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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"Well lemme know when you figure it out so I can make a guard schedule."

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
Kesten Garess, wrote:
"Well lemme know when you figure it out so I can make a guard schedule."

Numalar nods at Posh and Sir Kesten, and turns back towards the prisoners.

"Sir Kesten, if you will give me a hand for a moment?" Numalar indicates the bound forms of Chick and Wilbur. "Let's bring them over here," Numalar says, indicating the stable. "Have some of your men watch the others."

Once Chick and Wilbur are in the stable and separated from the other bandits, Numalar looks the two over.

"As you have seen, with Sir Kesten here and the others, this outpost here has become a station for Brevic soldiers; it used to be just a trading post. With genuine Brevoy military moving in, the Stag Lord's days are truly numbered. It's not just us against him."

"The last time we spoke at any length I told you to give some thought as to your future. What have you come up with?"

Numalar leaves the question hanging.


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 being the trusting soul he is makes sure his paying particular attention to the prisoners at this time.


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 moves a little closer to the two
"You have the oppitunity for a new life. Usually many people kill bandits with no question as to who they are or why they did what they did. We understand and you have a chance to have a better life." Posh states with a soft smile as he tries to reach out to them.

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


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

"Wilbur and I have been thinking this over," Chick says. "and--" Yes, they are all for not hanging. ;)

"Good." Kesten says. "You can start by cleaning up these stables."

When he's set them to work he turns back to you and asks: "Anyone else?"


Female Halfling Bard (street performer) 1 | HP: 12 | AC: 17 T: 14 FF: 14 | CMD: 11 | F: +2 R: +6 W: +4 (+2 v fear) | Init: +3 | Perc: +3 | Speed: 20' |

Somehow this never posted. Regarding your earlier inquiries as to Esme's immediate plans. Before the play and it's excellent reception she demurs and deflects the question. Afterward, (when Numalar asks) she says:

"I'm on the summer festival circuit. From Daggermark to New Stetven and as many places as there are audiences in between. There's a local festival in the valley to the northwest that I'll be playing to next week. Tell your friends." She beams.

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
Esme, Traveling Player wrote:
"I'm on the summer festival circuit."

"Hmm... must be a big circuit. Winter is barely over!"

Esme, Traveling Player wrote:
"There's a local festival in the valley to the northwest that I'll be playing to next week. Tell your friends." She beams.

"Which valley is that? How far? It's a shame that we have to deliver these miscreants back to Brevoy. We will miss it unless we move very quickly."

Actually, the location of a "civilized" valley nearby is of considerable interest to Numalar, but he doesn't necessarily want Esme to know that he is more interested in the lay of the land than 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
RPGGGM wrote:
"Wilbur and I have been thinking this over," Chick says. "and--" Yes, they are all for not hanging. ;)

Guys - I'm going ahead and giving these guys terms. If anyone disagrees with what I am offering them, jump in - I am cool with assuming you are interrupting.

Numalar looks at them sternly. "All right, here's the bargain. While we have no evidence that you have committed any offence against anyone that we know of, you did join a gang of bandits whose purpose was to rob innocent people. So you were part of a conspiracy, like it or not."

"So, you will need to earn our trust and earn your keep. For the next three months you will not handle any weapon unless it is given to you by Oleg or Sir Kesten here, and you will be obedient to their orders. You will not leave the compound without their permission. They will give you work to earn your keep which you will perform diligently, and in this time you will receive your room and board. This will last for a period of three months."

"After this, assuming you have made no trouble, you will be free to go your own way. If you have worked hard and well, perhaps Oleg will offer you a job for wages here and you can remain, though it will be up to you whether you accept."

"This is a second chance for you. But understand that there will not be a third chance. If we see you amongst another bandit gang or group of criminals, or catch you in an offence against another, we will simply kill you. Likewise Sir Kesten here will not hesitate to kill you if he feels you are a danger to anyone here or you have committed some crime against them. And if you run," Numalar pauses, and points to Zokon standing outside, "Know that that man can track a hornet through a thunderstorm."

