Kingmaker: Varnhold Vanishing (Inactive)

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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Perception DC 25 (Vesi) looking through the wagon:
Most of the items within the wagon are broken and covered in mud. Assuming Vesi washes away the mud you find:
Three chests filled with copper and silver coins.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Rolled a 26 in the previous post.

Vesi sighs as they finish their examination of the wagon. "No clues about who the people were, I'm afraid. If we ever come across their next of kin, perhaps we can give them some of this." The undine gestures at the three chests still drying after being washed, the glint of silver and copper coins inside.

The druid turns to their cousin. "Quince, do you know if there's a trade route that goes through here? Perhaps we can figure out where they were coming from and where they were headed."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince looks to Vesi, "Well anything for Greenwatch is going to be north of us and follow the South Rostland Road to Ft. Promise. Anything going to Varnhold has a road. It gets trickier from their. A big reason that Brevoy has given these charters is to make the lands safer for trade."


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"I wonder if the mud people have something to do with the sink hole?"


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"Good question." Vesi turns to Kendryl. "Can you still fly? Did you see any clues down there to indicate what might have caused the sinkhole?"


Vesi "Feyspeaker" Medvyed wrote:
"Good question." Vesi turns to Kendryl. "Can you still fly? Did you see any clues down there to indicate what might have caused the sinkhole?"

"Absolutely - did you want to come with me? I don't know all that much about water flow, but I do seem to recall that sinkholes have to do with sudden land erosian, frequently from underground water flow."


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Lykan checks the wagon for any other identifying marks.

"Perhaps there might just be a clue on whether this wagon belonged to group."

he checks.

Perception, looking for emblems or even remains of a flag to identify wagon owners. 1d20 + 14 ⇒ (11) + 14 = 25


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Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi's entire face lights up at the suggestions of flight. "Truly? Oh, I would love to! And you are correct, considering the abundance of mud at the bottom, we may be dealing with water-based erosion."

Once the undine is flight-capable, they waste no time in heading towards the bottom of the sinkhole, careful to stay out of range of the mud people/elementals, and using their magic to bring some light into the area.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Knowledge nature: 1d20 + 13 ⇒ (8) + 13 = 21


The wagon is barely sticking together. Any marks have been scratched away to see the least.

With the new light all can see the massive mud pit, the mud men, many caves that run into the walls, last you see at least three spots where water is pouring into the mud. Nothing high pressurized just likely an underground stream.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"Well we can break up pieces of the wagon and I can use my ink and supplies to make some signs to stay clear of the sinkhole."


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"I think this would require a lot of work to address, but it may get worse over time as the water further erodes the earth. Perhaps the signs are enough for now, and we can come back later with tools and workers to shore up the hole."

Vesi peers into the depths of the sinkhole again.

I do wonder where the mudmen came from. There may be more of them where we cannot see them." Vesi describes them in detail to their cousin and the others, in case someone might have an idea what the creatures were.

Did they react at all to our presence? Do we get the sense they might be intelligent?


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

The young monk will help dismantle the wagon for supplies to create the make-shift warning fence.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Knowledge (nature) 1d20 + 13 ⇒ (11) + 13 = 24

Lykan studies the mud men.


K nature 20:
You can see some animal and insect forms in the madmen. Though you are sure they are outsiders.

K planes 13:
Elemental (Mud), Medium Mud Elemental

K planes 18:
They can burrow, swim, and walk slowly. They are not animals but their intelligece is more instinctual.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

Knowledge (Planes) 1d20 + 6 ⇒ (17) + 6 = 23


K planes DC 23:
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.

---

They also have an entrap ability that allows them to entrap parts of your body.
Special Attacks entrap (Reflex DC 14, 10 minutes, hardness 5, hp 5)


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He thinks on about these mud creatures and states, "Nothing in my purview. So are we going to smash them... will smashing them work?"


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"Are they a threat? Any idea how they got there?" Vesi thinks for a moment. "If someone who is not a giant falls into this hole, I doubt they would survive long enough to worry about the mudmen." The undine looks at Quince for a decision.


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"If these mud elementals are the same type of 'Mud Men' that the original Varnhold team spoke of they can be hostile with little provocation."

Quince's player is going out of his way to let only the GM reveal info here. So if the GM wants to say how much about the creatures we might know from looking at the 'records of the original Varnhold team' because they did explore a hex which had such creatures.


