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

Skipping ahead a bit to avoid complicated logistics--feel free to stop me.

The other camp isn't that far (Cyrielle would have it set up by now) but it's well past dark by the time things are settled ferrying horses, prisoners and treasure to and fro. By the time you settle into camp nestled into the roots, under the old high trees, it's quite late.

Cyrielle seems quite put out that she missed the fight and instead had to listen to Chick and Wilbur prattle on about some complicated sport they play down south involving numerous participants with unusual names.

What's everyone up to?


| 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 |

"Thanks for setting this up." Scarlet nods to Cyrielle. "We should spar sometime."

"I can take the first watch."


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 busies himself with noting what is where and that the little things are done .. the prisoners are secured, where the loot is and everyone knows their assigned watches. He'll then goto sleep in his bedroll.


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 |

Alia spends the remainder of the evening mainly talking with Scarlet(thanking her again for freeing her) and Celyne.

When she attempts to find sleep, she finds herself unable to relax sufficiently, always remembering the last night the very moment she would drift off into dreams, causing her to jerk up and be wide awake again.
It is a good idea to bring some civilization into these lands. It is necessary. These people have the right idea. How could these lands have become home to such...depravity. If these are the cultured and civilized humans of the current age, I shudder to think what human beasts our ancestors had to fight off. I should definitely see what I can do to help these folks cultivate these lands.

Eventually, she will give up on sleep and join whoever has watch for the rest of the night, using the time to get to know them a bit better.
Constitution: 1d20 + 1 ⇒ (9) + 1 = 10 In case a check is necessary to not be fatigued next day

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

"We can divide the night into three four-hour watches, with two of us awake for each watch. Those of us who need to recharge magic abilities should take either the first or the last watch... I know I need to sleep 8 hours in a row to get my magic back."

@GGGM - actually, is this going to be the case? It looks like 5 out of the 6 players have magic abilities that require rest to recover their spells & abilities. Do the 8 hours need to be consecutive?

"Whoever is on watch can take one of these thunderstones; that way they can wake everyone up quickly. In the meantime we should ensure that at least one of us on each watch can see well in the dark. Scarlet, I am not familiar with your people; do you possess this ability?"

By this I mean darkvision or Low-Light Vision. I think ifrits have darkvision but I don't see it on your sheet.

"By the way, when should we give our customers the bill for our services?"
Bluff to pass secret message DC 15: 1d20 + 12 ⇒ (9) + 12 = 21

Secret Message:
When do we want to tell Chick and Wilbur that we don't work for the Stag Lord?


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

"Four hour watches sounds great everyone can get enough rest that way... I can see well in near dark conditions so first or last watch would be best for me... But I can do midwatch as well if that works out better for the rest of you."

"Also, I have some spells remaining for the day, want me to heal the injured captives til they are awake so they can move under their own power on the morrow?"

IF the concensus is to heal them, she'll use 3 of her remaining 1st lvl spells for the day to cast cure light wounds on each of the three once.

clw Faeria: 1d8 + 1 ⇒ (8) + 1 = 9

clw Golden Boy: 1d8 + 1 ⇒ (5) + 1 = 6

edited based on Zokon's post


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

"Kressle seems to be a handful we may not wNt to heal her. Keep her unconscious til we are ready to hang her"

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
Celyne wrote:
"Also, I have some spells remaining for the day..."

How many spells per day do you get? You've already cast a summon monster I spell and then cure light wounds spells on Luna, yourself, Scarlet, and then Alia.

"I think I'd rather keep these ones on ice for now. We have our hands full as it is."


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

sorry - I guess I didn't record all the spells cast.. never mind... I'm done. She'd make the offer for the morning then, so they could perhaps walk on their own...


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
@GGGM - actually, is this going to be the case? It looks like 5 out of the 6 players have magic abilities that require rest to recover their spells & abilities. Do the 8 hours need to be consecutive?

Wizards and Magi:
Preparing Wizard and Magus Spells

A wizard's level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.

Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

Spell Preparation Time: After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation: Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Sorcerers, Bards, and Oracles (who work functionally the same as other spontaneous casters):

Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which she spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies her mind to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the spell slots she used up the day before.

Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.

The inference is that the eight hours of rest need not be consecutive only that you have eight hours of rest and that one of those hours occur immediately before recovering/picking your spells.

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:
The inference is that the eight hours of rest need not be consecutive only that you have eight hours of rest and that one of those hours occur immediately before recovering/picking your spells.

Fine by me... I was basing it on this: "If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest." So I figured If I slept for 4 hours and woke up, my rest has been interrupted. But that view is a little impractical in this case.


