Kingmaker: Varnhold Vanishing (Inactive)

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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"We were hungry and wish to have better weapons. Our scout saw you and we waited to ambush you." The spriggan whimpers out.


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

"Look, we can't let you ambush people and kill innocent travelers! Now a bunch of your friends are dead, and what have you accomplished? But if you're hungry..." Vesi glances at their cousin, then pats their stuffed satchel meaningfully, waiting for Quince's approval before offering food to these unfortunates.

If Quince lets Vesi feed them...

"Why don't you all drop your weapons and come have a snack with me, hmm? What do you all eat? Are you vegetarians? If not, I have some jerky I can make into a nice stew, if you wait a bit. Do you like spicy food?"

Diplomacy: 1d20 + 23 ⇒ (8) + 23 = 31 +2 if they are fey


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|

Catching his fellow's elf glances, he mouths later as way of explanation.
Tonight's campfire might have a very interesting tale to tell.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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 nods.


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 offers the spriggans some food from their pack once they drop their weapons, continuing to chat with them as they eat, trying to find out if they live in the area and if there is a way for them to be less hostile and dangerous to passers-by.


The spriggan had already dropped its morning star and takes any food that is offered and wolfs it down. Then he waits for stew, enjoying the smell of the cooking. He tells you, "We don't live anywhere specifically, we wander more than anything. There were some caves that we have stayed at more than not, I guess you could call that our home. Well, should I go invite the rest of my family to join this wonderful feast?"

You get the feeling that these gnomes are evil at heart and will do anything to gain food let alone other possessions. You might be able to rehabilitate him but that will take a long time...


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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 shakes his head not liking the new dynamic of feeding creatures then killing them. "No you return to your 'family' that fled and has left you to die and tell them that you still live, that you let them know that the other people of these lands are not to be targeted. Warn them these lands are no longer safe to trouble people."

Intimidate: 1d20 + 12 ⇒ (9) + 12 = 21


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

"That's right. You saw how easily my friends beat you. We are here to defend those who live here peacefully. If you make trouble, you're toast." The undine accompanies their stern words with a decisive nod.

Intimidate aid: 1d20 + 7 ⇒ (18) + 7 = 25


The small spriggan nods and moves away, "I will tell them. I will tell them about your great mercy and that you are trustworthy. We will likely seek you out at Varnhold!"

Next actions/plans?


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-

"I wouldn't trust that one as far as he could throw me. But I agree, we had to let him go after our other choices. So, back in the saddle? Which way next?"


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

"Hope. We can hope since we have power. Shall we setup camp here or move on for a little while longer?" He states simply.


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 do not like him and his ike. Something about them rubs me the wrong way but I can't pin anything down on them. As for camp or moving forward. I'm fine with either."


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

"We could camp here to keep an eye on them," suggests Vesi.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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 small spriggan nods and moves away, "I will tell them. I will tell them about your great mercy and that you are trustworthy. We will likely seek you out at Varnhold!"

Next actions/plans?

Sense Motive: 1d20 + 14 ⇒ (4) + 14 = 18 Quince wonders if that was a threat.

Quince looks at the Spriggan, "Trust our mercy has limits when it comes to protecting our people you will find us vigilant and eyes wide open to treachery."

Does the records from the Original Varnhold team have any indications where the Spriggans were based out of? Like a home base.

"Move on they may have more tricks in this place."


Quince:
No implied threat that could be there. You feel like he is trying to turn to a new leaf. He likely would like aid so he doesn't fall into bad habits again. Or he is lying out of his teeth...

Yes there were some caves to the South where the spriggans dwelled.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

Once away from the site the spriggans attacked Quince pulls out Sulvanii's lamp. He summons the councilor. "I am taking precautions. The spriggans in these parts have twice been an issue for us and prior they gave the original Varnhold team a problem." He points on the map the general region that the Varnhold team marked the caves of the spriggans. "Let's put this spot on regular patrol its inside the existing borders of the lands Varnhold currently has claimed. Let's have a real push for militia enlistment and training. The spoke of visiting again if it was not a friendly visit . . . I want folks ready."


