Kesperex: King's Land Scoundrels

Game Master Nathanael Love

King's Land Scoundrels


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

This would be the time to prebuff if anyone has any of that to do; I'll get the combat map up when I get home from work tonight.


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 brews up an extract of longarms, drinks his mutagen(scent, low light vision, strength), an extract of enlarge person, an extract of shield, and drinks the newly brewed longarms extract. He also makes it clear that he keeps an extract of CLW on himself, and it should be used before potions or wands as a renewable resource.


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, pops a coffee bean in his mouth, humming a marching tune to himself.

Heightened Awareness


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

Still uneasy about attacking someone on the word of the woman they had just talked to, Kazell nevertheless casts Gravity Bow and prepares for battle.


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

"Yes, yes- off you go!"

And with that she sends you through the portal!

New map is up, if you want to move closer to the hut will require stealth


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

Pending party decision here on walking up/knocking or sneaking up or kicking in the door


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)

”Right. Let’s not make this harder than it has to be. Walk up, kick in the door and get it done. Aye?”


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

Looking at his dwarven companion's dented plate armor, and thinking of own limited extract durations, Cra'rak makes an executive decision on stealth based capacities.
"I'm going to try smashing in the door, and setting off any traps as I run in. You all be ready to follow me up."


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

Okay... but I can't shoot at her in there, and I'm too weak to try melee. If you need backup, retreat a little and if she follows you out then I will be able to participate. And if she doesn't follow you, we can try burning the place down or something I suppose.


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

Cra'Rak- are you sneaking up to start? If so give me a stealth, otherwise, just place yourselves where you will be before kicking the door.


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

What's the side of the hut made out of, in case that looks like it might be more efficient than kicking the door? And stealth is for tengu that aren't size large.


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

I don't have a great feeling about this, I wish we knew more about what we were walking into... Malik loads his crossbow and stands next to Kazell.


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 moved Cra'rak up to the door and Malik to beside me on the map.

Kazell responds to Malik

Agreed. It feels just like the same sort of trap that we are always in, caught in the middle of an unfair bargain, never quite being able to make a good and rational choice. I'm sick of it. We need to find a way to determine our own destiny... we must find one.


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. Got the silver to do that. If we live long enough to spend it.” Karak said. ”But so far we’ve managed to make the best of the situations we’re thrown into. So long as we stick together, we’ll make it.”

Please place me near the door. Traveling so can’t do it


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 hope so.

Okay, placed you beside Cra'rak.


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

As the map indicates, the entire "hut" is inside a giant, dead tree

the others if you would have advanced part/all the way, just adjust where you'd have gone before the door open

Init:

Cra'rak The Vulture Initiative: 1d20 + 9 ⇒ (18) + 9 = 27
Kazell Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Karak Stonesoul Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Malik Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Victor Valentine Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Green Witch Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Cra'Rak kicks in the door!

Round 1

Turn Order:
1. Cra'Rak
2. Kazell
3. Victor
4. Malik
5. Karak
6. The Green Witch

Looks like everyone goes before her, despite not having a surprise 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 delays until she has a target.


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

Enemies are usually flat-footed until they've gone, is that the case here? Otherwise, I'd delay until after Karak to get that flank in.


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)

Mount Trip: 1d20 + 7 ⇒ (5) + 7 = 12

Dwarf Challenge: 1d20 + 9 ⇒ (10) + 9 = 19
Hammer: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Plus any bard buffs

”Right, in we go!” Karak said. The door opened and his mount charged in first, head down so that it might bowl the hag over. Karak came in after, looking for all the world to be a lesser threat in comparison to the large animal.

Mount right flank, Karak in front. Leaves left flank to Cra’rak


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

Squeezing through the door isn't the easiest to do, but Cra'rak moves within 5ft of the hag, having plenty of reach to use.
Claw strike: 1d20 + 8 ⇒ (1) + 8 = 9
Oof! The dice roller's really had it in for me recently!