Okay, that's an exaggeration, but Zokon intimidated these guys before. Here's a bluff check.
Bluff: 1d20 + 12 ⇒ (6) + 12 = 18

"Understood? Good. Now that you have heard our terms, the Lady Celyne here will take your oath, and cast a spell upon you that ensures that you swear truthfully."

@ Celyne: I assume you are Okay with that.


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

Sense Motive DC 15:
You get a generally good feeling from the pair (Chick and Wilbur).

Sense Motive DC 17:
Kesten seems uncomfortable with the title 'sir.'


| 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 |

Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1

Well, I guess Numular straightened things out with them. Nothing bad can come out of this!

Scarlet watches Posh and Numular have a friendly conversation with the bandits, giving them their punishment, and watching Chick and Wilbur surrender.

Hmm. Brother was always talking about beating your foes with words, rather than swords. Then again he's the type to pick people up and toss 'em around, so I never understood where he was goin' with that.

Scarlet relaxed. It seems like she wasn't needed to put on her angry face for once.


Female Halfling Bard (street performer) 1 | HP: 12 | AC: 17 T: 14 FF: 14 | CMD: 11 | F: +2 R: +6 W: +4 (+2 v fear) | Init: +3 | Perc: +3 | Speed: 20' |
Numalar Auritonius wrote:
Esme, Traveling Player wrote:
"I'm on the summer festival circuit."

"Hmm... must be a big circuit. Winter is barely over!"

Esme, Traveling Player wrote:
"There's a local festival in the valley to the northwest that I'll be playing to next week. Tell your friends." She beams.

"Which valley is that? How far? It's a shame that we have to deliver these miscreants back to Brevoy. We will miss it unless we move very quickly."

Actually, the location of a "civilized" valley nearby is of considerable interest to Numalar, but he doesn't necessarily want Esme to know that he is more interested in the lay of the land than her. :)

"One must strike while the opportunity presents itself times being what they are in these inhospitable lands (present company excluded of course). That and I'd grow rusty besides. Another day away from a crowd would find me on the very point of decadence. By this time tomorrow I might well have forgotten everything I ever knew and be back were I started--improvising."

"The audience is yonder." She points to the northwest. (The direction corresponds to the map location for the Renault farm more or less.) "A few farms, a hunter's lodge and a rustic nobleman patron. It's mostly sagas and tumbling though." *sigh*


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

Sense Motive: 1d20 - 2 ⇒ (20) - 2 = 18

"I believe these two can be trusted." Posh smiles brightly "We must see to the rest. I'm sure the rest will be just as, if not, more accepting of our terms than these two, agreed." Posh walks over to the rest of the bandits, not certain who to talk to next.


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

So, like Bob and Bing, let's get this show on the road with whatever prisoners you happen to have on hand. Feel free to question as you travel as billboard and license plate games have yet to be invented.

It's about four days to Restov at a leisurely Speed of 30'. It would ordinarily take just over three days if everyone goes by horse (Spd. 50') sans Luna, who as it turns out would be the slowest member of an otherwise mounted party (Spd 40') holding you back from making it in three days even. With prisoners it just takes a bit longer for logistics.

Dice Rolling:

2d100 ⇒ (73, 59) = 132
2d100 ⇒ (44, 88) = 132
2d100 ⇒ (43, 9) = 52
2d100 ⇒ (13, 70) = 83

The trip is on the whole uneventful with nary another traveler to share the road with. The first few days prove rainy but the second day clears enough for you to see the easternmost tips of the Tor's of Levenies rising to the southwest. The plains give way to their rugged foothills soon after. The third day sees the road bending to hug the banks of the mighty Shrike River and you know you are are within but a few miles of Nivatka's Crossing the village that is less than a day's travel by horse to Restov. Did you want to press on? Force march for who knows how long* or camp the night?