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

Black smoke comes out of the lamp, which transmutes into the upper torso of a large red figure with horns. After listening to Quince, he asks, "So what do you want me to do? Lykan should be able to handle those orders..." He looks perturbed but he always looks that way, folded arms in front of him and a resting b!tch face.


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 offers, "I am sure Saren could route the spriggan problem. If that is what you want. I could even join him on that venture if you are safely staying in Varnhold or Greenwatch."


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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 nods, "Lykan is here in the wilds. I am not proposing we start killing anything we see. I am suggesting we send patrols to see if the spriggans are still based out of that cave and if so if it is a large force? If they want trouble I want us ready. The reason I called is we are still a week or more away from being back in Varnhold and I wanted to make sure that things were secure while we are away."

He looks at Jorne, "I am not suggesting we change plans at all. Finish our exploration here and continue to bring Varnhold into the fold. If my plan was seeking war on spriggans, there was a group we could have tracked, interrogated, and killed not to far back on the road. I simply wanted our patrols to be gathering intel and folks who may need to defend their own lives from aggressive spriggans to get training and be able to contribute to the defense of their own lands. Pretty basic stuff."

"Now we have miles of wilderness, including what is likely prime farmland to get our eyes on and learn about."


skills:
Acro +12, Bluff +25, Diplo +12, Fly +18, HandAni +8, Heal +6, Inti +21, Spellcraft +18, Stealth +13 |
vital:
HP: 135/135 | AC: 43 T: 26, FF: 35 | Fort: +14, Ref: +18, Will: +16 | CMB: +23, CMD: 36 | Init +8, Perception +19, Sense Motive +19 |

He states simply, his words warming as he continues, "Yes, Greenwatch is secure. Kevros and Tristan are working well with their organizations and the standing army. It sounds like..." He stops himself, "no nevermind. I will appraise Kevros of your requests and make sure the Reeves are well prepared. They will get the word out to the homesteads. Though most should have at least one ring of Greenwatch for emergencies and proclamations. Good luck on your exploration. Is there anything else you need, I still have my three wishes for the day."


What is your next few hexes?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

N9, N8, and N2


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|

"Yes. It would be good to have additional patrols appraised of the sprrigans here. As far as I'm concerned, here they're only trying to live their best though others might object to their way of living." he seems content to let Quince handle the affairs for now.

It wasn't time to hunt.

Yet.


As you prepare to head to the next areas you consult the map and realize that the areas to the North have been explored. You also see a blue dot moving towards your green dot.

Within minutes Saren arrives upon his dragon!


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

He pulls up with 20 feet to spare between the closest person or mount. He is smiling and waves. He hops off and walks up saying, "Greetings all! How are you all doing? Quince or Jorne would you introduce me to your friends. We briefly met at the council chambers and such but sorry to say I am bad with names. I am much better at faces!"


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 mouth falls open at the sight of the dragon. "Is that really... Oh, wow." Approaching gingerly, the undine greets the newcomer. "I am so sorry, I forgot your name as well! I'm Vesi, Quince's cousin. Is that really a dragon? What's their name? How did you meet?"


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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:

As you prepare to head to the next areas you consult the map and realize that the areas to the North have been explored. You also see a blue dot moving towards your green dot.

Within minutes Saren arrives upon his dragon!

I had forgotten that you had them explore some of the hexes during down time. LOL.

Quince smiles, "This is Saren Elken, son of Bearik, Warden of the Host. Greenwatch's general. And my brother in law." Quince smiles, "The flying one there is Kendryl," He motions to Dinenen, "This is Dinenen dedicated follower of Irori. The half lion (How often does it change I mean he could be a were-squirrel today) you met before but he was more a red headed elf then. Lykan Deliss Viceroy of Varnhold."


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Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

He happily smiles at the introduction and bows with a flourish. Then he introduces his mount, "This is my trusted friend Tharil. He is a Crested Felldrake." He backsteps to pat the dragon on the neck. Then with a spin he moves into Vesi's personal space hand out with his palm up waiting for you to offer your hand. With the hand given he pulls it up to his mouth to kiss it. "Vesi, a mystifying name to go with a beautiful face. I would gladly tell you the tale on the trail or a more intimate setting."

