Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon is not quite fast enough in raising his bow "Dang it!!!!"

"Those are some Elves that need to die, I think i'll make a special trip back here one day to settle old scores." he says still staring at the shaft


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

That's one mean mutha-

Oh sorry! I simply thought it was some modified version of Fascinate they used. Ah glad to hear that it worked out anyhow : )

It was coming to an end anyway. No but they actually had the harpy-like captivating song ability.

Illthir Winlowe wrote:
"I suppose we have gotten rid of the beast. At least until they find 'another pet in the bog'. But ... I'm not sure if I care if 'Needles' gets snacked on in a week or two." She rubs her poor nose trough her scarf. "We should retrace our steps and check that the way is really clear, just so we can get out of her as soon as possible!"

The rest of the way is disgusting, but clear. True to his word there the party finds the colored lever and after a short climb up finds themselves above ground in fishmonger's warehouse (or rather given the contents of the barrels an eel-monger's warehouse surrounded by a half-dozen tough-looking dockworkers.

The one with the fewest eyes by half, and most grizzled countenance steps forward. "You made it! Hey! Who the devil are you!?"


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet enjoys the trek through the muck. Yes the smell is terrible and you don't want to step in that but Scarlet seems to enjoy it all.

Needles, the knife artist wrote:

"Follow the main passage to the east. The tunnels go under the wall and into the Piles--"

He stops and gets a faraway look in his eyes.

"-Uh? Oh, there is a trapdoor about 350 feet due southeast of here. It's longer because of the twists and turns in the tunnels, but if you keep to the main path you should end up beneath the Piles, outside the wall. There's a red-handled opening in the ceiling in a dead end there. It leads up into a warehouse on the dock. Knock once, pause and knock again three times. When you get there just tell the men there that 'the coast is clear' and that they should give you passage to the eastern shore, once they verify your claims I'll send the rest of your party along once that's done."

"If they give you any lip about taking you across tell them 'it is, that or Daggermark', understand? They should take you across the Eel's Wake and into the foothills. We have an arrangement with the night watch in the bay towers. Once you are in the foot hills you are on your own."

"Oi, the coast is clear. We need passage to the eastern shore."


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

"'It is, this or Daggermark'" Illthir added with a small sigh. She really only wanted a hot bath right now. And since that was very unlikely, with them running away from civilization and all, she'd settle for a cold one. But they needed to deal with this first - as quickly as possible!


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena tries to clean as much of the muck off of herself as possible, a futile task. She sighs, obviously irritated. Like Illthir, she would like nothing more than a hot bath.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan isn't overly bothered by sewers - they are one of the hallmarks of a proper civilization after all - but he notices a pattern of dangerous fey.
I need to learn Sylvan, that's for sure. And I don't want to take it out on Erevenywg, I know fey are all different... but in case we meet any more of her troublesome kin, I am glad I have this cold iron axe.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"Aye, Zokon. SOME Elves. And most Fey. I know of none of my kind with that ability to sing...they may have cross-bred with Sirens or something of the sort. I am just glad all of you are fine.", with a nod to Numalar she acknowledges his thanks: "You would have done the same for me."

As they make their way to the warehouse, and up, Alia is very busy using her permanently active prestidigitation-effect to cleanse the muck and the smell from her clothing, hair, boots and equipment.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

As they travel Zokon notices that Alia is applying a spell to herself and the muck and smell are being cleaned off of her.

Zokon sidles up to Alia and whispers "Can you do that to others? If so the rest of us would love a clean.. maybe starting with the other ladies in the group.. plea see? " he then moves a few steps away and continues on.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"Aye, I can. And I will. For my own noses sake...", Alia responds with a smile.


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet grumbles as Alia cleans her off. "I'm only doing this because you want me to be presentable."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Illthir Winlowe wrote:
"'It is, this or Daggermark'" Illthir added with a small sigh. She really only wanted a hot bath right now. And since that was very unlikely, with them running away from civilization and all, she'd settle for a cold one. But they needed to deal with this first - as quickly as possible!

The longshoremen all look at each other. Their cyclopean leader mutters something to the nearest two men who look shocked for a moment until the one-eyed man growls a more threatening command. The two grab their harpoons and descend down the passage.

The remaining men look about nervously for the next few minutes, all except the leader who trains his good eye stonily upon the party as Alia magically cleans them.

Minutes pass and the two men sent down return up the, and give their captain a thumbs up.

"Right. 'Daggermark' it is."

The man opens the door outside and flashes a bullseye lantern into the night above the bay. He waits and a moment later there's a repeated flash from the opposite shore. He waves the party and few of his men forward and into a pair of long boats, where his men man the oars. They begin to row the party across the bay past one ominous watchtower and toward another.