Going over the notes you agree they likely could be hostile and with Lykans information that he knows about these mud elementals. If anyone knows Terran or Aquan they might be useful, or the tongues spell and such spells.

The DM is waiting on player actions, not sure what else I can relay without checks. I could have a roving band of trolls attack to spice things up! ;P


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"I can try talking to them?" Vesi suggests, leaning over the sinkhole again to peer down. "If they were created from earth and water... well, the latter is my native language."

In Aquan, the undine calls out to the mud elementals.

"Hello? Are you alright down there? We do not wish you harm. Would you mind if we talked for a bit?"

Should there be an encouraging response, the druid asks a few basic questions, like who they are, how they got there, if they need anything and what their intentions are.

Diplomacy: 1d20 + 23 ⇒ (17) + 23 = 40


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:
The DM is waiting on player actions, not sure what else I can relay without checks. I could have a roving band of trolls attack to spice things up! ;P

Adventures are like sweaters if there is a thread left to pull players will pull.


GM Wolf wrote:

Going over the notes you agree they likely could be hostile and with Lykans information that he knows about these mud elementals. If anyone knows Terran or Aquan they might be useful, or the tongues spell and such spells.

The DM is waiting on player actions, not sure what else I can relay without checks. I could have a roving band of trolls attack to spice things up! ;P

We could always flip the script every once in a while too: attack evil creatures on sight and wait for THEM to say, "stop, stop, we mean you no harm"


No response comes from below in the sink hole. With that you likely get the feeling that they either can't hear her or don't recognize the words. The mudmen continue to move around slowly.


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

"I speak none of the elemental languages. I never had to hunt them at all since they were usually one with nature." The red haired elf answers if asked on whether he could speak with the creatures.

"And if they are hostile, we could either remove them now or marked them on the maps as zones to avoid for future travelers."


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi shrugs. "They don't seem to respond or even acknowledge us. I think that if they are left alone they will not cause harm."


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

"As I understand what has been said, the mudmen are trapped, but could be dangerous if loose. This huge sinkhole was apparently caused by the moving water which is still visibly present. So, the primary risk, after we've built the warning fence, is that the sinkhole will continue to grow, and it may provide a climbable slope at some point, letting the mudmen loose. The choices are hope and aggression against creatures which may well never do any harm. Is it wrong to want to choose hope?"


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Considering the words he offers a simple response, "Hope! Let's finish with these signs and fence, though it looks like we will be missing a huge section of the sinkholes rim. Luckily it looks like the area is not a normal path. Mark it on the map and we can return at a later date. With some more wood for a fence?"

He simply asks, "What's next?"


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"Hope!" He claps his hands, pulls out his map and marks the spot. "Well looks like we can follow the Shrike north and get a feel for this land here."

If we are done with N22 then the next unexplored hex on the route is N16.


Your group heads out and begins to explore N16.

G. Shrike Cascade (Landmark)
Unlike Crooked Falls, the Shrike Cascade is a single
waterfall. The river plummets 50 feet over a cliff here,
rendering the Shrike unnavigable to river traffic—although
the vista of the waterfall itself is quite breathtaking.
It’s a DC 20 Climb check to scale the cliff side along the
waterfall’s edge.

After a day of looking there is nothing else easily seen in the area.

12d20 ⇒ (15, 9, 19, 19, 2, 14, 8, 11, 10, 1, 1, 4) = 113
2d100 ⇒ (41, 28) = 69
As you begin looking for a place to set up camp you come under attack! Crossbow bolts rain down upon the group.

Vs. Vesi
light crossbow: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 ⇒ 6 /19–20)

Vs. Quince
light crossbow: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 ⇒ 4 /19–20)

Vs. Jorne
light crossbow: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 ⇒ 1 /19–20)

Vs. Lykan
light crossbow: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d6 ⇒ 5 /19–20)

Vs. Dinenen
light crossbow: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 ⇒ 3 /19–20)

Vs. Kendryl
light crossbow: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 ⇒ 3 /19–20)

Vs. Kendryl
light crossbow: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d6 ⇒ 4 /19–20)


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

"Alright who's being taking pot shots at us." The elf demands as he bring out his own bow seeking their ambushers.

Perception 1d20 + 14 ⇒ (6) + 14 = 20


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"Ow!" Vesi jumps as a bolt strikes their thigh, whipping their head around to seek out the source of the pain.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12
GM Wolf wrote:

Your group heads out and begins to explore N16.