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 |
Numalar Auritonius wrote:
RPGGGM wrote:
The inference is that the eight hours of rest need not be consecutive only that you have eight hours of rest and that one of those hours occur immediately before recovering/picking your spells.
Fine by me... I was basing it on this: "If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest." So I figured If I slept for 4 hours and woke up, my rest has been interrupted. But that view is a little impractical in this case.

"If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." Don't overlook this part. If you wake to do watch duty, unless something happens, that would most likely still qualify as restful calm. You are not doing anything except looking out, but can relax all the same. I think the "interrupted" part is in relation to something more active, such as combat, or having to relocate camp/moving. Otherwise many female casters would automatically need an extra hour of sleep because of smaller bladders -_-

Also
spellcraft(disguise self): 1d20 + 7 ⇒ (11) + 7 = 18
spellcraft(expeditious retreat): 1d20 + 7 ⇒ (5) + 7 = 12
spellcraft(grease): 1d20 + 7 ⇒ (7) + 7 = 14
spellcraft(obscuring mist): 1d20 + 7 ⇒ (4) + 7 = 11
Guess for this week, I only learn disguise self. Yay Rolls. Trying again next week.


| 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 |
Numalar Auritonius wrote:


"Whoever is on watch can take one of these thunderstones; that way they can wake everyone up quickly. In the meantime we should ensure that at least one of us on each watch can see well in the dark. Scarlet, I am not familiar with your people; do you possess this ability?"

"Hmm? It might be better for me to take the second watch, then so you can study your books. I can see a bit into the darkness just fine." I have darkvision, listed under my Saving Throws. I should have put that next to my Bloodrager movement bonus...

Scarlet spends most of her watch observing the various rocks and pebbles in the camp. She also watches over the campfire and builds sculptures using mud and dirt.

Noticing Alia is still up, Scarlet breaks off patrol to humor her. "Heh, no worries about freeing me, Alia. You hired me to protect you, right? Wish I could have done a better job helping the other two."

She sighs. "Then again, my brother would say, Now Scarlet, don't be blaming yourself for everything. Just get strong so you don't fail again. He had a good point. Only by gaining strength can you protect people. I'll make sure I can be as strong as I need to to protect you all."


Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4

Posh doesn't mind taking a watch or two. Making sure to eye the survivors suspiciously.


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 |

"We may have hired you to protect us, but still, you saved my life there. I feel I owe you, and need to repay that debt. You may be my guard, but until this is over, let me fight alongside you, so that we both grow stronger, as strong as we need to be to achieve our goals!"

Alia smiles at Scarlet and in a clumsy motion puts her hand on Scarlets shoulder:"With todays events, our fates are intertwined, let us be Sisters of Battle, if you will!"...with the words, Alia blushes.
What am I doing...she will take me for some kind of freak. Damn girl, get your act together...

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
Alia of the Blade wrote:
"If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." Don't overlook this part.

Sure, I am aware of that, but I wouldn't normally consider the act of standing watch to be 'restful calm,' as trying to be aware of your surroundings requires some concentration. Someone who is 'resting' probably wouldn't be paying very good attention, even if he was awake.

Alia of the Blade wrote:

Also

[dice=spellcraft(disguise self)]1d20+7
[dice=spellcraft(expeditious retreat)]1d20+7
[dice=spellcraft(grease)]1d20+7
[dice=spellcraft(obscuring mist)]1d20+7
Guess for this week, I only learn disguise self. Yay Rolls. Trying again next week.

Couldn't you take 10 for this kind of check?


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 |
Numalar Auritonius wrote:
Alia of the Blade wrote:
"If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." Don't overlook this part.

Sure, I am aware of that, but I wouldn't normally consider the act of standing watch to be 'restful calm,' as trying to be aware of your surroundings requires some concentration. Someone who is 'resting' probably wouldn't be paying very good attention, even if he was awake.

I meant to say that standing watch is not a strenous activity. Unless something happens, it's rather calm, actually, even if you try to stay aware of your surroundings. Unlike, for example, marching during night, or walking a patrol, or fighting...I did not mean to say it's "equal" to sleeping, just that it's not seriously an interruption that should ADD time needed. Of course, it's a GM call how to handle this, and I guess we will get a clarification on it.

Numalar Auritonius wrote:


Couldn't you take 10 for this kind of check?