* Maybe you know how long -- Knowledge (geography) DC 12:
You are about 8 miles out from the town. About a 2 hour (at speed 40') march, much if it in the dark starlight.


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 tries to remember the terrain and how long it will take to traverse

Take 10 kn geo

Read spoiler all

"We can make it to the next town if we press on, we can use lights if necessary"


| 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 a plan. I'll light up my torches."


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

Dice:
Alia's Perception: 1d20 + 7 ⇒ (9) + 7 = 16 
Celyne's Perception: 1d20 + 1 ⇒ (4) + 1 = 5 
Luna's Perception: 1d20 + 3 ⇒ (12) + 3 = 15 
Numalar's Perception: 1d20 + 5 ⇒ (6) + 5 = 11 
Poshment's Perception: 1d20 + 3 ⇒ (1) + 3 = 4 
Scarlet's Perception: 1d20 + 3 ⇒ (1) + 3 = 4 
Zokon's Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Pressing on into the starry night over the hills. It's a lonely land. You haven't even spied a farm yet.
Alia:
You see movement off in the hills you are approaching. A horse perhaps, but with no rider. Something large and vaguely man-shaped is chasing it.
Knowledge (local or nature) DC 16


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

Still thinking I'm sitting at a table.
Alia's keen elven eyes see movement off in the hills you are approaching. A horse perhaps, but with no rider. Something large and vaguely man-shaped is chasing it. 

Knowledge (local or nature) DC 16:
It's a troll.


| 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 |

Any chance my 60ft of darkvision can see the horse and rider?


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

Not really, but there is no rider.


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 local: 1d20 + 5 ⇒ (1) + 5 = 6

Zokon peers at the unfolding scene to see if it's familiar.

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
Poshment Underhill wrote:
"I believe these two can be trusted."

Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22

NOW I roll a 20. :)

"I am inclined to agree. Very well, that is that then."

Poshment Underhill wrote:
"We must see to the rest. I'm sure the rest will be just as, if not, more accepting of our terms than these two, agreed." Posh walks over to the rest of the bandits, not certain who to talk to next.
RPGGGM wrote:
So, like Bob and Bing, let's get this show on the road with whatever prisoners you happen to have on hand.

"I am not sure about the others. They did not ask for quarter, as these two did. We have no obligation to offer any."

Also it sounds like our GM is getting impatient. If he doesn't want to make an issue out of it then I don't feel any need to either.

"If these men were part of the original band that came here to plunder this trading post, this is what Oleg said happened before we arrived:"

KingmakerDM wrote:
"About a month before winter began, as we were preparing for the winter, a band of thieves and cutthroats rode up terrorizing us and demanding 'tribute' as they called it. They took what they wanted and threatened to kill us if we didn't give it to them. They then started coming back the morning of the new moon. Every month. They'd take what they wanted and then leave. I tried to fight back once but their leader, a vile woman named Kressle, threatened to cut my hands off with these twin hand-axes she carries. She also threatened to give Svetlana to her men for their pleasure. That put an end to thoughts of fighting back."

I bring this up because Posh hasn't heard it (or Alia or Scarlet for that matter), but these are not nice people.

.

.

====== On the Road Again... ======

RPGGGM wrote:
Alia's keen elven eyes see movement off in the hills you are approaching. A horse perhaps, but with no rider. Something large and vaguely man-shaped is chasing it. 

As soon as Alia points this out to the rest of us:

Numalar frowns, and reins in. "What sort of being is that? I cannot make it out, but it is far too big to be the rider of that horse. We are close to that village... perhaps we should raise some kind of alarm?

Numalar pulls out and loads his crossbow while looking around at the others.
@GGGM: How far away is this creature?

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:
** spoiler omitted **

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

(i.e. Sir Kesten) Numalar does not notice his discomfort when his title is used.


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

The silhouetted scene takes place about 300 feet away on a hill top.