G. Shrike Cascade (Landmark)
Unlike Crooked Falls, the Shrike Cascade is a single
waterfall. The river plummets 50 feet over a cliff here,
rendering the Shrike unnavigable to river traffic—although
the vista of the waterfall itself is quite breathtaking.
It’s a DC 20 Climb check to scale the cliff side along the
waterfall’s edge.

"Breathtaking spot. These falls are why the Shrike isn't a commonly traveled waterway. Too bad it would be great for trade."

climb with climber's kit: 1d20 + 14 ⇒ (6) + 14 = 20

Under Attack

"Take cover!" Quince bellows in Sylvan.

He pulls his bow and looks for a target.

Perception: 1d20 + 14 ⇒ (5) + 14 = 19


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

As the bolt passes near his form, Dinenen takes note of where it goes. Not because he finds that especially interesting, but because that indicates where it came from. Turning in that direction, he begins moving towards the ambushers, trying to spot them so that he can select a target.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30

50' "base" move


Most of the group don't see where the pot shots are coming from until Dinenen. He points to the North, moving 50 feet that direction to a rock outcropping. Where the seven filthy and ill-smelling humanoids are hiding. Maybe a gnome or cousin of a gnome?

I am assuming Dinenen, do you want to move towards them during surprise round. If different go ahead and post. Also everyone please post round 1 actions.

K Local DC 12:
Yup gnome, a spriggan to be exact.

K Local DC 17:
The spriggan is known for having the ability to grow to a large size.

K Local DC 22:
You know everything about a spriggan:

CE Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +7
Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 22 (4d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 20 ft.
Melee mwk morningstar +5 (1d6–1)
Ranged light crossbow +8 (1d6/19–20)
Special Attacks sneak attack +2d6
Spell-Like Abilities (CL 4th; concentration +4)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
Statistics
Str 9, Dex 19, Con 12, Int 10, Wis 10, Cha 9
Base Atk +3; CMB +1; CMD 15
Feats Combat Reflexes, Weapon Focus (morningstar)
Skills Climb +1, Disable Device +11, Perception +7, Sleight of Hand +11, Stealth +15; Racial Modifiers +2 Climb, +2 Disable Device, +2 Perception, +2 Sleight of Hand, +2 Stealth
Languages Aklo, Gnome
SQ size alteration, spriggan magic, spriggan skills
Ecology
Environment any hills or forests
Organization solitary, pair, or mob (3–12)
Treasure NPC Gear (leather armor, masterwork morningstar, light crossbow with 10 bolts, other treasure)
Special Abilities
Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan’s person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, –2 Dexterity, and +6 Constitution, and he takes a –2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes).

Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.

Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans.
Description
When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threats of the new world but none of its wonders, they grimly resolved to survive no matter the cost. Their innate magic responded to this twisted goal by reshaping them in mind and body over the course of many generations, transforming them into the creatures known as spriggans. Love, happiness, and beauty have no meaning for these poor souls, so they lead lives of violence and malice. The best they can manage in place of positive emotions is a muted satisfaction when they make another suffer.

Spriggans resemble ugly gnomes with an alien, feral appearance. Many are gaunt and haggard. When magically enlarged, they look the same except much more hale and muscular.

9d20 ⇒ (13, 6, 6, 1, 9, 19, 20, 14, 3) = 91+19 lowest stealth: 16, next lowest stealth 18, the rest are over 24 or much higher.

The rest of you seem confused as you see two small humanoids in the distance but to the West... hiding among the tall grass about 60 feet away.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

Surprise Round?

perception: 1d20 + 16 ⇒ (20) + 16 = 36

Seeing them all he taps his feet together giving him a boost to his speed with the haste effect. 80 feet later, pulling his halberd as he does, he is among the small crossbowmen. "Ughhh! You guys smell horrible. Lay down your crossbows and we can talk this through."

Round 1

K local: 1d20 + 12 ⇒ (14) + 12 = 26

He waits for them to act and sighs as they put the crossbows down. Then growls at the magic and turn to might. He was waiting... "Okay, so this is how you want it. I already killed a clan of spriggans that look just like you. This is going to be easy work! That's right they are just weak spriggans that don't know better!"

He taps his foot stopping the haste effect.

Then his grisly task is at hand, glad to cleave in his aggressive stance.

+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
damage: 1d10 + 11 + 3 + 1d6 + 1d6 ⇒ (2) + 11 + 3 + (2) + (4) = 22 electricity damage, stance (/x3)

+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15
damage: 1d10 + 11 + 3 + 1d6 + 1d6 ⇒ (5) + 11 + 3 + (6) + (1) = 26 electricity damage, stance (/x3)

Neither of them are dead but they sure are hurt!


