Fell Kingdom (PF1 Kingmaker)

Game Master karlprosek

Kingdom and former adventure background
Varnhold Pass | Fort Varn
Combat map


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Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen will look over the party, holding up his hand for a moment before they proceed. Spirits watch over these men, arm them, and guide their steps. I can neutralize one poison today if needed....

If there is time, in order:
1. Hex: Ward (+2 deflection AC and +2 resistance saves) on Alfric
2. Hex: Lifelink on everyone except Alfric, if you stay within 100 feet of Kellen, any time you take more than 5 points of damage, you are healed 5 hp and Kellen takes 5 hp, each round at the start of Kellen's turn.
3. Activate Wand of Shield of Faith on Kellen (AC: 15, T 13, FF 14) 2/50 charges used
4. Cast False Life on Kellen for bonus HP: 1d10 + 6 ⇒ (4) + 6 = 10
5. Activate Wand of Bless for Party 1/50 charges used


You can take as much time as you want to prep, nothing bothers you while you're sitting outside the clearing. Do you want to take 5 rounds to prep? If so, does anyone else want to do anything?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Bas went scouting, initially close by so he can receive spells and hear them, but after Kellen stopped he went forward


How far are you going, Bas?

The rings of rose bushes marked the edge of the broad clearing. Between the two rings stood ancient trees, clearly meticulously cared for by someone or something. The trail ended right at the beginning of a path that led through the paired rings of rosebushes toward the clearing in the middle where the stone monoliths stood.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

OK, for the FOURTH FREAKING TIME! *sigh*

To clarify/verify: Is the path wide enough to bring the horses? If so, and assuming everyone but Bas is walking, Day will tie the horses in a line behind his and lead them along behind the party.

If Kell is buffing for 5 rounds, Day will also. Casting the following (in order): Mage Armor on self (Extended via Rod) - duration 12 hours; Heightened Awareness on self - duration 60 minutes; Communal Prot: Evil on the party (Extended via Rod)- Duration 3 minutes on Bas, Levn, Kell, and Alfric. He'll cast the Prot:Evil as the last thing he does in round 5.

that leaves 1 use of the Extend Rod for today

Active Spell Effects:
Mage Armor on Daymar: Duration - 12 Hours; AC now 17/13/14.

Heightened Awareness on Daymar: Duration 60 Minutes; +2 to Perception (total +14) and Trained Knowledge checks. Can instantly dismiss spell to gain +4 on Initiative roll.

Prot:Evil on PCs (not Daymar): Duration 3 minutes; +2 to AC and Saves vs. Evil, immune to any new attempts to possess or exercise mental control by evil, and prevents bodily contact by evil summoned creatures.

While Kellen took a few moments to bless the party, Daymar did the same, in his own fashion, and then looked carefully around the clearing, seeking out threats of ambush.

Perception: 1d20 + 14 ⇒ (1) + 14 = 15 *sigh* I'm guessing he can't take 10...


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Reminder also that Day gets to act in any potential surprise rounds, even if he doesn't succeed on a Perception check to notice the enemy, due to his Forewarned ability


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Perceptingness: 1d20 + 13 ⇒ (15) + 13 = 28 +3 vs traps

Levn cleared his throat. "We should make an offering to the wise and powerful beings of this place," he announced loudly. "Only the finest spirits for the spirits, yes?"

He withdrew his flask of cheap human whiskey from within his vest as he took a good look around, ostensibly to find the best place for his "offering."

"Assuming they're here? It'd be a pity to waste something so fine," he said with exaggerated concern.

A few checks to ID the monoliths/area, or anything noticed while Percepting:

K:arcana + insp: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (2) = 26
K:history + insp: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (1) = 17
K:local + insp: 1d20 + 13 + 1d6 ⇒ (9) + 13 + (6) = 28
K:nature + insp: 1d20 + 13 + 1d6 ⇒ (20) + 13 + (5) = 38
K:religion + insp: 1d20 + 4 + 1d6 ⇒ (13) + 4 + (5) = 22


Yes, you were able to ride your horses here.

Map has been updated.

Bas didn't see it as out of place, but Levn was suspicious of the vine snaking across the path.

Levn:
Levn spots a thorn snare across the path.

Also, Levn knows roseblood sprites can take the shape of rose bushes and this garden is surrounded by rose bushes.

Gonna roll Init to see if Bas hits it first or if Levn calls out.

Bas: 1d20 + 6 ⇒ (15) + 6 = 21
Levn: 1d20 + 3 ⇒ (10) + 3 = 13

The little scout was caught off-guard by the trap as the thorny vine cut into his leg and pulled him off his feet.

