Kesperex: King's Land Scoundrels

Game Master Nathanael Love

King's Land Scoundrels


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Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Harlann, being desperate and locked in combat, will commit to attempting to drop his opponent.

He can't withdraw since that's more than a move action?

Broken Back Sea, IC: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Dagger, IC: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

Seax, IC: 1d10 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Dagger, IC: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

And drops to the ground unconscious after driving his attacks home....


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

you do NOT need a UMD to activate any wand on your class list regardless of spell level


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

thanks like i said i was rusty

more healing!: 2d8 + 2 ⇒ (5, 5) + 2 = 12


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Eyes flickering open, Karak immediately stood up and looked around wildly for his ram. He did so instinctively, not thinking of the danger he was in...

Can he summon his mount back? If not he will move to stand up and then will take cover, hoping to charge in when he can fight


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

summoning your mount is the same as a spiritualist, right? If so- it's a minute (10 rounds)?


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Ah, ok. First time using anything like this. He’ll take cover then in the cart he was shot down in, in the hopes of making it into combat next round


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kazell moves up to try to get closer to Cra'rak and Karak and maybe help with healing them, but she turns and shoots at the guy in purple on the way, trying to keep the bad guys at bay.

Attack: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 (point blank, inspire courage)
Piercing Damage: 3d6 + 1 + 1 + 1 ⇒ (4, 3, 3) + 1 + 1 + 1 = 13 (gravity bow, point blank, inspire)


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Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Feeling his rider loll in the saddle, Victor rears back and takes off, fleeing into the woods with Viatrix strapped to him.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 7
Victor exits the battle field with Viatrix.

Malik cures Karak.

Harlan hits Athos, before collapsing, and as Kazell rounds the corner she buries a bolt in the man, dropping him!

Aramis and Bazin each duck behind the cart where they both take a moment to try to stem Aramis' wounds-
Cure light: 1d8 + 2 ⇒ (4) + 2 = 6
Cure Moderate: 2d8 + 4 ⇒ (4, 8) + 4 = 16

Turn Order:
Aramis (24)
Bazin (12)
Karak (7)
Malik (6)
Kazell (11)
Crarak (21)
Harlan Thinn (17)

Status:
Aramis: -14
Bazin: -5

Cra'Rak: -8/24
Harlan Thinn: -1/28
Karak: 7/31
Malik: 18/19
Mount: 4/28
Kazell: 9/14
Victor: 8/21

That brings up the party again!


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kazell moves up to Cra'rak, standing over him, trying to get in a good position to cast a spell and hit both him and Karak, but when she sees one of the bad guys out of the corner of her eye duck down behind the cart, she can't resist the target and she takes a couple of steps farther so she can see a little of his backside and shoots an arrow at him.

Just storyline interpretation... I think my position can hit him without cover, but DM call, and totally okay with it if she can't. I know the icons on the board aren't the right size. :) If she can't see him at all though, please just have her stop short and pour a CLW potion down Cra'rak's throat.

Attack (Green): 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24 (point blank, inspire courage)
Piercing Damage: 3d6 + 1 + 1 + 1 ⇒ (3, 4, 3) + 1 + 1 + 1 = 13 (gravity bow, point blank, inspire)

Also, hope you don't mind me taking the shot Cra'Rak. I can't heal you much anyway. Hopefully Malik will get you with the strong wand this turn.


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Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik's drums continue to pound, playing their frenetic beat again, as the bard darts off the cart and to Cra'Rak's side, again pointing at him with the wand to continue to heal his wounds.

Cure Serious Wounds: 3d8 + 3 ⇒ (3, 7, 6) + 3 = 19

Inspire courage 8/11


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Hit Green: 1d20 + 9 ⇒ (15) + 9 = 24
Hammer: 2d6 + 10 ⇒ (5, 6) + 10 = 21

Whatever roll if something is needed due to the cart. Please add whatever modifier is needed: 1d20 ⇒ 14

Back on his feet, Karak surged into the fray once more. With hammer raised he went for the nearest foe, roaring ”Surrender while ye still can!”


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 8
Karak climbs atop the wagon and, leaning down, smacks Bazin in the noggin hard!

