuring a prayer to Desna and apparently not being satisfied with the results, she channels divine healing energy into her injured companion, whose color quickly returns to normal as his skin finishes knitting.

Cure Light Wounds (subbing for Bane): 1d8+1
Channel positive energy: 1d6

That should have the apparently healing-resistant Rupert at a whopping 1 HP. If anyone else needed healing, Lirisial would have made sure they were close for the channeled energy. She also would have made sure any bandits were not in range of that healing.

As Lirisial is administering to Rupert, Xanwell rushes into the clearing, his eyes wide and his massive blade covered in blood. Seeing that the fight is over, he quickly comes down, and slumps exhausted against a tree.

It soon becomes clear his condition is more than physical, though. He will eventually admit that he never heard the Rupert's signal for help, and only came running because a fleeing bandit -- whom he killed -- ran into him in the woods. He insists Rupert's injuries are in part due to him, and that because of the strange buzzing in his ears, he can't be trusted. He says he will return to Restov to see if he can find some sort of cure, but no ally is better than one who can't be trusted to be there when he's needed. He refuses to take any consolation that's offered and is adamant in his decision should anyone try to sway him.

Edrukk would suggest he stays long enough to see how which bandits choose to go north along with Vandar. Traveling alone isn't a good option in this region for anybody, not even a crazy barbarian.


"It must be hard having the world speak to you but being unable to understand it", Treshiell says as she watches Xanwell wander off. Then the young witchs turns to the group and continues as if nothing had happened. "Where shall we hang Kressle?", she asks as she surveys the trees surrounding them.


Male Dwarf Bard (savage skald) 3
Treshiell wrote:
"It must be hard having the world speak to you but being unable to understand it", Treshiell says as she watches Xanwell wander off. Then the young witchs turns to the group and continues as if nothing had happened. "Where shall we hang Kressle?", she asks as she surveys the trees surrounding them.

"Preferably somewhere deep in the woods where no one can find her corpse. Let her suffer the most ignoble fate of all, being completely forgotten. That also makes it easier to treat with her sleeping allies." Edrukk will comment as he takes inventory of what the bandits had on themselves and in camp.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Although it made him sick to treat with the bandits Orin kept his silence. When Edrukk porposed dumping Kressle's body out in the woods he took this opportunity to speak up "All in good time, my friend. I believe she would have the best information about this 'Stag Lord' Vandar spoke of. Let me, and anyone else who wants to join me, take her apart from her men and interrogate her. Then we can execute her."


Male Dwarf Bard (savage skald) 3
Orin Ro wrote:
Although it made him sick to treat with the bandits Orin kept his silence. When Edrukk porposed dumping Kressle's body out in the woods he took this opportunity to speak up "All in good time, my friend. I believe she would have the best information about this 'Stag Lord' Vandar spoke of. Let me, and anyone else who wants to join me, take her apart from her men and interrogate her. Then we can execute her."

"Agreed, I think we shall accomplish our goals best if we split up as I proposed earlier. These men can still be of use to us, and are probably just trying to make a living for themselves and their families, so treating with them may be beneficial to us over the long term and offer them alternate solutions. Kressle, on the other hand, I see no need for such generosity, and am willing to let you handle as you see fit."


Male Human Rogue 3 (Swashbuckler)

Rupert groans and rises from the ground, thanking Lirisial and Treshiell for their healing magic, though he is still weak. "That sounds like a good plan t'me. Ah' can stay here and discuss these boys' future with them when they wake up." He glances down at his bloodied chest and grunts, "Blegh, now ah' need a new shirt!"

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Edrukk can find the following (though I assume he'll actually count the coins later one) under the bandits' supplies below the platform in the middle of the camp: 321 sp, 90 gp, a pair of silver earrings, a wooden music box, three crates of furs and hides, and a polished wooden case with eight bottles of a potent greenish herbal liquor.

Stripping all the bandits, including the man Xanwell killed in the woods, there are five suits of leather armor, five longbows, 100 arrows, five short swords, 10 days of trail rations, 50 gp.

Kressle had a suit of studded leather armor, four daggers, two very nice hand axes, 85 gp, and a full potion vial.


Male Dwarf Bard (savage skald) 3

Edrukk will cast detect magic on everything as he collects it all up and gathers it in a pile under the platform, "Good to see you awake, Rupert; sorry I couldn't get to your aid sooner, but the look on Kressle's face as Orin and I did was truly a sight to behold. Perhaps one of these bottles will have a healing potion to help you out."