K nobility: 1d20 + 11 ⇒ (5) + 11 = 16
Diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20

Once he gives Vesi back her hand he goes to the others, stating your names as he offers a hand for a shake. "Kendryl, Dinenen, and Lykan. It is good to meet you again."

I gotta update his crunch but that might be tonight, I won't be doing it on my phone.


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 monk shakes the proffered hand. "General Elken. I am glad to see you still healthy and with the time to stretch Tharil's wings without needing to face opposition."


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

He replies to Dinenen cordially, "Thank you, it is good to see you all in good health as well."


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 furry red furred were lion waves.

"Greetings to both yourself and Tharil."

Every week. And yes A were squirrel wouldn't be too far fetched.


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

He unflurls his map which is very similar to Quince's and asks, "So where are you heading next, I will see what I can do on my own."


You see several riders heading towards you. They slow down so the dust cloud settles so you can see them. They are all in Greenwatch cloaks. Likely Reeves.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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
Saren Elken wrote:
He unflurls his map which is very similar to Quince's and asks, "So where are you heading next, I will see what I can do on my own."

Quince looks at the map, "Well we are west of the mountains so I was thinking of getting a look south. The rivers south, Lake Silverstep, thats a lot of potential farm land. I know that the original varnhold team found that the mud along Lake Silverstep here to be a commodity. The falls we found on the Shrike make for not easy river travel. But if the Gudrin or the Little Sellen can that could be useful." He sighs, "At some point we will want to get a look at the this land here." He points to the hills east of the mountains and south of the Nomen land; N48, N49, N55, N56. "All of that looks like good farm land. That's what will continue the land boom for us. We will want to get a look at the mountains eventually."


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|

"So that seems to be our next destination then. Shall we get to it then." Someone seems eager to move on.


The group likely take the next week exploring the grasslands before returning to Varnhold or Elkheart. You find a few interesting things along the way but mostly just fertile grasslands waiting to be farmed.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

As the team returned to Varnhold Quince with the aid of the others set about making plans for the annexation of Varnhold into the Greenwatch. Much of the week was spent dealing with things that came up while they were exploring, as well as the preparation for the formal annexation. Letters and invitations were sent to important leaders throughout Greenwatch and Brevoy. Special attention to an envoy sent to Maegar Varn's family returning his sword and offering mineral rights to the valuable mud from Lake Silverstep.

On the day of the festival people had the opportunity to enjoy themselves at faire games, numerous bards and samples of food from throughout Varnhold and Greenwatch.


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Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

As the day neared sundown Quince the other Warden's present and the members of the town council both newly selected by the people and those that survived the kidnapping of the Lich Vordakai. The senior member of the council spoke briefly both somber words remembering those that were lost as well as the survivors request for Varnhold to join Greenwatch. At the end of his speech the older man presented Lykan with a key to the city.

Great time for a speech Lykan if you are going to make one.

Quince's warm smile meets the crowd as he steps forward to speak himself, "'The Stolen Lands' that is the name this region bears on many maps. Lost to lawlessness, banditry and home to little more than monsters and the wild. Folks who lived here lived hard, fought to survive and wrestled their future from the very ground. That spirit endures and even thrives in Varnhold, and in Greenwatch. Your efforts to settle here, the courage that you displayed to step to the frontier is now reaping a harvest a city that already grows. We are humbled by the request to step in as your protectors. I am humbled. You have offered the Wardens of Greenwatch a sacred trust. It is our sincere pledge to bring security, justice, and gods will it prosperity to all those who we SERVE as leaders. I have asked those that survived the imprisonment of the Lich Vordakai to come up." He pauses a moment as they shuffle forward. Quince makes his way to each placing an ancient coin in their hand.