Malik cures Cra'Rak, who wakes up!

Kazell fires with her bow, and despite the floating bullet ward, the shot takes the Inquisitor down!

Assuming Cra'Rak uses a move to stand here- would have a standard left but need to either move to melee or draw a ranged weapon so he can take that action along with his next.

Round 9
Aramis steps back, and pointing his pistols two directions fires at Kazell and Karak once each!

At Kazell:
Pistol, PBS, Bless: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6 hit!

At Karak:
Pistol, PBS, Bless: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Confirm: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage: 3d8 ⇒ (1, 5, 5) = 11 Another lucky shot!

Turn Order:
Aramis (24)
Karak (7)
Malik (6)
Kazell (11)
Crarak (21)

Status:
Aramis: -14

Cra'Rak: 11/24
Harlan Thinn: -1/28
Karak: -11/31
Malik: 18/19
Mount: 4/28
Kazell: 3/14
Victor: 8/21

That brings up the party again against the final muskateer.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Stabilize: 1d20 + 3 ⇒ (2) + 3 = 5
-12, Con16

Standing triumphantly on the cart, Karak learned first hand why gunpowder was the future of warfare. The man’s bullet punched right through the dwarf’s breastplate and went deep into his chest. Like a fallen log Karak toppled over, bleeding out on the cart.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Cra'rak stands, and moves over to his unconscious blood-brother with the intent of stabilizing him/dragging him out of the fray next turn.


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik crosses back to the dwarf, continuing to bang on the drum, although hints of desperation are noticable in the music he's playing. Reaching Karak, he again heals him with the wand.

Cure Critical Wounds: 3d8 + 3 ⇒ (4, 2, 3) + 3 = 12

Inspire courage 9/11 - Edited to correct this number


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Despite her serious injuries, Kazell walks over to try to get an easy shot at red.

Attack (Red): 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 (point blank, inspire courage)
Piercing Damage: 3d6 + 1 + 1 + 1 ⇒ (5, 6, 4) + 1 + 1 + 1 = 18 (gravity bow, point blank, inspire)


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 9
Malik cures Karak! I believe that I should have dropped Karak in the order the last time you were down/healed back, so this happens before the failed stabilize roll, so you are up at 1 HP- do with that what you will

Kazell hits Aramis!

Round 10
Aramis turns to flee:
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Bear Trap: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11

But he is stopped by the bear trap as he moved!

Cursing, he tries to heal some of his wounds:
Cure Light: 1d8 + 2 ⇒ (1) + 2 = 3

Turn Order:
Aramis (24)
Malik (6)
Kazell (11)
Crarak (21)
Karak (7)

Status:
Aramis: -38

Cra'Rak: 11/24
Harlan Thinn: -1/28
Karak: 1/31
Malik: 18/19
Mount: 4/28
Kazell: 3/14
Victor: 8/21

That brings up the party again!


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Kazell walks forward and shoots again.

Attack (Red): 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18 (point blank, inspire courage)
Piercing Damage: 3d6 + 1 + 1 + 1 ⇒ (5, 6, 3) + 1 + 1 + 1 = 17 (gravity bow, point blank, inspire)


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik continues the drum beat of battle, holding his breath against the tension of the moment and the constant gunfire. He heals the Dwarf again, trying to prevent further injury to the Dwarf.

Cure Serious Wounds: 3d8 + 3 ⇒ (6, 4, 7) + 3 = 20

Inspire courage 10/11....


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Karak opened his eyes and looked up at the sky, wondering for a moment whether he was dead. But when Malik's healing powers flowed through him he realized that not only was he still alive, but the battle wasn't over yet. With a grunt and a thank you, he got to his feet and got into position to continue the fight.

With 21HP Karak can best absorb a shot. He gets up with a move action and as second move action gets into hammer distance of the last enemy


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 10
Malik cures Karak again!

And as Kazell fires again, this arrow pierces the man's throat, and he falls!

End of combat!

Status:
Cra'Rak: 11/24
Harlan Thinn: -1/28
Karak: 21/31
Malik: 18/19
Mount: 4/28
Kazell: 3/14
Victor: 8/21


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Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Using the wand of cure light wounds on Harlann to get him back to a functional person.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Karak looked over the field of barrel wearily. They had won, but it didn’t feel like it. ”Are we all here? Did everyone make it?”