Bas takes 1hp dmg and is Entangled. You can make an Escape Artist to get out or Str to break the vine. Breaking the vine will probably incur damage from the thorns, though.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Levn gulped, realization spreading across his face even as Bas was yanked off his feet. "On second thought, this surely isn't a fine enough offering for such magnificent nature spirits! Are any of you carrying anything better?" He walked over to Bas as he spoke, but caught Kellen and Day's eyes. He jerked his head minutely at the bushes meaningfully, making a face that was clearly trying to communicate... something.

Bluff DC15(?) for simple secret message: 1d20 + 10 ⇒ (20) + 10 = 30

In fact, his longtime companions - and even Alfric and Bas - could read him like a book. The foes they were here to encounter were all around them - the rose bushes!

If he can, he'll pick Bas back up - unless somehow his Stealth remained stealthy despite the trap. In that case, Levn will just skedaddle back to the others under the guise of finding a better offering.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Alfric realized what Levn was trying to communicate and carefully didn't react.
Stepping forward, he called up to Basdemar; "Need a hand Bas?"


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Escape artist: 1d20 + 5 ⇒ (2) + 5 = 7
As the snare pulled him off his feet, little dragon twisted. But his race is known for their traps and flashes of terrible poisons, self-tightening wires and similar unpleasantness caused him to hesitate for the crucial moment it took the trap to close fully.

"I really should have seen it, such maintained garden couldn't have a loose vine accidentally. Serves me right, Mikmek would have a field day with this.

Yes, help, please."


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen will move to the center of the group, so that he can bring his longspear to point on whichever bush turns out to be a fey creature in disguise. Well Bas, while you're up there, see anything useful? the shaman continues the charade, knowing they could be already surrounded.


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Alfric uses his lance to reach out and cut above where the vine loops around Bas' foot.


The group quickly freed Bas from the vine, then stood in the middle of the rosebush hedge.

Do you want to walk in further or do something else?


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

From where he stood at the back of the party, Daymar "wiggled his fingers" again, and began to scan the area near the path, his mind seeking for betraying thoughts of enemies...

Cast Detect Thoughts


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

The Green Knight knelt and looked carefully at the ground; checking for tracks, where they went and what made them.
Survival (Track): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Can Levn attempt to disbelieve the illusion of the rosebushes? Assuming it IS an illusion, and not some kind of shapechange...

Levn rummaged through his pockets, ostensibly searching for a proper offering, while in reality listening hard for some kind of communications from the fey.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Daymar Detect Thoughts:
Assuming Daymar is standing near the entrance of the rose hedge and focusing the center of the cone toward the center of the garden, Daymar definitely detects conscious thoughts in round 1.

In round 2, he identifies 4 minds of Int 13 intelligence. There are 2 on each side of the path. Let's say each of the red splotches on the hedge walls on the sides of the path leading north from C1 are where he detects the minds.

In round 3, he detects curiosity and a little malicious glee at the idea that these stupid humans (including elves, half-elves, and kobolds in that idea) would be dumb enough to intrude on their domain.

Alfric Tracking:
Alfric finds a number of bare footprints that have moved along the path in both directions, even some more recent ones heading straight into the hedges on either side of the path in spite of the fact that they seem to be almost impassable. He identifies 4 distinct sets of footprints in this most recent batch and all 4 seem to go right into the rosebush hedge.

Levn Perception:
Levn hears nothing that sounds like talking or communication but he does hear the sound of bees coming from both further into the ring of rosebushes and from the rest of the garden.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

After a quarter of a minute or so, Daymar spoke. "Two on each side of the path," he said, his voice pitched low. "They think we're stupid. And also human. Which, quite frankly, says more about their own level of ignorance than anything else. Clearly it is an ambush, and clearly they are neither very smart nor very tactically sound. It should be a simple matter to trip the ambush and then turn it."

Roughly speaking, each of the red splotches on the hedge walls on the sides of the path leading north from C1 are where Day detects the, as he would put it, "so-called minds" of the erstwhile enemies. I suspect Alfric will find prints that tell us exactly where.

Daymar caught Levn's eye, then raised his voice, "There is no sense in being over-cautious, my friends! Clearly that pitiful snare was the best the limited minds of whoever intended to protect this place could come up with. An ineffective effort from addled brains, at best. We should move on."

He's basically just being as offensive as he can, and listening to see what effect that has on the thoughts of the hidden ambushers.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

"I will go onward. You can deal with things that don't kill me."
Bas nods to Alfric in thanks and flips up to his feet.

Noting the positions suspected to be fey, Bas glides on the balls of his clawed feet on the path toward said patch
"I will not step on any other vine." he says loudly, nodding wisely

full defense as unobtrusive as possible (balanced monk stance, ready to charge with the boar style)


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Alfric started to point out the tracks and where they led, when Bas began to step forward.