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Only the contents of the potion vial radiate magic, a faint aura of conjuration (healing), though you're not exactly sure what it is.

Knowledge arcana: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15


"Lirisial, could you look at this potion and see if you can make any sense of it? Someone with knowledge of nature and poison should probably examine these other bottles as well." Edrukk asks he looks over the other bottles carefully.
craft (alchemy) 1d20 + 1 ⇒ (3) + 1 = 4
knowledge (nature) 1d20 + 4 ⇒ (14) + 4 = 18
profession (herbalist)1d20 + 3 ⇒ (2) + 3 = 5

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Lirisial tastes a drop of the potion and considers briefly. "I believe it's a light curative, Edrukk, possibly something Rupert here could use. Though I don't know if we want to rest here for a time, and Desna could heal him before we return to Fort Kazmir."

Lirisial's spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23

Edrukk, you are pretty sure the bottles are nothing more than liquor, possibly of some value -- though dwarves are hardy so it may not be quite as benign for your non-dwarf friends.


"Excellent, these bottles contain something much better than I had feared. We have stumbled upon some lovely alcohol. We shall have to see if our hosts back at the fort know of its vintage when we return all the furs."

I'm just happy to finally see a role above 10.


Male Human Rogue 3 (Swashbuckler)

"There's some booze, yeh' say? Forget natural healing, let's be off t'the Fort as soon as we finish dealing with Kressel an' these other ruffians, an' we can enjoy these gifts from the Lucky Drunk when we arrive! We can save that potion for a more necessary time."


"We thought that the point of hanging was to discourage others from taking up a life of banditry. Are we misinformed? Why else would we hang them?", Treshiell asks Edrukk sounding surprised, sounding as one of the fundamental truths in the world have been proven false. "I do not think that Kressle will mind."

"You will need more than a new shirt", Treshiell comments on Rupert's condition. "Although red is a good color for you", she says as she casually examines the tip of one of the bandits arrows.

@DM: I just noticed that i've botched my skills at character creation. Or at least one. I missed putting ranks into the Spellcraft skill. Would it be ok to remove the point i've placed in Bluff and put it into Spellcraft instead?

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OK, guys, ball's in your court at the moment. You've got all the bandits secured, but I need to know who's taking Kressle out into the woods and what you want to ask her, as well as what you want to ask the other three surviving bandits. Xanwell's willing to watch the tied-up bandits if everyone else wants to interrogate/execute Kressle.


Male Dwarf Bard (savage skald) 3

Based on the posts so far, it sounds like Rupert and Edrukk plan on talking with the regular bandits, while Orin and Treshiell are eager to "discuss" things with Kressle. Edrukk's plan is to make it clear that he can save them as long as they are willing to help, hoping Vandar's example will help convince them to aid the party. He is looking primarily for information about the region, especially mines and potential city sites. though if the bandits happen to know anything about the Stag Lord, he will certainly not stop them from sharing. After that, get them to either help here by spreading the word to avoid banditry or go north with Vandar and Xanwell. If any choose to not talk, than hanging from the platform to convince the others that Edrukk will enforce the charter if push comes to shove will be the last resort.


Treshiell could probably be an asset interrogating Kressle with her Charm hex, but we will probably want someone else there as well to ask the questions. Unless you want to know how Kressle feels about mice, the ashes in the campfire and if she prefers to be hung in or out of sight.


Male Dwarf Bard (savage skald) 3
Treshiell wrote:
Treshiell could probably be an asset interrogating Kressle with her Charm hex, but we will probably want someone else there as well to ask the questions. Unless you want to know how Kressle feels about mice, the ashes in the campfire and if she prefers to be hung in or out of sight.

That's what Orin is for. Rupert might want to join in just to see Kressle's face, but I know Edrukk is more interested in working with the lower level bandits to try to get some ground support among the locals.


Female Elf Cleric (Desna) 1

Lirisial stays close to Rupert, monitoring his condition. Though he isn't in any danger of death at the moment, she is still worried about his health.

"Glad to see you up on your feet at least. Don't work too hard now, or you might find yourself down and out again, ok?"


Male Human Rogue 3 (Swashbuckler)

Rupert smiles at Lirisial, "Shan't be a problem, mi'lady. Thanks again for the assistance."