Round 1

Surprisingly they drop their crossbows, grow to nearly 10 feet tall becoming large with large morningstars in hand...

Now Jorne and Dinenen are surrounded by seven large gnomes...


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Knowledge Local: 1d20 + 11 ⇒ (20) + 11 = 31

Round 1

Quince clicks his boots of speed draws his sword and rushes the spriggans. He roars in rage leaps bringing his sword down on one of the spriggans.

Flame Tongue: 1d20 + 17 ⇒ (10) + 17 = 27
damage; slashing, fire, & acid: 1d8 + 10 + 1d6 + 1d6 ⇒ (8) + 10 + (2) + (3) = 23


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

With no noticeable hesitation, Dinenen will lay into whichever is closest at hand.

Flurry of Blows Style Attack spinning Kick (opponent is flat-footed unless something like Uncanny Dodge applies): 1d20 + 11 ⇒ (6) + 11 = 17
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (8) + 2 + (5, 4) + (2) = 21 12 total if not evil opponents

Flurry of Blows #2: 1d20 + 11 ⇒ (12) + 11 = 23
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (3) + 2 + (5, 4) + (6) = 20 11 total if not evil opponents

Flurry of Blows #3: 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (10) + 2 + (3, 2) + (6) = 23 18 total if not evil opponents


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

lol Seven Large Gnomes. so Who's snow white here?

Round 1
The red haired elf moves up as fast as he can as well. His bow at the ready to lend covering fire.

Knowledge (local) 1d20 + 4 ⇒ (8) + 4 = 12

Spriggans."


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Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

"What? Why?"

That's all Vesi manages to say, confusion written clearly across their features.

What are those? Why are they attacking us?

Moving closer to where Dinenen, Quince and Jorne were doing battle with the suddenly enlarged creatures, Vesi goes down on one knee, placing a palm flat on the ground, entreating the plant life in the area to help their comrades.

Cast Sickening Entanglement to catch as many spriggans as possible without hindering the party members, DC 17 Reflex to avoid being entangled, and DC 17 fortitude save to avoid being sickened.


init:

1d20 + 7 ⇒ (20) + 7 = 27 Jorne
1d20 + 6 ⇒ (5) + 6 = 11 Quince
1d20 + 2 ⇒ (20) + 2 = 22 Vesi
1d20 + 5 ⇒ (12) + 5 = 17 Lykan
1d20 + 4 ⇒ (18) + 4 = 22 Dinenen
1d20 ⇒ 4 Kendryl

1d20 + 4 ⇒ (17) + 4 = 21 North Spriggans
1d20 + 4 ⇒ (4) + 4 = 8 West Spriggans

Round 1

Three of the spriggans are in the entangling area...:

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Fort: 1d20 + 8 ⇒ (1) + 8 = 9

Reflex: 1d20 + 4 ⇒ (20) + 4 = 24
Fort: 1d20 + 8 ⇒ (1) + 8 = 9

Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Fort: 1d20 + 8 ⇒ (11) + 8 = 19

One is entangled and sickened, one gets out of the area, and the last one gets entangled but not sickened.

Lykan moves to 25 feet away from the closest target, bow at the ready. With his flurry of blows he takes down one of the large spriggans. Leaving four left for the group to deal with. Jorne hurts two of them with his sweeping halberd. Quince engages into melee charging one of the large spriggans hurting it.

The two spriggans to the West take their shots at Lykan.
light crossbow: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d6 ⇒ 1 /19–20)
light crossbow: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 ⇒ 6 /19–20)

Round 2

Vs. Quince
mwk morningstar: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 2d6 + 5 ⇒ (5, 3) + 5 = 13

Vs. Jorne
mwk morningstar: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16

mwk morningstar: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11

Vs. Dinenen
mwk morningstar: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13

The two spriggans to the West take their shots at Lykan.

light crossbow: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 ⇒ 3 /19–20)
light crossbow: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 ⇒ 3 /19–20)


Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Round 2

Quince continues his press against the Spriggan hoping to blunt the effectiveness of their ambush. He meets the strike of the Spriggan's mace with his shield. Using the creature's height and over head swing to get inside its defenses. The kitsune lands a first blow cutting across the gut of the monster. His momentum moves him behind the creature where he slashes and stabs at the creature's back.