What, if anything, were you all doing for lights?

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

Numalar has darkvision, and so has never bought torches or lanterns. If necessary he could lead mounts but he walks pretty slowly. I can cast dancing lights only once and would save that for combat or some special circumstance.


| 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 pulled out some torches for the midnight march. She would lead if no one else wants to.

"What is...what are you talking about, Num?" Once pointed out to her, she nods. "Kesten, can you hold onto the prisoners for a bit? We may have to stop..whatever that is."

She hands torches as necessary to the prisoner detail, then prepares her horse to run towards the the beast.


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 readies is bow

"We can approach on foot, much safer than on a horse? Or do you think it is to far and requires a horse?"


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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 is fascinated by Esme's performance. She literally sits in front of the stage with her mouth open, staring, only coming alive for the parts with audience participation. After the performance finishes, and the people around her voice their appreciation, she wakes as if from a trance, jumps on her feat and applauds loudly!
She will find Esme afterwards: "That was simply amazing...I don't think in all my years I have ever seen a performance like that. You were alone, and yet you brought it all alive. It was magical. Will you visit here again during your tour? I absolutely wish to see more, even if it saddens me that no future performance could ever match the effect this one had on me, with it's surprise of perfection!"

Regarding the prisoners, Alia has a pretty clear opinion:
Knowledge Local: 1d20 ⇒ 14
"The law in Brevoy may say bandits hang. We are not in Brevoy. This land is not theirs. Even if you are chartered to claim it for them, that just proves that it does not belong to them yet. As such, there is no need to duplicate their short-sighted laws. What it does is escalate conflicts. If bandits hang for their deeds, they will make sure not to leave witnesses who could identify them. Everybody suffers. I say handle it differently. The one who calls the shots, the leaders, they die. Everybody else gets a SINGLE chance of redemption. Brand them, mark them to show the crime they commited, then let them go. If they are found committing a serious crime again, their life is forfeit, on the spot and without a trial. People come into difficult situations in their lifes, and some may make bad choices. That does not mean they are past redemption. Even on the off-chance that some are bad to the core, even if a few take up their illegal profession again, you would safe and redeem so many more who will bear their mark with shame and make sure to lead honest lifes from then on."
Looking at the prisoners, then back to the group:"This group killed 2 of my friends. It is hard for me to forgive them, and by all accounts, I should burn with a desire for revenge and be glad to see them hanged. But if killing is answered with more killing, then the bloodshed never ends. Proofing that the bandits may be redeemed, that they may return to a normal life, may work well in everyone's favor once they have reason to believe the stag lord will not win. If they know there is nothing but a noose waiting for them, they will fight to the death, rather than change sides and be productive members of society once more. I say Kressle hangs, the others get branded and freed. Especially the mad one who probably has no understanding of what she did. No need to bring them anywhere. Let them contact others and tell them about the justice we do. If we find them with their former comrades, those other bandits may be more inclined to reform if they see them lie in a puddle of their own blood."

On the way:"There's a riderless horse. Chased by...something. I guess whatever it is, it wants to eat the horse. But I doubt there's many wild horses around here so whoever rode on it may need our help. I agree that we should take a look."
Steering her horse in the direction of the 2 figures, Alia answers Zokon while readying her bow:"I think anything that tries to catch a horse could just as well catch us. I'd prefer to stay away and pepper it with arrows, rather than try my luck and get close to something considering horses a delicacy"

I did not do anything for light, since other people light up torches, and I see plenty far enough with those.


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

Consensus seems to be horsies Zokon jumps on his horse and readies his bow, holding it and the reins at the same time just holding and riding not expecting riding and firing, intends to stop before attempting to shoot


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

Outlined in silhouette the horse runs wild until a second shadow erupts from the heath and fells it screaming with a big spear. It whinnies and neighs in terror until the first big shadow arrives and finishes the beast with a big rock.