Would that not make things too easy? I'll gladly take 10...could be we always had it as house rule when copying spells without someone to explain(that is, from a found spellbook)...considering it's 15+spell level, so 10+ranks+attribute would more or less mean you automatically copy any spell you can cast...but I'll check again.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
Alia of the Blade wrote:
"If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." Don't overlook this part.
Sure, I am aware of that, but I wouldn't normally consider the act of standing watch to be 'restful calm,' as trying to be aware of your surroundings requires some concentration. Someone who is 'resting' probably wouldn't be paying very good attention, even if he was awake.

Standing watch:
counts as 'not restful.' Basically you are making perception checks unless you are being derelict in your duties, and instead fiddling on your phone or the medieval equivalent there of. For our purposes 'interrupted sleep' means you are asleep and the watcher awakens you early to note the presence of savage wolves nearby, alternatively the savage wolves awaken you suddenly because the guy on watch was fiddling on his phone and therefore didn't notice them until it was too late. If you were scheduled to sleep for six hours get up and stand watch for two (during which time an encounter might or might not take place) and then nap for another two more before getting up and preparing spells--and it all happens like that (minus being awoken unexpectedly by the presence wolves, trolls, a sudden forest fire, or a terrific windstorm), you are rested enough to prepare spells. The extra hour of rest would of course be understandable in light of being surprised and/or perhaps savaged by wolves, winds, trolls or fire.

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

"Four hour watches sounds great everyone can get enough rest that way... I can see well in near dark conditions so first or last watch would be best for me... But I can do midwatch as well if that works out better for the rest of you."

"Also, I have some spells remaining for the day, want me to heal the injured captives til they are awake so they can move under their own power on the morrow?"

IF the concensus is to heal them, she'll use 3 of her remaining 1st lvl spells for the day to cast cure light wounds on each of the three once.

[dice=clw Faeria]1d8+1

[dice=clw Golden Boy]1d8+1

edited based on Zokon's post

Faeria barely regains consciousness. Which sounds like a good time to go over--

Tying people up (fighter types are good at this):

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Alia and Scarlet probably already know all about this.


| 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 |
Alia of the Blade wrote:

"We may have hired you to protect us, but still, you saved my life there. I feel I owe you, and need to repay that debt. You may be my guard, but until this is over, let me fight alongside you, so that we both grow stronger, as strong as we need to be to achieve our goals!"

Alia smiles at Scarlet and in a clumsy motion puts her hand on Scarlets shoulder:"With todays events, our fates are intertwined, let us be Sisters of Battle, if you will!"...with the words, Alia blushes.

Scarlet smiles. "Hehe. I definitely want you and I to fight together- can't improve yourself without some practice, right? I'll skip the theatrics, though. Posh may be better at that."


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
"By the way, when should we give our customers the bill for our services?"

Early on in the evening, as things are settled in camp, with Wilbur and Chick helping with the set up, Wilbur goes to feed the trussed up Verdigris who grits his teeth and growls at the man.

Wilbur simply puts on airs and jams a bit of bread in the bound man's mouth effectively muffling him. "Well that's what you get for going against the Stag Lord."

Alas I'm on my way out the door and can't check, but Kressle did have one of those rough-hewn silver stag head pendants (20 gp) if I didn't list it earlier.


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 obligingly goes wherever he is needed in the watch order mindful of his lack of darkvision

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:
Faeria barely regains consciousness.

I'm not sure if you caught it but Celyne realized she didn't have any more spells left for the night.

RPGGGM wrote:
Which sounds like a good time to go over--Tying people up (fighter types are good at this)

I'm not sure I understand the rule... is it that the CMB of the person tying someone up is then used as a "permanent grapple" until the person ties up gets free? So you are saying that we want guys with a high CMB to do the tying of the ropes?

RPGGGM wrote:
Numalar Auritonius wrote:
"By the way, when should we give our customers the bill for our services?"

Guys - Still waiting for your feedback on this one. See the spoiler tag in this post.


I'm going for 'fierce' here people--fierce! | The Trading Post | Tactical Map | Region |
Numalar Auritonius wrote:
RPGGGM wrote:
Faeria barely regains consciousness.
I'm not sure if you caught it but Celyne realized she didn't have any more spells left for the night.

You know I saw that but for some reason still thought she had one. Faeria is still out after all.

Numalar Auritonius wrote:
RPGGGM wrote:
Which sounds like a good time to go over--Tying people up (fighter types are good at this)
I'm not sure I understand the rule... is it that the CMB of the person tying someone up is then used as a "permanent grapple" until the person ties up gets free? So you are saying that we want guys with a high CMB to do the tying of the ropes?

Yep. Though "permanent pin" is more precise.