On one boat the old man, who smells of fish and eel, says to Alia: "Smells nice. Whas 'at? Potpourri? Maybe, I should take up magecraft. Place could do with a wizard's touch."

Map updated.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Okay, Retcon please.

I asked earlier about what we were doing the wagon and supplies we bought, HERE, and there was no response at the time. I figured we needed a wagon to carry all the magical crafting supplies we bought at one go.

Now instead of finding a way to open a gate from the outside, we're taking a rowboat across the river. Clearly the wagon is not with us.

Can we have hired someone to take the wagon and deliver it to us outside the town at a prearranged meeting place?


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

"Cedar, Sandalwood, and Lignum Vitae. You could call it a potpourri of sorts, from a memory ancient by your standards.", Alia responds to the man, her mind drifting to her grandmothers cottage for a moment:"It is one of the more simple applications of the art. Still complicated to weave for one learning, but if you decide to learn the craft, it will be among the first and most useful things you master."
Chances were the old man was not going to invest the time needed...which always puzzled Alia. Humans had such short lives. But at the same time, they had such an intuitive, if crude, skill at mastering aspects of a wide variety of topics. Where she had spent a decade in training, a human might hope to match her skill with even a year invested. Of course, their crude skill meant they would never be able to refine their skill in the way longer-lived races could. Clearly, Elves were superior, but the shorter-lived races did have an intense ability to quickly adapt to new situations, and made so little use of it...


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Thanks for raising the issue again Numalar, as you had earlier.

Numalar Auritonius wrote:
Are we taking the draft animals and wagon into the tunnels? If not, how are we getting them through?
Durgan Far-Walker wrote:
Yes, good point, Durgan bought a horse and it isn't going to be going up and down any trapdoors. Do we trust Needles and his crew to send our animals and NPCs to the docks through the Bay tower gates?


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I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:

Okay, Retcon please.

I asked earlier about what we were doing the wagon and supplies we bought, HERE, and there was no response at the time. I figured we needed a wagon to carry all the magical crafting supplies we bought at one go.

Now instead of finding a way to open a gate from the outside, we're taking a rowboat across the river. Clearly the wagon is not with us.

"Don't worry about your supply of tools an' spare dwarves an' such, they'll be sent along in the morning when the gates are open again. Just wait along the roadside once you're far enough past the castle." Says a shoreman. "It'll be along, sure as he's the Tor Man." the man says pointing at the older man with one eye.

Numalar Auritonius wrote:
Can we have hired someone to take the wagon and deliver it to us outside the town at a prearranged meeting place?

Just a side note, it would probably have to be a smuggler of some sort if only because people are actively looking for Arbalasti and Angus, and Erevenywg sort of stands out.

Spoiler:
1d20 + 16 + 10 ⇒ (11) + 16 + 10 = 37


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon is keeping an eye out in case an bug eyed monsters jump out at them from some nook or cranny.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The party is let out on the steep banks of the eastern shore, in the very shadow of Mivon Castle, which looms above them, with torchlight illuminating its high tower windows like moonlight in the eyes of an owl.

"Head east skirting Gorgon's Fallow until you are out of sight of the castle then head north until you come to the main road." says the man known as the Torr Man.

Region Map updated.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

We head east skirting Gorgons Fallow until we see the castle then head north north until we come to main road


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

Scarlet follows the instructions to the best of her ability.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Illthir is silent during the boat trip and the following walk. She wasn't in the best of moods and - as far as she knew - sneaking was one of those few moments where more sound didn't help. At least she didn't stink anymore! (Thanks Alia!)

Eventually thought, hopefully, did they arrive on the main road. With a yawn the skald broke her silence. "So... Anyone been a fugitive from the öaw before? *Ahem* We should find a good spot to set up camp. Somewhere we can see the road but travelers can't see us."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

dice:
1d20 + 16 ⇒ (17) + 16 = 33
Alia's Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Durgan's Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Illthir's Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Numalar's Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Scarlet's Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Serena's Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Zokon's Perception: 1d20 + 7 ⇒ (5) + 7 = 12

The party moves quietly along the moor until they judge that they are far enough away from the castle that they deem it safe to head north through the fields.

A small crossroads surrounded by about a lightless hamlet of about a half-dozen buildings sits quietly in the midst of a broad swath of farmland, beneath a starry sky.

It's the middle of the night.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"I have a feeling we should continue on and either look for an inn or just keep traveling through the night, camping in a field is probably not a great idea." says Zokon after looking around.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

There are probably no actual "inns" outside of town. Inns happen mostly in towns (or rather, town-sized or better settlements) of which there are few of around here. Most travelers (again not many of those around either) stay in people's homes (or barns), or camp outside. You might find flophouses, or very small inns in villages big enough to support them.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

"A field works for me. Or off the road a bit, under some trees. Not too close to this hamlet. It's possible I know somebody here, have helped them before, and could ask for shelter, but I wouldn't want to get them in trouble for helping us."