They sit for a moment. And it becomes apparent that they are watching you from the hillside. (They are still about 200 feet away).

dice:
Alia's Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Celyne's Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Luna's Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Numalar's Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Poshment's Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Scarlet's Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Zokon's Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Kressle's Perception: 1d20 + 6 ⇒ (4) + 6 = 10

The Celyne and Alia note further moment up ahead along the path. someone is coming up the road. A big, hunched shadow approaches you, bearing a feeble lantern. Its arms are so long it almost drags the lantern. It wears an undersized stove pipe hat like Numalar's cocked at a jaunty angle.

"Oy! Oy, you dare!" It calls in a rough, booming voice that sounds like a small avalanche. "I'm comin' up on yah, and I's unarmed."


| 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 stops her horse as they glare at her. "Alright, alright. Let's calm down for a bit, eh?" Scarlet nods to the creature. "We're on our way to Restov, and wanted to push through the night. We've heard stories of wild beasts around here, and we weren't sure what was goin' on.."

She dismounts the horse, sheathes her weapons and approaches the creature, ready to handshake. "Name's Scarlet."

Diplomacy: 1d20 + 3 ⇒ (3) + 3 = 6

She almost spits in his direction. Still tryin' it your way, brother...


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 |

If it is bearing a lantern, can I make out what it is?

Either way, I'll have my horse keep distance purely for safety...I'll also answer, but I'll need to know if I can identify whatever is coming toward us.
Applicable roll if relevant: 1d20 ⇒ 15

Alia will keep her bow ready...and as she sees Scarlet dismount, gets ready to act...if Scarlet is attacked in any form or way, she'll shoot her attacker.


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 uses studied target on it as it approaches and has his bow ready but not pulled.


"Pip." the giant says offering his huge clawed hand. Its breath is terrible, and the mouth that uttered it even more so. It wears a patchwork of poorly stitched clothing made of other, smaller folks clothing in a mockery of civility.
"Pleasure." Pip breathes heavily.

Yes, at this point you know what it is.


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

If it's buddy is named Adam or Drax or Doctor I'm calling shenanigans


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

Nope.


| 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 |

Super Strong, Smells bad. Haha! My kinda guy.

"Well met, Pip." She shakes Pip's hand vigorously, probably overwhelmed by Pip's strength. "I hope we didn't interrupt your hunt tonight. Do you normally hunt with your allies here?"

Scarlet is quite relaxed at this point.


"Not a worry. We're just larkin' about. Yerself?"


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 |

Pip as in Pippin? Foolish Took?

Horses don't just run around alone. Someone surely owned that horse, or was riding on it. Just what happened to that person during their...hunt...
While her thoughts tell her that the figure in front of Scarlet is not to be trusted, Alia accepts that her companion is more knowledgeable of the local situation. If it was normal that this kind of...freaks hunted domestic animals here, so be it.
"Just moving on towards an actual bed to sleep in during the night. Many horses here running around alone in the night?" she asks with as friendly a smile as she can manage.
Diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21


"I wouldn't imagine thars too many. Even so, you're welcome ta camp wit us fer supper. An' if yer tired, we can keep watch. Keep ya as safe as a baby in a blanket. Watcha say?"

You hear a terrible ripping sound from the hillside where the dead horse lay.


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 making his horse move backwards slowly away from the "giant"

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: Long, but good post!

Re: Prisoners

Alia of the Blade wrote:

Regarding the prisoners, Alia has a pretty clear opinion:

[dice=Knowledge Local]1d20
"The law in Brevoy may say bandits hang. We are not in Brevoy. This land is not theirs. Even if you are chartered to claim it for them, "

Numalar smiles. "Actually, not even that; we are merely chartered to survey it, though we are also expected to 'strive against banditry.' But understand that though we are not in Brevoy, clearly the bandits here sometimes go over the border and trouble the people there; otherwise the Swordlords would not care whether people here were bandits or not. The people of Brevoy have a legitimate grievance, and the fact that such people have fled back across the border does not negate that."