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 sighs, beginning a drumbeat to inspire his companions, and follows them closer to the hut.

Inspire Courage: +1 to attack and Damage! 1/11 rounds


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

Round 1
Cra'Rak misses.

Malik begins inspiring courage.

Karak and his mount both miss.

The Green Witch hisses, and lashes out, clawing at Karak and Cra'Rak:
Claw: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Claw: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Turn Order:
1. Cra'Rak
2. Kazell
3. Victor
4. Malik
5. Karak
6. The Green Witch

Karak: 25/31, pending will
Cra'Rak: 16/24, pending will

Kazell, I moved you to where you have a shot (into melee)- everyone can act again and Kazell can act for both rounds. Karak and Cra'Rak need to make DC 16 will or take 2 STR damage


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

17 doesn't hit me, I'm at 21, I tried to bold it, it seems not to have worked...
Kra'rak rages! (which drops his AC to 19, but that's a next turn problem!)

Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d3 + 8 + 2d6 ⇒ (3) + 8 + (1, 6) = 18

Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d3 + 8 + 2d6 ⇒ (2) + 8 + (3, 4) = 17

Peck: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d3 + 8 + 2d6 ⇒ (1) + 8 + (5, 3) = 17

If she's an arcane spellcaster, I hate those so much that I get an extra point of damage per attack according to my adopted-->spellcasters anathema trait


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)

To be clear, a 20 missed her flat footed last round?

Will DC 16: 1d20 + 5 + 2 + 1 ⇒ (11) + 5 + 2 + 1 = 19

Dwarf Challenge: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Hammer: 2d6 + 12 + 1 ⇒ (2, 4) + 12 + 1 = 19

Mount Horns: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10
Damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Mount Hoof 1: 1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
Damage: 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Mount Hoof 2: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Karak felt the claws slice through his armor, even as his hammer sailed past the hag. Gritting his teeth he thought to himself that this was going to be a real fight. Digging his feet in, he swung his hammer once more, trying to time it to be in line with Kra'rak's flurry of attacks.


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

yes flat foot takes very little away from her ac since it’s mostly natural armor


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 moves next to Kazell, drum continuing to beat a steady rhythm, and snaps off a shot from his crossbow, magical energy wrapping around the bolt as it flies at the witch.

Arcane Strike, move, continue IC 2/11, attack
Attack, Point Blank Shot, IC[/ooc: 1d20 + 5 ⇒ (2) + 5 = 7
Arcane Strike: 1d8 + 3 ⇒ (8) + 3 = 11


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 moves next to Kazell, drum continuing to beat a steady rhythm, and snaps off a shot from his crossbow, magical energy wrapping around the bolt as it flies at the witch.

Arcane Strike, move, continue IC 2/11, attack
Attack, Point Blank Shot, IC: 1d20 + 5 ⇒ (15) + 5 = 20
Arcane Strike: 1d8 + 3 ⇒ (5) + 3 = 8


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

Round 1:

Kazell shoots through the door, trying to hit the witch without harming any of her companions.

Attack: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9 (inspire courage, point blank)
Damage: 3d6 + 1 + 1 ⇒ (2, 6, 4) + 1 + 1 = 14 (gravity bow, inspire courage, point blank)

Round 2:

Kazell tries again.

Attack: 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7 (inspire courage, point blank)
Damage: 3d6 + 1 + 1 ⇒ (5, 5, 1) + 1 + 1 = 13 (gravity bow, inspire courage, point blank)


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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 |

I don't know why it double posted for me with different numbers? I must have clicked something incorrectly - the first one is valid... sadly not the second one...


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

Round 2
Cra'Rak hits twice!

Kazell misses with both arrows.

Malik misses, while continuing his song.

Karak and his mount both hit!