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Victor bays as he tromps through the woods, running wild with the dead body of his best friend strapped to his back.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Not sure. Vi's horse ran off with her... she's at least unconscious, and I don't know if she's worse. I'm sorry. I couldn't go after her with everyone else down...

Kazell starts searching the bodies and then dragging them off the road.

We have to wrap this up before more people come along, so I'm going to work on that, but if anyone feels well enough, someone needs to go after Vi.


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Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

"While under the influence of my concoctions I have a highly increased sense of smell. I'll bring back the horse." And with that, the Tengu downs his extract of CLW, and runs off after the horse, following with his scent feature.

Healing: 1d8 + 3 ⇒ (8) + 3 = 11
Survival tracking: 1d20 + 8 ⇒ (13) + 8 = 21


Female Quarterling Errant Spellscar Drifter 3| HP: 25/28| AC: 17 (T13, F14)| CMB: +4/6, CMD 17: | F: +6, R: +5, W: +2| Init: +3| Perc: +6| Speed 30ft| Active Conditions: N/A
Victor:
HP: 21/21| AC: 17 (T11, F15)| F: +5, R: +5, W: +2| Survival: +8| Speed: 50 ft.|

Well trained, Vic is easily calmed by a friendly whistle, at first hesitating, but after a few short minutes, coming to Cra'rak. He has been dragging the dead body of Viatrix behind him for some time, her foot caught in a stirrup.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Seeing Viatrix's body being dragged behind her mount, Karak took off his helmet and held it to his chest in respect to the fallen warrior. The two of them hadn't always seen eye to eye, but he had to respect how she had fought and died for a cause she believed in.

"Is there anything we can do for the lass?" Karak asked.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Is there a high-level cleric in town? Or anyone who might be able to reincarnate, even if we can't get a resurrect?

Oh, no, Vi... I was afraid that might be the case, but...

She looks down in sorrow.

When Karak asks if there is anything they can do, she stops and thinks... was there anyone she knew of that could help?

Knowledge Local: 1d20 + 5 ⇒ (4) + 5 = 9

Not sure... do any of you know anyone in town with that kind of high-level magic? I mean, Sylvia is powerful, but does she know anything like that? We could ask her... she says doubtfully.

Or maybe she knows someone.


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Damn, I don't know, but someone back in town may be able to help? Malik crosses over to the fallen Viatrix. Damn, sleep well friend.

I suppose we strip everything we can and get her back to town? the bard asks his companions. And sets about doing just that.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

"Aye. Start stripping the dead of anything of value. Give me ten minutes or so. Gonna have to pray to get me mount back. So long as Jarrett approves, of course. It'll help us haul everything back. Once back we'll see if we can revive her. And if we can't, we give her a proper burial."


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

As the Tengu shrinks down to a more manageable size, his mannerisms change as well. He stops being as twitchy, and focuses in on the dead woman in front of him. He takes a notepad from a pocket in his surgeons vest, and starts making notes. "Cause of death, multiple smaller bullet wounds coupled with a massive wound to the neck. Time of death..." He looks at the sun. "Around mid-day." He looks at his living compatriots. "Death of a loved one is something that I am used to breaking to others. My bedside manner may be lacking, but it is better that blame is lain at my feet then any of the others of you. My standing in this town is... already in question. Now the real question is, what should I tell her brother?"


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Karak, can't we just take the cart back to town with the horses... we could store them in someone's barn if needed, You want to play it as though bandits did it, or as though they ran off with the money?

Are we burying these bodies, or just leaving them?

After searching the bodies and gathering up anything useful, Kazell starts helping Malik strip the cart. (Unless they decide to take it.)

When Cra'rak asks what to say to Vi's brother Kazell suggests

Maybe just say she died defending the town? I mean, that is what all of this is about, right? I can't say that I'm not having second thoughts about the whole thing, killing presumably good people like this... I guess the only way it makes sense to me is to assume we're at war. We're caught in the middle, with only awful choices in front of us. Let people die or kill some ourselves. I don't see a way to avoid fighting battles like this against people that might be our friends under other circumstances... but it does feel wrong. I can't help thinking we got Viatrix killed... and all the rest of these men... and maybe there is a better way somewhere where people don't have to die.