Alia of the Blade wrote:
"If bandits hang for their deeds, they will make sure not to leave witnesses who could identify them."

"You think that bandits will turn to murder if they are threatened with death? They have already turned to murder. Did you not see the bodies we just buried?"

Alia of the Blade wrote:
"Brand them, mark them to show the crime they commited, then let them go."

"I am willing to consider clemency, but branding seems harsh. I know it is the practice in some lands but... for most folk who cannot afford the wages of a powerful priest or wizard, a brand is forever. If those they meet know what it means, who would allow such a person to share their company? They may wander into some other town only to be hung by the locals. A brand may force them back to their bandit friends as the only people who will take them in."

"And letting them go now... this I am not willing to do. I told Chick and Wilbur that they were obligated to serve at Oleg's for three months, because that is enough time for Kesten and the others to take a measure of their character, and see if they are fit to rejoin society as free men. Meanwhile it also gives them honest work to occupy themselves, so they can see that there are ways they can have a decent life without thievery."

Alia of the Blade wrote:
"Proofing that the bandits may be redeemed, that they may return to a normal life, ..."

"I agree with you in principle, Alia, and it speaks well of you that you are willing to forgive after all that has happened to you. But justice is not just about punishment and rehabilitation. It is also about protecting ordinary folk from being preyed on by criminals."

"Many cultures have different ways of affording such protection to their people without the death penalty. A common one is banishment or exile. But that is not really possible here; we are in one of those lands that people get exiled to."

"And with the mad one the situation is even worse. I truly have no idea how to cure her madness, and without that who knows what trouble she would get up to if set free? Taking her spellbook will slow her for a time, but she has enough wits to know she needs one, and will make or acquire another one sooner or later."

Numalar shrugs. "If you wish to pardon Verdigris, Golden Boy, and the Mad Witch, you must propose something that protects others from crimes they might commit in the future."

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

On the road:

Troll, wrote:

"I wouldn't imagine thars too many. Even so, you're welcome ta camp wit us fer supper. An' if yer tired, we can keep watch. Keep ya as safe as a baby in a blanket. Watcha say?"

You hear a terrible ripping sound from the hillside where the dead horse lay.

Yikes! Numalar thinks to himself. Have you watch over us while we sleep? Um... how about no?

But just for laughs...
Sense Motive: 1d20 + 2 ⇒ (4) + 2 = 6
Maybe he's a good guy after all? :)

Numalar looks around nervously.

"Well friends... do we wish to engage the services of this fellow? The dinner he suggests would probably be more than we could eat, even accounting for his friend's appetite. On the other hand I hate to refuse an invitation, unless I have cause."

Bluff to pass secret message DC15: 1d20 + 12 ⇒ (17) + 12 = 29
Message for everyone but the troll:
Do we want to fight? I don't think we would survive a fight with two of them, never mind one. If not, how do we get away from this guy without pissing him off?


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 watches this series of strange events unfold with the creature that they are now talking with and having no idea what to do in this situation he decides to stay with the group decision.

Wish I replied earlier. Wanted to have a private chat with Kressel.


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

"Lets be off friends we need to get to our rondezvous point before we get exhausted"

You still can if we get away from this lot we shall have an hour or two before towm


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 |
Numular wrote:
"Actually, not even that; we are merely chartered to survey it, though we are also expected to 'strive against banditry.' But understand that though we are not in Brevoy, clearly the bandits here sometimes go over the border and trouble the people there; otherwise the Swordlords would not care whether people here were bandits or not. The people of Brevoy have a legitimate grievance, and the fact that such people have fled back across the border does not negate that."

"Telvurin is...I mean the lands known as River Kingdoms are a large area, many of which are troubled by bandits. This is not merely a Brevoian problem, it just spills over the border. I think everybody affected will have legitimate grievance against the bandits. That does not mean that the same means to combat it have to be applied everywhere. Clearly, the approach of Brevoy failed, if bandits continue to gather and trouble them. So why duplicate it? You are to "strive against" them, but that gives you some freedom how to go about it."