The Green Witch turns towards Cra'Rak, sensing he is the biggest threat to her and lashes out:
Claws: 1d20 + 3 ⇒ (7) + 3 = 10
Claws: 1d20 + 3 ⇒ (9) + 3 = 12 both miss!

Turn Order:
1. Cra'Rak
2. Kazell
3. Victor
4. Malik
5. Karak
6. The Green Witch

Karak: 25/31, pending will

Green Witch: -34

That brings up everyone again!


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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

I always forget to add in our bard's valiant efforts, not this time! Also, I'm going to assume she's an arcane caster and add that extra point of damage in.
Rageclaw: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d3 + 10 + 2d6 ⇒ (3) + 10 + (1, 3) = 17

Rageclaw: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d3 + 10 + 2d6 ⇒ (2) + 10 + (2, 6) = 20

Ragepeck: 1d20 + 11 ⇒ (20) + 11 = 31
Confirmation: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d3 + 22 + 2d6 ⇒ (3, 1) + 22 + (6, 6) = 38

Cra'rak demonstrates how terrifying his surgeon's expertise combined with complete disregard for the Hippocratic oath can be by unleashing a flury of powerful claw swipes, leaving the hag wide open for a deadly finishing peck. If he was fully in his right mind he might marvel at the fact that he just did enough damage to kill even his raging self twice over, but a savagery had taken hold of the tengu. A life for a life


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)

Made will save in post above ;)

Dwarf Challenge: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Hammer: 2d6 + 12 + 1 ⇒ (3, 6) + 12 + 1 = 22

Mount Horns: 1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14
Damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8

Mount Hoof 1: 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 19
Damage: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Mount Hoof 2: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
Damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Karak almost faltered in his attacks upon seeing the sheer primal savagery that Cra'rak was unleashing. The dwarf's mouth fell agape, and it was only when his ram attacked that he remembered that he was still fighting for his life as well. With a somewhat embarrassed cough he rejoined the fray, swinging his hammer with precision.


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 playing on his drum, watching the frenzy take over his companions engaged in melee with the hag, fires his crossbow not to injure the witch, but to create an opening for Kazell's magically enhanced bow...

Aid Another attack: 1d20 + 5 ⇒ (6) + 5 = 11

Inspire Courage 2/11


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

Can you aid another on attacks? I thought that was only for skill checks. If you can, please add it to my result below.

Kazell shoots through the door, over the dwarf.

Attack: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 (inspire courage, point blank)
Damage: 3d6 + 1 + 1 ⇒ (6, 3, 1) + 1 + 1 = 12 (gravity bow, inspire courage, point blank)


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

Playing Catch Up, Journey Here, Musketeer Funeral, Night Hag, Everyone May Read:
Vargas doesn't talk much on the way here, acutely aware that the rest of the party seems to not welcome his presence. He walks beside or astride Victor the whole way.

During the first night, Vargas stays awake late, sitting beside the dead body of his sister. "Why'd you hafta go off and die, V?" He grabs her hand, cold to the touch, and strokes it with his thumb. "I'm sorry I punched you." He takes her armor, trying it on and seeing how it feels on him, and her pistol. Broken, battered, never properly greased or cleaned.

"Gods above, V, who's gonna take care of you when I'm gone?" That night he repairs and restores her weapon, lovingly taking care of it the way his sister had taught him, and the way that their parents had taught her. The way she had stopped doing since her habits overtook her.

He fiddles with some of the ammunition the group gathered from the musketeers, taking one of their muskets as well, disassembling it, cleaning it, studying it.

The march the next day nearly kills him, and that night he sleeps entirely through Karak's scare with the vines.

He stays by the horse and cart while the rest of the party goes in to treat with the witch. He doesn't want to know any of the grimmer details. Wants nothing to do with the reality of the situation. They are here to get Viatrix back, and anything was worth that cost.

When the group pulls over to bury the dead musketeers, he finally speaks up.

"Who were they? These soldiers what killed my sister. Was the mission worth her life? Do you think she would agree with you?"