Bas, if nothing stops you how far ahead of the group will you go? Assuming the group is around "C1" on the map. Enter the clearing (about 35 feet)? Enter the ring of standing stones (about 50 feet)? Go check out the stairs leading down (about 60 feet)?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Nothing that bad. He moves about 30' in front of the group. 40' at most. Once he gets there he will motion for others to follow and keep said distance until something changes. He will NOT enter the circle until we are all back together


Bas moved north to the edge of the clearing and waited for the others to catch up. The fey, remarkably patient given the situation, didn't do a damn thing to stop him in spite of the tension in the air. The rings of rose bushes gave way to five towering stone monoliths, each rising from a
crimson pool, and a trio of ancient oaks shading nearly the entire clearing with their branches. Nestled in the center of these trees and monoliths was a spiraling staircase descending into the earth.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Basdemar stands at the edge of the monolith circle.

"We come here to negotiate peace. I am unarmed. And I understand good trap and joke. Show yourself!"


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen drops Clumsyfoot's reins so the warhorse stays put, and looks at the others shrugging and nodding to follow the kobold deeper into the trapped area and ambush. Kellen certainly will not be first, but is ready when the others are to advance.


Sorry, just want to make sure I'm clear. Does 'stands at the edge of the monolith circle' mean Bas enters the clearing and stands near the monoliths? Or does that mean he stands by the rosebushes and does not enter the clearing yet?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
karlprosek wrote:
Sorry, just want to make sure I'm clear. Does 'stands at the edge of the monolith circle' mean Bas enters the clearing and stands near the monoliths? Or does that mean he stands by the rosebushes and does not enter the clearing yet?

Maybe I'm misunderstanding the layout? My understanding is that we were at C2, at the start of the path. On that path Bas got entangled and is now advancing to the edge of the clearing (by the map about 10' south of the closest monolith.


He is both between the hedges and in the clearing, in that last square of the path. If I misunderstood, please let me know where we stand and I'll adjust


The party started outside the rose hedge and moved N past C1 in the direction of C2. Bas got tripped up by the vine trap 4 squares N of C1. C2 is the end of the path, not the beginning. I put PC icons on the map.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Ah...that's exactly what I described. He moved to the edge exactly as you put him on the map and called out.


The only response to Bas's greeting was the sound of wind rustling the leaves of the trees.

Day Detect Thoughts:
Day could feel anticipation and a nasty sort of glee, like the fey were waiting for something bad to happen.


No response, so what do you want to do, Bas? Or anyone.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Picking up on Daymar's look, Levn cast an appraising eye over the scene. Bas was out ahead of them... but the slippery kobold could probably handle anything that might pop out. Right?

Elbowing Kellen, Levn raised his voice as well. "Oh, wait - are these flower fey? I thought they were powerful fey. My mistake. Yeah, let's keep moving. I'd hate to drop anything more valuable than a turd for these idiots. Can you believe that snare over there? It looked like a drunk goblin made it. Actually, goblins don't make anything that shoddy. Even drunk."

I don't think it's a great idea to head into somewhere where we're surrounded, but if Daymar gestures for us to go, Levn will trust him. He IS better at chess, after all. *grumblegrumble*


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Seeing that Bas is trying some kind of parlay with whoever is concealed around them, The Green Knight held himself ready to advance to the rescue, or retreat as events unfolded.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

LOL, we seem to be pulling in differing directions, on group trying to be diplomatic, the other trying to provoke an incident

Bas waits patiently (relatively speaking) - he fidgets, turns toward the rest of the group, hops from one foot to another - but is quiet and watchful, with his attention mostly focusing toward the menhirs


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

After about fifteen minutes of this sitzkrieg, The Green Knight gets restless. Pulling off his greathelm he looked around suspiciously, then hissed at Bas.
"Bas. Bas!" He hissed. "Why are we just sitting here?"


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Bored, Bas answers immediately, hungry for a distraction
"We're waiting for someone to climb up those stairs and talk to us. It would look bad if we simply marched in, scorched this garden and took over the killers. This way, the lord of the place can administer his own justice or give us the killers. It is good for neighbor relations."

He starts walking back toward the group
"But I guess we need to do this hard way."

I am tempted to just enter the clearing so we start with the fighting :)


The wind whispered in the trees and ruffled the rose bushes leaves, the garden quite pleasant as the group waited for something to happen.

So, how long are you guys going to hang out waiting for something to happen?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Given that one of us can ready the minds maybe he can provoke some reaction? Otherwise, do we dare make camp and risk planned ambush?


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

Day has been *trying* to provoke a reaction. :-)

Daymar, though of the long-lived Elven race, lacked some of the patience of his kin.