Rupert is also more interested in the bandits themselves, as he feels connected to them from his previous life. Also, his pride is probably hurting from how quickly he was schooled by Kressle, and he'd rather avoid being reminded of that anytime soon.

Rupert lumbers over to the sleeping bandits, and plops down gently on a log next to them and waits for signs of their waking (I'm assuming they are all tied up, etc). While he waits, he'll call to Vandar, "Vandar, my friend! I'm glad to see you made it through that scuffle in one piece! And, you proved to us your loyalty: we might even reconsider brandin' you and choppin' off your hand, haha!" Then, more seriously, he says "You are free t'go, sir, if'n you'd like. But I'm sure we could use helping hands wherever we can find them, if'n you'd rather stick around."

Once the rest of the bandits are roused, he'll begin questioning them. "Well now, are we all awake and ready to start our new life? Let's call this life 'The Better Life,' sound good? In 'The Better Life' you'll become farmers, or guides, or merchants, or whatever legal occupation yeh' so choose to pursue, but yeh' will no longer be bandits. And the only way t'begin 'The Better Life' is by answerin' a few questions as truthfully and completely as possible. If'n yeh' don't, we'll kill you and string you up next to Kressle, where yeh' can play my favorite game: 'Who Gets Eaten by the Crows First'?

"Question one: who and where is the Stag Lord? What are his goals for these parts?

"Question two: what can yeh' tell us about this region? Valleys, caves, rivers, mines? Anythin' that is even remotely interesting or useful, we want t'hear about it.

"Speak up, don't be shy. You're closer to death right now than you've ever been, and hesitation is not the ticket out."

Diplomacy 1d20 + 6 ⇒ (7) + 6 = 13


Male Dwarf Bard (savage skald) 3

Edrukk will attempt to aid his friend, "Our allies were not thrilled with the idea of us talking to you, as to them a bandit is a bandit, but we able to convince them that you were not in the same league as Kressle, and worthy of a second chance. Vandar here can testify to the fact that we are quite willing to stand behind our word once a decision is made; whether that is to the detriment or the aid of your future is yours to decide."

Diplomacy (aid another)1d20 + 2 ⇒ (9) + 2 = 11

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Vandar considers Rupert's bloody form for a few seconds, looking around the camp. "If you think you might have use for me, I might be willing to stay. I suppose I'm used to working for others, though I don't have that many skills. Perhaps you can tell me what jobs you think you'd have for me on the ride back to the fort."

The bandits seem to rush to answer your questions, especially with a little encouragement from Vandar, who tells them that he wasn't killed after he answered your questions.

"I don't know the Stag Lord's real name. He set up a fort on the Tuskwater about 40 miles south. I don't know that he's got any goals other than to get money and booze. Maybe women."

"That's bec-c-cause he's not really in charge! He k-k-keeps a strange old man locked up in the basement. I s-s-s-suspect the old guy might actually be r-r-r-running the show, using the St-St-St-Stag Lord as a p-p-p-puppet. I got a look into the old guy’s eyes once, and it t-t-t-terrified me. He ain't s-s-s-someone I'd want to cr-cr-cr-cross.”

"But I wouldn't cross the Stag Lord either. He's deadly with a bow."

“It’s real tough to know who's working for the boss, so we use a password to get in to the fort on the northeast shore of the Tuskwater. Unless it’s been changed recently, the current phrase is, ‘By the
Bloody Bones of St. Gilmorg, who wants to know?’ And no, I have no idea who ‘St. Gilmorg’ is.”

The bandits don't know that much about the area, though they can tell you there's a good river crossing about 12 miles south, the only real place to cross the Thorn River other than the ford where this camp is.

"Oh, and there's that Elkface to the west. Someone carved a huge rock into the shape of an elk. Pretty impressive. I think there was some temple or something there, but now there's a bear living there. It attacked when I got close, though I was able to run away."

Off in the woods, Kressle remains vulgarly defiant during the interview, spitting at Orin, making various scatalogical accusations about both of your parents and refusing to answer any questions. Treshiell, unless you have anything specific, I'm going to assume that you and Orin eventually decide to hang her, since he's not around to role-play the situation.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Sorry for the slow post rate. Busy couple of days at work last week, then a busy weekend getting ready for Spring Break vacation with the family.