There is no malice or resentment in these words, simply sadness, and a desperation for a deeper understanding.

Vargas stands stock still for the first few moments of combat, in shock as the bird rushes the door. He hears the screams and rush of battle inside the hut, and his fear roots him to the spot. Eventually, he feels the weight of his sister's pistol at his side, utterly aware that she would not have hesitated as such, that she was a brave and fearless woman.

He takes the gun and rushes the door, ducking beside it. Holding his breath, he readies his weapon, aims and fires, shooting perfectly through the thick of combat.

To Hit vs TAC, PBS, Precise Shot, Soft Cover from Doorway, IC: 1d20 + 6 + 1 - 2 ⇒ (18) + 6 + 1 - 2 = 23
Focused Shot: 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14


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

Everyone hits and the witch goes down, leaving nothing but a battered pile of bones.

Searching Hut:

Carved stone idol (30 gp)
Gold censer with silver filigree (90 gp)
Gold puzzle box (500 gp)
Painting of a princess (100 gp)
Polished darkwood chalice (50 gp)
Silver holy symbol (25 gp)
Scroll of Whispering Wind (cr, 150 gp)
Wand of Doom (cr, 750 gp)

Need a DC 20 Survival or Knowledge Geopgraphy to find your way back to the other witch


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 takes the puzzle box out of the loot pile temporarily to see if she can figure out how to open it.

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

She carries it with her, fiddling with it, as they attempt to find their way back to the other witch. although she also pays attention to where they are going, trying to get her bearings in the forest.

Knowledge Geography: 1d20 + 2 ⇒ (19) + 2 = 21

Not claiming the item... just trying to see if something is inside.


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

"We sure this witch will hold up her end of the bargain?" asks Vargas, concerned for his sister.


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 shakes his head from side to side, Not sure of anything Vargas. It's all a gamble that this will work for Vi. Malik helps to round up the useful things from the hag's lair.

Well, this is certainly a distasteful place. Let's put it behind us. he says, indicating the way Kazell points.


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

You return to the Witch was of the Woods, and true to her word she has prepared for the casting of the spell, and upon payment of her silver raises Viatrix to life.


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 watched with crossed arms as the deed was done. Upon seeing Viatrix's eyes open, he looked to Vargas to see the lad's reaction. In doing so he held his peace, rationalizing that this was a moment best left to the others to enjoy.


Quarterling Trench Fighter 3| 28/28 HP| 18 AC (16FF, 12T)| F +8 R +1 W +1| CMB: +2 CMD: 14| Init: +2| Perc: +9| Speed 20 ft.|

Viatrix shoots upright, suddenly alive. She locks eyes with the night hag and screams, reaching for her pistol, only for Vargas to tackle her.

"It's okay sis," he cries, holding her. "We saved you."

"I can't remember a gods-damned thing, and, goodness I've never been so hung over. Where am I? Who's that? Why are we here?"

Viatrix stubbornly rises to her feet, eyes dead set on the night hag.

"Do you really not remember?" asks Vargas, worried for his sister. "V, you died. Sylvia sent us here to save you."

Viatrix stands still for a moment before nodding. "That tracks. I remember that. Dyin. After, too. You okay, kid?"

Vargas stands tall, proud. "I shot a woman to death," he half smiles.

"Why do I feel so terrible? Bitter, cold, empty, f*!% me. Is Vic alright?"

"He's waiting for you outside."

Viatrix glances at everyone in attendance, awkwardly nodding to each in turn, and claps Vargas's shoulder. "I don't like that you're here, kid, but I'm glad I'm not dead. Thank you. Now I got to see a man about a horse." She stiffly moves through the room and exits.


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

Motioning the others to exit, Kazell bows low to the witch and says

Thank you for your help.

Then she exits as well, ready to get back on the road and away from this very dangerous place.