"In centuries past these lands were ruled by an empire of giants. Thought long gone that empire tried to crush Varnhold. Yet Vordakai is no more his dark magic artifact destroyed. You remain. That empire is gone. You hold its remains in your hands. The spoils of that empire are rebuilding your city around you. Those spoils have gone north to cities in Brevoy and beyond announcing that Varnhold is here, it grows and it can thrive!!!" He shifts his tone, "People of my heart," a common colloquial title that Quince gives to citizens, "Greenwatch grows today, not just in size, not just in people, but it grows in heart. Resilient people looking to make a life on the frontier to find a place for themselves and their children."

Diplomacy: 1d20 + 21 ⇒ (8) + 21 = 29

Incoming dry math and kingdom rolls.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

Erastus

Upkeep Phase:

1- Stability vs Control DC 67: 1d20 + 100 ⇒ (15) + 100 = 115 Auto success + 1 BP
2- Consumption -6: Treasury: 890 BP - 6=884BP
3- Magic Item Slots (4)
Elkheart no vacancy
50% Chance of Availability Elkheart District 2: 1d100 ⇒ 61
[2,400 gp] robe of bones
Tazleford no vacancy within settlement price limit
50% Chance of Availability Ft. Promise: 1d100 ⇒ 72
[2,250 gp] elemental gem
4- Unrest is 0

Edict/Improvement Phase:

1- Leaders- Lykan steps in as Viceroy of Varnhold
2- Claim Hexes- 3 Hexes N2, N8 & N22 Costs 3BP: 884-3=881
3- Establish and Improve Cities (5 Buildings): I don't have time tonight to figure which buildings to add. We can add 5 among the Greenwatch Districts. Certainly open to suggestions if you want to throw idea in.
Building Costs ??BP
Building Costs ??BP
Building Costs ??BP
Building Costs ??BP
Building Costs ??BP
4- Terrain Improvements (5)
Roads 24, 46, & 54 Costs 6BP: 881-6=875
Farms (3)- Hex N2, N8 Costs 4BP: 875-4=871BP
5- Edicts no change

Income Phase:

1- Deposits- None
2- Withdrawals- None
3- Magic Item Sales
Belt of Mighty Constitution +2 - 4,000 gp: Auto Success +2BP= 873BP
Sipping Jacket 5,000gp: Auto Success +2BP= 875BP
4- Generate Income Economy Vs Command DC Economy vs Command DC 67: 1d20 + 113 ⇒ (12) + 113 = 125 Divide by 125/5 = 25+875=900BP

Event Phase:

Kingdom Event: 1d100 ⇒ 32
We can look forward to a monster attack. Unless that was the Spriggans.

Annexation of Varnhold:

These 18 hexes can be immediately added to the PCs’ kingdom once their own kingdom extends to an adjacent hex, increasing their kingdom’s statistics
as appropriate for such a sudden expansion. This sudden expansion increases Unrest by 1d6 if the PCs’ kingdom fails to make a Stability check, but no further Unrest is generated from the expansion (Varnhold is willing to be annexed and so doesn’t come with the usual Unrest cost of annexing a town).

Stability Check VS Control DC 70: 1d20 + 100 ⇒ (4) + 100 = 104

Hopefully tomorrow I can get the 5 buildings picked and we can start a second Kingdom turn with the addition of Varnhold in the Kingdom. This will let us start building Dinenen's Monastery.


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

Holding a half-eaten pastry with mushroom and herb filling, Vesi cheers at the end of Quince's speech. "Hear, hear!" The druid stuffs the rest of the pastry in their mouth and claps enthusiastically.

Craft, mapmaking: 1d20 + 9 ⇒ (10) + 9 = 19

After the ceremony ends, Vesi presents Lykan and Quince with a carefully drawn plan of Varnhold as it currently stands. "I'm no urban planner, but this may help you decide how to develop the town further. I was perhaps thinking we could have a herbalist here, but I understand if there are other priorities."

Does Varnhold come with any existing buildings?


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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-

Working with the experts, the Aasimar provides overall guidance and is firm in his will to accomplish the reconstruction, but he allows the experts to BE the experts. He does beginning apprentice-level work for each of the experts, learning some aspect of their trade in order to contribute to every step of improving the ruin.