"Burn the rose bushes down," he said, "start with that one." He pointed at the closer of the rose bushes that he could hear thinking. With a flick of his hand, a spark of fire flashed within the branches.

Cast spark on the closest rose bush that's not a rose bush.


Daymar registered shock and surprise from a number of minds a heartbeat before the rosebush he lit on fire shimmered and shrank into the form of a small, beautiful, ivory skinned humanoid that looked every bit like a miniature elf. "The king will hear bout fire near our bless'd garden, fiend! Get thee hence, 'less ye'd have us flense the meat right from your bones!" The look on the sprite's face wasn't just anger, it was closer to pure rage as it beat out the small fire smoldering in its hair.

The other three suspected fey also shimmered into being, their beauty somewhat obscured by the expressions of unbridled anger at the idea of their roses being harmed and the deadly-looking bows they held in their hands.


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"Finally! It's amazing how stubborn fey can be. I literally had to set your hair on fire to get you to be even marginally polite and start a conversation. If this is your garden, you're doing a terrible job of acting as hosts."

Daymar "listened" carefully to see what thoughts his deliberate use of the term "hosts" brought forth.


"No hosts are we to mortals be intruding on our court." The spokesman smirked and glanced at the other roseblood sprites as if to say 'who does this guy think he is?'. "Tell of invitations or present solicitations, else claims of guest-right be nought."


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

"I claim nothing," Daymar said with equal disdain. "Other than your lack of courtesy thus far. The path you left from the scene of your murderous activities of several days ago was so blatantly obvious that it could have been nothing other than an invitation to whoever found it to follow it here. Because surely no self-respecting fey would have left so sloppy and obvious a trail by accident. I struggle to believe that any fey could have left a more obvious trail if they were trying. There is a certain minimal level of talent inherent in the very blood, after all."

Daymar leveled his gaze at the spokesman with a guileless smile. "So, which is it? Did you invite us here, or are you actually that incompetent? If the former, then you owe us guest-right and an explanation of your behavior."

Did I mention he's got a Cha bonus of -1?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

At the appearance of the fey and their visible anger, Basdemar reacts as if the confrontation is inevitable. After all, Daymar is provoking them from the start.

His crest risen, his wings flare behind him as he flexes his claws and bares his teeth in an unmistakably threatening manner.

Ready action to charge one who raises his bow. Also, enter combat stance if that is an option.


Detect Thoughts:
Daymar feels the anger redouble in the minds he's touching, but the fey are restrained by something ingrained so deep it doesn't actually cross their minds for him to read what it is. Knowing the fey, it's probably that they've been given orders not to attack anyone except in self-defense or unless they do something (likely enter the garden since they were getting more excited about something bad happening the closer the group got to entering the garden).

The spokesfey took a step closer to Daymar. "What's this? Dare mortals be so churlish? Do you bite your thumb at us, feyling? We dare not bear such insult here, not on doorstep of our king." He glanced at his companions, all of whose complexions darkened visibly at the insufferable insult.


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Kellen watches the exchange between Daymar and the fey escalate quickly, but doesn't have much to add, instead shooting a glace over at Levn to see if he could defuse the situation with the precarious fey, and their archaic usage of language. Churlish? Is it not churlish to slay our fellows in their beds as you have done? then, realizing he isn't helping either, stops talking.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Levn raised his hands in a soothing gesture. "Has there been some misunderstanding between our peoples? We have come to redress grievances on behalf of the living and the dead, and seek only to know if we have found those responsible for their demise... and perhaps hear their side of the story. Who is it that we address now?"

Diplo?: 1d20 + 5 ⇒ (4) + 5 = 9 + additional 3 if this counts as gathering info

LOL. Never mind!


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

The Green Knight stepped forward.
"After all, the word of the fey cannot be in doubt; of course they will hear us out." Averred Alfric.
Diplomatic Aid Another (Levn): 1d20 + 9 ⇒ (14) + 9 = 23


The spokesfey turned toward Sir Alfric, his expression slightly mollified. "At last! A man who has a civil tongue!" The roseblood sprite gave the Green Knight a small bow. "You speak with humble Nock, watcher over the King's garden from first crow of the cock."

"Sir Knight, now you know to whom you speak. Might a simple guardsman have your name to avoid further pique?"

Kn:Nature DC 15, basic information about fey:
Due to their innately magical nature even simple conversations with fey might have unintended consequences. There are many stories where fey trap mortals by asking otherwise innocuous questions. For example, where a stranger asks for a moment of the main character's time and then disappears years later in the middle of their wedding when the fey calls in their bargain. Or, more relevant to the current situation, where a fey asks for someone's name and then can't remember their own name after they give it.

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