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 approaches Numalar and says in a whisper
"5 seconds after we have them tied up which should be soon as they will talk together and figure it out"

Zokon proceeds to each party member and whispers them the same message


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 |

@Numulars spoiler Tag...that was a bluff to pass secret message. Which means people who were adressed automatically understand it if you pass the check, and others can intercept it by beating it. You may want to write down who you addressed, because I'm not trying to intercept it. I would assume it was directed to your longer-term companions but even so, maybe not to all of them? In general, I avoid spoiler tags unless my name is nearby or I beat the DC

@Tying up: Can we assist each other there? Otherwise it's always simply opposed by CMB of the person escaping and that person will get 20 sooner or later. I preferred the old rules where it could start out impossible but got easier by 1 for every hour. Here it would seem no amount of rope will contain someone that beats your CMB. If so, we'll likely need to keep Kressle unconscious-


| 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 |

A tied up person has to exceed 20 + CMB, and can't use their dex bonus, right? Scarab's CMB is +4 and she'll gladly tie people up.

Numular, I assumed you weren't talking to Scarlet about it, and her Sense Motive will never beat it. Scarlet and Alia lack context, anyway.


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 |
Scarlet Scarab wrote:
A tied up person has to exceed 20 + CMB, and can't use their dex bonus, right? Scarab's CMB is +4 and she'll gladly tie people up.

My CMB is +3, and I found no way (taking 20 effectively) to break my bonds. That suggests that Kressles CMB is at least +4, too. Which means she will beat your treeshold. Do you get a bonus during Rage? Otherwise we may need to knock her out "permanently", as in, keep her unconscious...or weaken her, somehow.


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

Or stab her repeatedly if it gets to be too much trouble

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
Alia of the Blade wrote:
You may want to write down who you addressed, because I'm not trying to intercept it.

Good point! My bad. Yes, it was addressed to the original other three (Posh, Zokon, & Celyne). You wouldn't have known that I impersonated an agent of the Stag Lord to get cooperation from the original prisoners. The bluff check was so the prisoner's wouldn't figure it out until we want them to.


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

So the general plan is to head back to Oleg's with the prisoners and treasure in tow (most of your luggage on horses or makeshift stretchers)?

Knowledge (geography) DC 10 or Wisdom check DC 13:
It would be difficult to move travois along the narrow paths and rocky terrain in this part of the Narlmarches to the point you might be better served by following the Thorn River south and traveling the unexplored hilly plains along the forest's edge back to Oleg's.

Random Dice Rolling:
1d100 ⇒ 39
1d100 ⇒ 55
1d100 ⇒ 89
1d100 ⇒ 22


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 |

After an uneventful night, and a quick breakfast, Alia takes only a few minutes to pack up her equipment and be ready to depart:
Wisdom: 1d20 ⇒ 1 "Well, shall we head to this 'Oleg' of yours? Lets go on the direct path so we're fastest, shall we?"


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

kn geography unless i can take 10: 1d20 + 5 ⇒ (1) + 5 = 6

That's like the third one i've rolled this week

wisdom: 1d20 + 1 ⇒ (7) + 1 = 8

Zokon does not seem to be fully awake his grasp of the logistics seem off...


| 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 |

Knowledge(Geography), untrained: 1d20 + 1 ⇒ (16) + 1 = 17 Max is 10 since Knowledge is untrained

As the party starts to travel, Scarlet takes a look at how thin the road is. "Wait, wait. I don't think the travois is gonna fit on this road. With all the bumps and hills, it would take forever. I say we follow the Thorn River south. We can travel along the wide open hilly plains and get to Oleg's place without trouble."

Feel free to read the DM's spoiler.


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

Don't forget you have to build the things; Knowledge (engineering) 12, or an appropriate craft skill Craft skill check DC 10, and someone will need to sacrifice about 50 feet of rope.


| 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 |

I have the rope in my backpack, but I lack the needed skills.


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

Aid?


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

Posh is only one i know of with kn eng..if he chooses to use it?

aid engineering: 1d20 + 1 ⇒ (5) + 1 = 6

After helping in no way Zokon is going to stop helping and keep an eye on the prisoners and Chick and Wilbur


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

Craft is not "trained only."


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

aid craft woodworking: 1d20 + 2 ⇒ (3) + 2 = 5 dc was only 10 darnit... stupid dicebot


| 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 |

Craft isn't trained only? You can see how often I pay attention to that skill

Craft: 1d20 + 1 ⇒ (3) + 1 = 4

Scarlet grabs her rope and...ties a knot with it. Done!
Wait, not done.