Sense Motive 20&KN History 15 OR Celyne:
Alia slipped up slightly by using the ancient Elven name for the lands..something more common among the more "traditional" Elves who think those lands rightfully belong to Kyonin.

Numular wrote:
"You think that bandits will turn to murder if they are threatened with death? They have already turned to murder. Did you not see the bodies we just buried?"

"And what fate could they expect up to now? If someone was to act against them, such as a expedition from Brevoy, they could only expect to hang. I have listened to what they told Kresten. Even so, murder is not the usual course of action for them, except when the Stag Lord or his lackeys try to send a message."

When I had the 2 other Elves murdered during a raid on our camp, GGGM said that usually they only waylay and rob travellers and don't usually raid or murder everybody...so I assume that murders mainly happen as a result from orders, not out of casual cruelty

Numular wrote:

"I am willing to consider clemency, but branding seems harsh. I know it is the practice in some lands but... for most folk who cannot afford the wages of a powerful priest or wizard, a brand is forever. If those they meet know what it means, who would allow such a person to share their company? They may wander into some other town only to be hung by the locals. A brand may force them back to their bandit friends as the only people who will take them in."

"And letting them go now... this I am not willing to do. I told Chick and Wilbur that they were obligated to serve at Oleg's for three months, because that is enough time for Kesten and the others to take a measure of their character, and see if they are fit to rejoin society as free men. Meanwhile it also gives them honest work to occupy themselves, so they can see that there are ways they can have a decent life without thievery."

"The idea of a brand is for it to be permanent, so that we, or others acting on the same mission will be able to recognize them. I think you will find many who will allow them to stay. Farms often have use of cheap workforce. Even better if the person is branded, as they won't risk their lives committing a crime, and if they had ill intentions, would not start working first.

Lumber Camps, Mines, Road construction....there is a lot of work that would welcome branded reformed criminals and allow them a way back into civil life."
As for letting them go, have you considered that there could be more benefit to that? If we let them go, on foot, then there's a good chance we could follow their trail, with Zokons ability to track and Luna's nose. If they run to report to some superior, they'll save us the trouble of finding their camp by ourselves. If you are worried about honest work for them, just let them be useful. The roads here are not exactly well maintained, let them work on that, Oleg will surely not complain, while it gives them something to do."

Numular wrote:

"I agree with you in principle, Alia, and it speaks well of you that you are willing to forgive after all that has happened to you. But justice is not just about punishment and rehabilitation. It is also about protecting ordinary folk from being preyed on by criminals."

"Many cultures have different ways of affording such protection to their people without the death penalty. A common one is banishment or exile. But that is not really possible here; we are in one of those lands that people get exiled to."

"And with the mad one the situation is even worse. I truly have no idea how to cure her madness, and without that who knows what trouble she would get up to if set free? Taking her spellbook will slow her for a time, but she has enough wits to know she needs one, and will make or acquire another one sooner or later."

Numalar shrugs. "If you wish to pardon Verdigris, Golden Boy, and the Mad Witch, you must propose something that protects others from crimes they might commit in the future."

"I have a feeling that these lands are quite...wild. Especially in this area, there seem to be few bastions of civilization, far apart. There is travellers who try their luck, hermits, and bandits. Most of the population seems to be bandits. Preventing them from raiding ordinary folk, then, would mean taking out their leadership, and having the others redeemed. Waging a war of extermination on banditry will only serve to push them ever farther back, while they continue to trouble whoever they can reach. That is the kind of banishment you speak of. 'Go trouble someone else'. The human lands are very short-sighted in their handling of these things. To really combat banditry, you need to make bandits WANT to not be bandits any more. Such as by offering them a place in society that is superior to what they have now.