After getting nowhere with Kressle, Orin will create a noose out of the rope he is carrying, placing one end around the women's neck while tossing the other end over a high tree branch. "Any last words? This is your final chance before I paass judgement." Getting no response, Orin hauls on the end of the rope, lifting Kressle off the ground. As the bandit leader slowly spins around, suffocating Orin says to her "Please know I take no pleasure in this, you could have saved yourself if you had been more cooperative." Despite his words a brief look of satisfaction shows from his eyes.

Once the body finishes kicking, Orin will lower it to the ground. Then pulling his greatsword he will decapitate the corpse and carry the head back to the bandit's camp. Once there he will toss it at the feet of the other bandit's "You get to start fresh with a second chance,but let that" he says. pointing to the head "be a lesson. Tell everyone you meet trapper, farmer, or bandit alike that there's a new law in these lands and such will be the fate of those who cross the line. Now get out of my sight! The gods may grant second chances, but I do not give a third."


Male Dwarf Bard (savage skald) 3

"I see you enjoyed your heart to heart talk with Kressle, though it looks the same cannot be said for her. I agree that it would be best for them to just disappear into the woodwork until we can deal with the Stag Lord, but we should at least let them take some food and a dagger with them. No point is sparing them now only to send them off to virtually guaranteed death." Edrukk tries to bring Orin down from the judge's seat long enough to remind him that the enemy is banditry, not necessarily the individual bandits. Turning to the remaining bandits, "Go now, spread the word that banditry is not going to be tolerated any longer here, and hopefully, when we have developed our plan farther, we can meet again under happier circumstances."


"I think she did look quite peaceful hanging from the tree", Treshiell says. "At least until Orin removed her head", she adds as she looks at Kressle's severed head in the dirt.

The witch strides up to Edrukk and Rupert. "Did they tell you anything?", she asks without a glance at the prisioners.


Male Dwarf Bard (savage skald) 3

"Plenty, though perhaps we should deal with it in the morning and use the rest of the night, what little there still is, to get some sleep, once we finish dealing with these gentleman." Edrukk struggles to suppress a yawn, as his body starts feeling the lack of quality sleep in the past few days.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The three bandits' eyes grow wide as Kressle's head rolls in the dirt toward them and they leap to their feet, backing away. Protesting that they will never harm anyone again, they accept the food and daggers Edrukk offers, and then flee into the woods to the north.

Xanwell offers to keep watch, saying that the buzzing in his ears means he wouldn't be able to sleep anyway. "I may not be able to hear danger approaching," he says, "but I promise I'll stay vigilant. Nothing will get past my watch."

The remains of the night pass all too quickly on the cold ground of the former bandit camp before a wan sunlight peeks through the clouds, waking you. Assuming you set out immediately, you expect to be back at Fort Kazmir by that evening, where you can plan your next move.

If someone wants to do something else, with the bandits or otherwise, just let me know, but it seemed like we were ready to move on.

Meanwhile, a hundred miles to the north ...

For Draelen:

Draelen, despite your ambivalence to your orders, you set out south to help explore the Stolen Lands, accompanied by a small group of Restovian soldiers dispatched to help deal with the bandits reported by travelers from the Fort Kazmir outpost.

"Welcome, my friend," you're greeted by the leader of the expedition, a human man who bows to you, doffing his hat and revealing a coif of blond curls. "I'm Kesten Garess, of the Brevoy Garesses!

"And these," he says, gesturing to the four young women, three human and one half-orc, behind him, "are my Stetven Sirens, the loveliest swordswomen in the realm!"

The human women seem to ignore the name, though you notice roll her eyes at the group's captain as she mounts her horse, adjusting her longbow, but the half-orc breaks into a booming laugh.

"Yeah, that's me, breaking hearts from here to Chesed. That's why they're sending me south, afraid I'll steal all the noble men away from their wives."

Knowledge (nobility) check to see if you recognize Garess' name: 1d20 - 1 ⇒ (6) - 1 = 5


Male Dwarf Bard (savage skald) 3

Is Vandar still with us, or did he leave with the rest of the bandits?

In the morning Edrukk will suggest rigging up some travois for the horses to carry the goods and remaining weapons back to the fort, taking great care in wrapping each bottle of alcohol in several layers of furs to protect it. Once that is accomplished and the group is on the road, he shares everything the bandits told him and Rupert with the others.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Vandar remained with you.

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