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"If we find a village or an isolated farm, perhaps we could convince the locals to offer us shelter. We can certainly pay, and a barn would probably be suitable without giving the locals cause to fear for their safety letting strangers in their homes."


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

"If it were the evening, I'd agree with you, Numalar. But it's the middle of the night. If we had to go to a house to wake somebody, they could be very distrustful of us and could even react with violence out of fear. At the very least we'd engender suspicion and gossip."


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Sounds like we need to camp. I'll keep watch while we set up. Hopefully that thing doesn't come back."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Sounds like camping it is. To be clear you are over a day away and on the opposite bank from where you encountered the nuckelavee. Soon you will have the Narlmarches between you as well if you continue east-northeast.

Most of the area around Mivon (the town) is farmland--big rolling fields, clusters of farm buildings and homes. Major crossroads (dirt wagon trails) might have a collection of buildings which could include someplace to store grain, a smithy, a mill, a stable, and a meeting hall and/or a sort of sundries store. These crossroads hamlets would be spaced every 10 miles or so out from Mivon (the town) petering out after about 30 miles. There are also fortified manors--little keeps--scattered here and there with a similar small number of farms, houses, and support buildings containing serfs bound to the land of their local lord (a scion of a one-time Rostlandic noble house). Most of these petty fiefdoms contain less than fifty people (think of Tarn's lands). These tend to be spaced out away from the town (wealthy nobles will have a townhouse and country house). This can be explained by PCs familiar with the region.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

dice:
1d20 + 16 ⇒ (15) + 16 = 31
Scarlet's Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Zokon's Perception: 1d20 + 9 ⇒ (19) + 9 = 28

The party hunkers down amid a copse of trees near a roadside ditch just before the crossroads, close enough to see any passersby but sheltered enough they a wouldn't draw too much attention (especially if they don't set a fire).

The night itself is cool and pleasant.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

"Ah bugger it!." says Zokon as he starts looking for a suitable campsite

survival: 1d20 + 9 ⇒ (9) + 9 = 18


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Zokon finds the place described above.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Durgan looks at the spot approvingly. "This will do. Let's go without a fire."
He takes his turn on watch - the midnight (Darkvision) shift - before turning in for a few hours' sleep.


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Serena, relying on low-light vision, prefers to keep her watch during a time when the moon is out.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Illthir would take the last watch. She didn't mind going up a bit early if she could still be cosy with her blanket around her. Plus got to gently wake everyone with her pan flute whenever she felt bored enough! Only a soft tune though, wouldn't want it to carry too far.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon is in the last watch cos of his non-elf eyes.

He'll wake everyone when the time comes and try get em moving before they are noticed


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

Quick note: There is a "normal" watch schedule in the tactical map folio. 1st - Durgan + Zokon, 2nd - Serena + Scarlet + Angus, 3rd - Numalar + Alia + Illthir. Folks can move around as they like but that's my default assumption. I would point out a change that left a total hole in the schedule.

Before dawn lights come on in the nearby farms and the daily chores begin. After sun up the businesses around the "town square" open for the day. At mid-morning Illthir notes the cart and horses she purchased the night before in a couple of hurried late night transactions roll into the crossroads with a pair of tall, strange figures (garbed like an Amish couple) seated on the driver's bench.

perception DC 30 (you can drive the DC down by 1 for every 10' closer you get to the wagon [up to -10, at which point you are standing next to it.:
)]There is a sort of glamer set upon the couple the old woman's enthusiastic expression beneath the guise however cannot be anyone's but Erevenywg's and the tall man she is with seems to be a magically disguised Arbalasti, seated upon Angus's shoulders and covered over with a big overcoat.

The cart stops. The tall woman looks looks about expectantly, while the big bearded man seems to sniff the air.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

"Hmm. That's our wagon I think..." Illthir notes and pokes Numalar and Alia. "But I can't tell who's driving ... Hang on, let me get a bit closer. And let's wake everyone; if it aren't them we will need to look into it regardless. Oh and if there's trouble I'll yell. Loud."

Illthir grabs her flute and cautiously advance 100' closer to the wagon. Then she'll hopefully be close enough to get a decent look without being too obvious. Hopefully!

Unless she can take 10 on this roll:

Perception DC 20: 1d20 + 10 + 2d4 ⇒ (8) + 10 + (4, 1) = 23

With a little magical help she realizes who the travelers are and quickly head back to camp. "It's Erevenywg and a dwarf tower. Hopefully they haven't taught her more foul language just yet!"


| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |

"Huh. Good to see you made it out in one piece. Angus, they didn't give you too much trouble, right?"