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 nodded, and without saying a further word, followed V, her brother, and Kazaell out. He had the sinking feeling that the murder they had committed was not something that this hag truly needed them to do. She radiated danger, and it worried the dwarf. If anything it seemed like a test. The sooner they got out of her presence, the better.


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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 exits the witch's hut without comment, instead waiting until they are outside to speak with Viatrix, You had us worried there, but we're glad you'll be okay. Vargas wouldn't take no for an answer, so he's here. Let's get back to town and get you some rest, looks like you need it.

Malik heads back to the Burning Thirst, contemplating their next steps. Now do we wait for the West to withdraw? Will they withdraw from here? Malik works the bartop with a rag, cleaning as he goes. Keeping his eyes on everyone and everything, Malik works the room, seeing what the rumors of town are. Eyeing the soldier's boots, are they repaired recently, indicating they are about to march? Seeing what the regulars are doing, are they talking about the soldiers acting different?

Gather information: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27

What does Harlann want us to do? How many prices must we pay for freedom? And what do the Fey want with this place too? Ugh too many thoughts for tonight. Let's just figure out how to move forward...


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 opens up her shop for a few hours so that her regulars can get new reading material, but then closes early, making sure everything is hidden and secured as needed, and nests in with a good book, trying to forget the stresses of the external world.


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

As Malik gathers information, the word about town is that the East army camped outside town is getting ready to march- something changed recently, and now it looks like they will be heading home . . .

But the next morning, shouts are head almost with the crows of the cocks- the Army isn't marching home, they are attacking!

It looks like today will be the day of the Battle of Burrowdar.


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

The tengu had returned to his shack at the edge of town to rest, and draw up diagrams of the hags that he had seen, and what aspects of anatomy he remembered from his blood frenzy. He was pleased that his dwarf brethren was happy that Viatrix had come back from the dead, but internally, he held his doubts. His personal experiences with necromancy I strongly disagree with raise dead being conjuration had at best created a shadow of life. He didn't want to think about the worst of his experiments.

Kra'rak begins drafting up plans for the slaying of the night hag. It gives him some comfort. That comfort is short lived as he hears the sounds of marching. He grabs his half-made potions and runs from his house.

Cra'rak lives on the far outskirts of town. Is it possible he might have heard the army? If so is there a bridge, or some other chokepoint that he might delay them?


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)

For his part, Karak returned to his home. Taking his armor off, the dwarf was almost too tired to put it away. Again and again the thoughts of what had occurred swirled in his head. From the ambushes, to Vi's death, to her resurrection...and their conversation where she had spat at the very idea of honor. He wondered, more than once, about whether he had done the right thing. Of whether he had more in common with the soldiers whom he had killed than the woman he fought alongside. It was a tiring loop, where his train of thought went round and round, leaving him mentally exhausted. Deep down he wanted to do the right thing. He wanted to do right by his God. He wanted to make his father proud, to prove to the old dwarf that his son walked the right path. But at that moment all he was doing was putting one foot in front of another. He prayed that the new day would bring clarity.

And come the morn, he realized why it was not always a good idea to pray to a God of war. For clarity of purpose had come. The Eastern Army was moving to attack! His armor was donned and his hammer lifted. It made sense. The army had lost its ability to pay its soldiers, so they had two options. Retreat, or attack. And they had chosen to attack. It was a sound decision, though it was not the one he was hoping they would make. He rushed out to meet with his compatriots, certain in one thing, at least. That all of them were united in their love for Burrowdar and the task of defending it.


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 awakens with the news settling in his stomach, and the distant clarion call of trumpets summoning soldiers to their work. Oh no, not today... There had been so much they'd gone through in just the last week already. The bard swings his feet to the floor next to his bed, and begins to pull on his boots. Descending into the bar he scoops up his weapons and buckler, heading out of the Burning Thirst and crossing to Kazell's shop. Hey Kaz, they are coming. You ready for this?

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