Not that I can think of one of course. I just feel like there should be.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The muskateers had the following:
8 rapiers
8 chain shirts
3 pistols
3 muskets
47 shots in paper cartridges

With a minutes ritual, Karak resummons his phantom steed.

With one dead horse, the cart would be difficult to pull, though the phantom steed could be theoretically substituted (or Victor).


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

Malik looks over at Kazell sadly, pausing a moment before continuing onward, We should go with 'defending the town' yes. We can probably bring this back to where we've stashed the cannons, definitely out of the way and secure enough.

Do you think we should hitch Victor into the team for now, and then he can bring Viatrix back the rest of the way? Malik looks at the others.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

"Hitch me ram up. It's a good lad and can handle the pull. While she might not have believed in me definition of honor, she deserves to be treated with it." Karak said. He looked down at the bodies of the musketeers and thought to himself that in their own way, so too did they. It was the sad truth of war that real people died and not all deserved it. But to the winners went the spoils, which in this case included the proper handling of the body. Still, he was resolved to say a prayer for the dead, regardless of whose side their died for.


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Karak's probably right. If the ram can do it, I'd rather leave Vi's body on the horse.

To put it off, Kazell searches the cart to see what they have

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Then she has to face it, so she gets back down and asks

Okay... should we bury the bodies? Maybe out in the woods where they won't be found right away?


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Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

"We'll have to come back for that. Aye, lets put them in the woods for now out of sight. Show them as much respect as we can for the moment. Once we have the cart back, we can return with shovels to give them a burial."


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

Sounds good.


Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

"There is always the stench of death around my cabin. If you so wished, we could move the bodies there."


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

You make it back to your home without further incident.

Does anyone actually check inside the cart?


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Yup! Good to know if it is gold or gunpowder in there...


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Inside you find only a single suspiciously small cask- about the size that could easily tuck under a single arm and carry.

Opening the cask, sure enough, it is full of silver coins.


Hill Dwarf Ghost Rider Cavalier (4) Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability) Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Take 20 perception: 20 + 1 = 21

"This...doesn't make sense. Why have an entire cart just for this? Maybe there is a false bottom...?" Karak asked, clearly confused by this turn of events. He proceeded to give the cart a thorough search, not wanting to believe that they had killed these soldiers, and had lost a comrade, just for a cask of silver.


Male Human Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 |

edit- should have read closer....

Seems that way, or it was a ruse? This is not that much coin to warrant such a heavily armed guard. Malik says glumly.

He moves from the small coffer of coins, and inspects the wagon itself. Is there a hidden compartment on this thing?

Knowledge Engineering: 1d20 + 6 ⇒ (1) + 6 = 7


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Karak finds a hidden compartment where one more loaded pistol is stashed, but otherwise the cask is the only object in the cart save a few provisions, and a handkerchief with a woman's monogram on it.

Malik inspects it- there is no physical false bottom that can be accessed from the outside, you would need to empty it of the coins to see for sure though. . .


Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None

I did post earlier that I was searching the cart by the way. The one with the perception roll.

Kazell inspects the handkerchief.

What monogram? Do we recognize it?

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Knowledge Local: 1d20 + 5 ⇒ (13) + 5 = 18

Also, earlier I rolled to see if there was anyone we knew of that could help bring Vi back... didn't get a response. Is that because there is no one, or did it get missed?


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry, yes, I missed it there- correct though, there is no one high enough level in town to get it done (11th level for a Witch or Cleric minimum

Kazell does not recognize the monogram- it is a simple "K.L" which must correspond to a woman in the east kingdom.


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Male Tengu Alchemist [vivisectionist/beastmorph] 4 | HP 31/31 Rage 39/39| AC 17 FF 14 (16/21) T 13 | Fort 4 Ref 6 Will 2 | Perception +13 | Init +9

Level 7 if you're willing to settle for a budget edition, and know a friendly druid, reincarnate will sort of do the trick!

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