Flame Tongue 1: 1d20 + 17 ⇒ (19) + 17 = 36
Flame Tongue 2: 1d20 + 12 ⇒ (12) + 12 = 24
Flame Tongue Haste: 1d20 + 17 ⇒ (2) + 17 = 19

Flame Tongue Crit Confirm: 1d20 + 17 ⇒ (7) + 17 = 24

Damage 1; Slashing, Fire Acid: 2d8 + 10 + 1d10 + 1d6 ⇒ (6, 1) + 10 + (3) + (1) = 21 Crit
Damage 2; Slashing, Fire Acid: 1d8 + 10 + 1d6 + 1d6 ⇒ (3) + 10 + (5) + (5) = 23
Damage Haste; Slashing, Fire Acid: 1d8 + 10 + 1d6 + 1d6 ⇒ (7) + 10 + (4) + (5) = 26


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

Rinse and repeat

Flurry of Blows Style Attack spinning Kick (opponent is flat-footed unless something like Uncanny Dodge applies): 1d20 + 11 ⇒ (16) + 11 = 27
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (6) + 2 + (5, 1) + (1) = 15 9 total if not evil opponents

Flurry of Blows #2: 1d20 + 11 ⇒ (9) + 11 = 20
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (1) + 2 + (5, 6) + (2) = 16 5 total if not evil opponents

Flurry of Blows #3: 1d20 + 6 ⇒ (5) + 6 = 11
Bludgeoning, Holy, Magic, acidic: 1d10 + 2 + 2d6 + 1d6 ⇒ (6) + 2 + (5, 3) + (6) = 22 14 total if not evil opponents


Round 2

Quince slices up the spriggan before him, as Dinenen moves amongst the spriggans to their demise finishing off those that Jorne hurt.

Round 3
The spriggans to the West stop shooting and try to sneak away. Only one spriggan still stands before you and you see fear in his eyes, dropping to the ground while dropping his morningstar. He begs, "Please don't kill me!"


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

With his halberd held high he waits for the order. With a nod from Quince he would drop the halberd on its neck. If not he waits.


Vitals:
HP: 13/37 | AC: 17_ T: 12_ FF: 15 | Perception +13, Initiative: +2 | Fort: +9 _ Ref: +6 _ Will: +10 (+14 vs. fey) | CMB: +5, CMD: 15, Speed: 30
Non-binary NG Undine Druid (feyspeaker) 7
Skills:
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16

Vesi trudges towards the spriggans, stopping a short distance away, fists on their ample hips. "Well, why were you shooting at us? We haven't done anything to you!" The druid glances sideways at their companions. "We were just defending ourselves."


Male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7| 30ft speed | HP: 62/62| AC: 26/21/22|Init: +5|Perc: +14|Fort: +13|Ref: +15|Will: +16|CMB: +9 CMD: 22|C.LB +1:+11;1d8+3|Q.Staff: +9;1d6+3|Claws: +11;1d6+4|
Skills:
Acro:+14| App:+3|Bluff:+0|Clim:+6|Diplo:+0|Disg:+0|E.A:+4|Fly:+8|H.A:+5|Heal:+10|Inti :+0|K.Nat:+13|K.Geo+13|K.Pla:+6|K/Loc:+4|Ling:+10|Ride:+4|SM:+6|Sleight:+10 |Spell:+13|Stealth:+14|Sur:+14|UMD:+0|

The werelioned elf moves up to join them now.

"Speak." He growls.

"Your life hangs on your words. Why did you and yours attack us?"

For all you know I'm as intimidating as a kitten.
Intimidate 1d20 + 0 ⇒ (10) + 0 = 10


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Male Kitsune
Vital Stats/Skills:
HP: 88/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Quince looks at the Spriggan and adds in Akklo, "The Mad Lion of Kamelands, Hunter of the Dunsward demands an answer. Answer well."


M Aasimar (Elf)
Vital Stats:
HP 56/56 | AC25, T25, F19, CMD33+ | F+11, R+14. W+12 | Init+4 | CMB +8/10+ | Speed 50' | Per+15
Unchained Monk 5/Evangelist of Irori 2
Skills:
Acrobatics+14~, Bluff+1, Climb+7-, Diplomacy+13, Escape Artist+4-, Knowledge (Religion)+11, Linguistics+13, Perception+15, Perform (sing)+13, Sense Motive+17, Stealth+4-, Swim+7-

The elfling can't keep from glancing sideways at Lykan. Lion? What?

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