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 |

More awesome Aid Craft: 1d20 + 3 ⇒ (5) + 3 = 8 Guys, we rock

Alia inspects the knot Scarlet makes and thinks that it will work splendidly for transporting prisoners. Once, you know, the remaining parts get added.
"That is quite tiring work. Do we still have some herbal wine left? I could use a break now..."


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

And so a new nation is built.


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

Seeing everyone else making a shambles Zokon rouses and tries a different approach.

Craft to make stuff with: 1d20 + 1 ⇒ (12) + 1 = 13


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 |

Well, technically we can just bind them on the horses, seeing how we're walking anyway. Would just have been more fun to have them transports each other...


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

Well, you are no Martha Stewart of the prairie, but you do manage to knit together a trio of 'A' frames just sturdy enough--you hope--to make it back to Oleg's with. How would you like to proceed?

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
Scarlet Scarab wrote:
"I say we follow the Thorn River south. We can travel along the wide open hilly plains and get to Oleg's place without trouble."

"Yes, that sounds sensible. It is the long way around so we may take two days to get there, but I see no problem with that. We are not in a hurry. Though we should make a point of stopping at the Benzen's later on; I feel we should tell them the news that their son was not at the camp. Perhaps we can head that way the day after we reach Oleg's."

Numalar watches the others struggle with making the travois, and joins in.

Craft travois DC 10: taking 10: 10 + 3 = 13
Funny... that didn't seem very hard.

After the travois are finished, Numalar looks over the prisoners, and stops in front of Chick and Wilbur (Who are tied up by now I assume).

"Well gentlemen... by now you may have realized that we do not in fact work for the Stag Lord." Numalar pauses a moment to let that sink in.

"The Stag Lord has a number of bands like yours. Each one is led by a lieutenant who carries one of these pendants." Numalar pulls out the pendant again, and holds it aloft. "We have been hunting down the Stag Lord's groups, and this," he holds up Kressle's pendant "is our third such pendant. Not only that, but I am told that three other groups have been assigned with the same mission as we have. In short, the days of the Stag Lord are numbered."

Numalar stares at the two intensely.

"Perhaps your leaders said you would be like wolves. Well, that is fair. Wolves are fierce and dangerous. But in the end, while wolves may take a few sheep, sooner or later the shepherds band together, and they hunt the wolves down or drive them out. That is happening now. So it is time for the two of you to think about the future, and what your place in it is going to be."

Numalar turns away, and says over his shoulder, "Take your time. No need to answer right away."

I'm not trying to spook these guys so much as get them to think that they have options other than banditry that are worth considering. So I'm rolling Dimplomacy in case that helps.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25


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

To facilitate Numalars post

Zokon has his bow in hand and quiver over his back

Zokon calls out "Chick.. Wilbur I'll need some help hunting join me so can make a plan"

When they get close he draws his longsword

"Now lads stay where you are until your safe and tied up, run and I have my bow. Don't run and you have a chance of a good and prosperous life "

Zokon looks at the other party members

"Come tie them up


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

Chick and Wilbur do not seem inclined to fight six battle-hardened adventurers and submit peacefully though Verdigris snarls at them when they join him.

--------

The night passes without incident. In the morning (after a number of false starts--the attempt, where--with Celyne's help, Scarlet managed to tie herself to a figure-4 frame being one of the stand outs) Zokon and Numalar put the final touches on the travois and about midday the party sets out along the river bank, with their prisoners in tow.

For their part, the conscious enemies stay more or less silent.

The going is slow (particularly if either of the gnomes are walking at any point in the journey) The forest parts slowly as the white waters of the Thorn River widen, breaking at last upon the rugged hills of the Kamelands--hills that go on forever it seems (It looks like this minus all the paths). The sun, draws even with the hills casting long shadows in its orange light as you make the turn to head east along the dark forest's edge.

What would you like to do? Also, if I could get a final standard watch routine that would be good.

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

Nice picture.

For the record, Numalar had planned on continuing to ride Gertrude, to keep from slowing the party up. If we shift the baggage to the horses then Posh could probably ride double.

If breaking up the sleep cycle is allowed then Numalar might as well take one of the darker watches as his darkvision will go a long way there. So if we were going 8PM to midnight, midnight to 4AM, and 4AM to 8AM, Numalar should probably be on one of those two watches, with Scarlet being on the other one. The 4AM watch is close to dawn so low-light will probably do just fine for most of that watch.

As to current plans, Numalar would want to just continue east along the edge of the forest, but at least 200' back from the defined edge of the woods just so nothing in there has a good shot at us. We don't have to parallel it exactly, just keep it in sight.

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