Slyvan:
"Erevenywg! You doing alright? We bumped into this nice lady, she was quite the singer...unlike her friend."
She waves to the riders.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
Quick note: There is a "normal" watch schedule in the tactical map folio. 1st - Durgan + Zokon, 2nd - Serena + Scarlet + Angus, 3rd - Numalar + Alia + Illthir. Folks can move around as they like but that's my default assumption. I would point out a change that left a total hole in the schedule.

Since we started at midnight instead of just after sundown, it would make sense for the order to be shuffled around so the people with darkvision cover the darkest periods. Numalar could be on the first watch instead of the last, which would be after sun-up. But it looks like we made it through the night regardless.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Numalar approaches the wagon with the others.

"Hello there!" he calls out amiably. "I say, we are happy to see you!"

I'm not going to break away from the others just to make that perception check good.


M Dwarf | AC 25, T12, FF24, CMD 19 | HP 52/52 | F +9 R +5 W +10 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +11 | Active: Shield, Barkskin, Air Walk

Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Durgan's usually keen eyes aren't so keen - he is still rubbing them to wakefulness.
"Oh, thank you Illthir. I didn't recognize them!"
Is Durgan's horse with them?


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Zokon walks a little closer to check.. 50ft Perception dc 25: 1d20 + 9 ⇒ (19) + 9 = 28

He shakes his head and waves at them.. "Good to see you."


Female Half-elf Paladin 3/Cleric of Sarenrae 3 || HP 53/53 (53/53 nonlethal) (-3 Con) || AC 22/10 Tch/22 FF || F+12 R+6 W+14 || CMB +7 CMD 17/17 FF || Init +0 || Perception +6, low-light vision

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Unable to make them out from the camp, Serena trusts the words of the others and begins to break down the campsite.


Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

1st - Durgan + Zokon, 2nd - Serena + Scarlet + Angus, 3rd - Numalar + Alia + Illthir.

Given the character differences in the past, I'm also not sure Alia and Numalar make the best watch-match - Scarlet might be the better fit for shift 3, being her bodyguard. (that would also not group the full caster with the 2 mid-casters. numalar and zokon would make a nice match of martial+full-caster on shift 1, but if scarlet is shift 3 that leaves the "new guys" for second shift - and while as player we know they are trustworthy, in-game it might make sense to split them up for safety reasons.)
That is, of course, assuming that each shift stretches into periods of time requiring darkvision(so that we want durgan, scarlet and numalar split up).

Alia holds her position, watching Illthir carefully advance. The wagon was theirs by the looks of it, but there was no guarantee it didn't mean trouble.
When the identity of the figures is revealed, Alia relaxes somewhat, then tenses up again.
They could have been followed...
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
After she is reasonably certain they were along, Alia shouts a hello as well before helping Serena to break camp.


Meanwhile, in Mivon on the Piles.

"Anyone seen Bayler!?" shouts the Torr Man from the busy wharf.

"Not since we dropped those nine off last night!" comes a shouted reply.

"Nine?" the older longshoreman wonders. "Well if he ain't here afore noon he'll be looking fer work with the ratters, he will!"


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |

The party reunites at the crossroads, and now must decide their next steps.

Yes, all incidental horses and supplies are present with Erevenywg, Angus and Arbalasti.

Alia notes the farm folk around them looking at the group with interest.


"Oh Scar-Lets-Karab! *Ahem* We is very big wor-ried?" The tall, big-headed fey woman embraces her friend around her top-knot.


"'Main 'en. We cannae bide standin' it haur in th' open forever! Th' city guard is it patrollin' fur us." says a sour voice from the region of the very tall man's waist. "There's riders aw aroond us. We hae tae fin' th' Company ay th' Sapphire Scarab an' quick!"

Scarlet Scarab wrote:
"Huh. Good to see you made it out in one piece. Angus, they didn't give you too much trouble, right?"

"Whit?! Wi' these disguises!?"


**sniff, sniff** "Woof!" says the bit you'd expect to talk. Arbalasti leans down and licks Scarlet's face happily.


Status: Dusty | Hp 33/41 | AC 20/13/18 [19/12/17] | Uncanny Dodge | Fort +8 Ref +5 Will +7 [+9/+5/+9]; +4 vs non-lethal cold, sonic, bard or language dependent | CMD 19 | Init +8 | Per +12; low-light vision | Sense Motive +17 | Spellcraft +8
Inspired Rage:
+2 Str/Con, +2 Will, -1 AC, rage limitations; lesser Spirit Totem: +9 1d4+5 negative energy + 20% non-adjacent concealment

Huh. I do wonder why they picked that order... Illthir spends a moment pondering before filing it away under mysteries of the multiverse. Now she was just glad everyone and everything was here. "Right. Let's pack our things and get moving."


"Woof! Woof!" **pant, pant, pant**

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