Faeria did nothing to bolster your claims. Anything we asked of her, she did. Let her work for Kesten directly, without her spellbook. She knows some things about this land, she knows the bandits. As far as we know, she complies with whatever she is told. In that case, it's a simple matter of keeping her from people who would abuse her. As for the other two, as said, set them to maintain the road for a time, bound to each other, with a mounted guard with a bow watching over them, and see if they are willing to do as told.

@Numalar: As said in discussion, I am only heavily opposed to Faeria suffering consequences, in character, I'm voting for all except Kressle to get a chance at redemption, but it's no problem if overruled. But as mentioned before, Alia cares little for the laws of human lands(=>short-sighted), and believes everybody can be redeemed(complete believe in the inherent good of sentient creatures), so the chances of actually convincing her in discussion are slim- if she gets her way and sees it fail, that may change dramatically, of course.

@on the road: If it's already night, not just growing dark(I figure we would not wait with making camp until it's already night, and 2 hours offers quite a lot of different levels of light during dusk), then it's a problem. On the horses, we should be faster, but someone would need to stay nearby with a torch, readying to move away if they approach. In that case, we could go Scythian Horse Archer on them.

Alternatively, we could suggest that if they invite us for supper, we could keep watch, to repay them for dinner. Of course, then, we'd need to find clear signs of their guilt, rather than just murder possibly nice guys in their sleep. But their response to the counter-offer would be interesting-

Still on edge, Alia doesn't move: "A fine offer, surely, but we are close to the town already. At the very least, if we were to dine with you, we would have to keep watch to repay your hospitality!"
After a short pause to allow for a reaction from Pip, Alia continues:"But really, it's up to my travel companions...", looking at Scarlet, still ready to draw and shoot if things go bad.


| 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 |
Troll, wrote:

"I wouldn't imagine thars too many. Even so, you're welcome ta camp wit us fer supper. An' if yer tired, we can keep watch. Keep ya as safe as a baby in a blanket. Watcha say?"

You hear a terrible ripping sound from the hillside where the dead horse lay.

"While I'd love to, Pip, we are on business. We got a tight deadline to reach, hence why we're travelling in the dead of night." Scarlet frowns. "Stay safe, and happy hunting."

Scarlet bids Pip goodbye and mounts her horse, briefly checking to make sure it's intact and not scared out of its wits.

Sense Motive: 1d20 - 1 ⇒ (12) - 1 = 11

Once out of earshot, she mumbles "Really wanted to arm wrestle Pip. Seems nice."


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

On the road:

Troll, wrote:

"I wouldn't imagine thars too many. Even so, you're welcome ta camp wit us fer supper. An' if yer tired, we can keep watch. Keep ya as safe as a baby in a blanket. Watcha say?"

You hear a terrible ripping sound from the hillside where the dead horse lay.

Yikes! Numalar thinks to himself. Have you watch over us while we sleep? Um... how about no?

But just for laughs...
[dice=Sense Motive]1d20 + 2
Maybe he's a good guy after all? :)

Well, he does have a nice hat.


Scarlet Scarab and in as many words Alia and Zokon wrote:
"While I'd love to, Pip, we are on business. We got a tight deadline to reach, hence why we're traveling in the dead of night." Scarlet frowns. "Stay safe, and happy hunting."

"Too bad, too bad." He says shaking his head in gruesome sadness. The whole time his breath coming out in forced rasps. Then he perks up and asks: "You comin' back thissa way? Maybe we could catch ya up then, eh?"


| 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 |

"Oh yeah, definitely." Scarlet nods at Pip. "Good travels to you."

Scarlet would love to wrestle with a Troll, but no way can she fight 'em!


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

Posh watches this series of strange events unfold with the creature that they are now talking with and having no idea what to do in this situation he decides to stay with the group decision.

Wish I replied earlier. Wanted to have a private chat with Kressel.

You still have time. You have to head to town anyhow so depending on what happens you might not be traveling with any bandits, though as of now I assuming that Kressle is at least with you.

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