One of the unexpected directions from the experts was to take pickaxes and create a small, flattish field near the structure. The scree created during the work would be used as filler if needed, but also it would be used (after being further pulverized) to help make mortar for the stonework.

Helping lay the lines showing where the walls were to be built was one of the easiest tasks Dinenen helped with in the early stages. Moving stone to build those walls was probably the toughest.


Annexing Varnhold and beginning buildings:

Before the vanishing,
Varnhold had established a sizable
territory of its own, including a road
along much of the Kiravoy Bridge and a fair amount of
farmland. By rescuing Varnhold and gaining the allegiance
of her citizens, the PCs gain not only a new village—they
gain control of all of the lands surrounding Varnhold for
two hexes in every direction (with the exception of the hex
containing area P—this area remains under the control of
the Nomen centaurs). These 18 hexes can be immediately
added to the PCs’ kingdom once their own kingdom extends
to an adjacent hex, increasing their kingdom’s statistics
as appropriate for such a sudden expansion. This sudden
expansion increases Unrest by 1d6 if the PCs’ kingdom fails
to make a Stability check, but no further Unrest is generated
from the expansion (Varnhold is willing to be annexed and
so doesn’t come with the usual Unrest cost of annexing a
town).
When the PCs create Varnhold’s city grid, they can
place the following buildings for free: a brewery, an exotic
craftsman, a garrison, a granary, an inn, a smith, a tannery,
a temple, 3 tradesmen, and 8 houses. All four of Varnhold’s
borders are land borders, despite the fact that the Kiravoy
River flows through town.

Event Phase: Kingdom Event: 1d100 ⇒ 32
We can look forward to a monster attack.

5d20 ⇒ (6, 19, 5, 20, 9) = 59

The alarm is raised from the Southern wall and notice if passed quickly using the rings of Greenwatch. All wardens are awakened from their slumber from the magical alarm spell that goes off. It is nearly the dead of night and creatures come from the South. You all know the alarm is a call to the walls before the creatures get too close. Some of you may wonder why the reeves had not sent word. What do you do? How much time do you use to prepare yourself?


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

Dinenen, if you asked for it I would come and aid with the heavy lifting and bring along a platoon of soldiers to work out with the heavy lifting.

---
Event Phase: Kingdom Event: A monster attack.
He wakes with a start from the magical spell. He lets the two girls continue to sleep as his room likely is a very safe place for them. He quickly throws on his magical Chainshirt, scabbards, and belts. Of course pants and a shirt first! Now geared up he collects his weapons: his cold iron dagger, silver longsword, cold iron warhammer, his adaptive composite longbow, a quiver of arrows, and to top it all off his glowing adamantine greatsword. He slogs down a quick few gulps of whiskey and feels his mind clarify. The rest of his gear was relatively mundane except for his main belt which carefully protected his stash of potions and flasks.

He likely is one of the first to get out of their room. He rushes down the hallway, heading for the stairs, and the stables.

At the stables he rouses his mount, the Crested Felldrake, ThaRil. He quickly produces a wand from his belt and blesses the creature with mage armor before mounting it. If others are there he would offer the same protections to their mounts and the riders if wanted.


Vital:
HP: 46/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30, 1 non-lethal damage
Skills:
Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +5, Heal +3, Intimidate +8, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11

Mine as well, as the word of the creation of the tower reaches the council he would offer his personal aide as well. He would bring with him ten of his strongest lizardfolk.

---
Event Phase: Kingdom Event: A monster attack.
He wakes with a start from the magical spell. He realizes that it is a threat to Elkheart and prepares himself. But first he sounds the alarm to waken the tribe of lizardfolk in preparations to aid their fellow allies of Greenwatch. After a few minutes of waking and equipping his gear he emerges from his hut again and moves to the boats. Along his way some of the scouts and those that remained vigilent at night gave him a report. He left them on high alert and get ready for a fight, which may come to the water town. He hops upon his own massive elk and is flying through the astral space to quickly join the others at Elkheart.


She would follow along to the building site of the tower. Bringing with her mount and one that could easily provide fire in most ways as Ash is a Nessian Warhound.

---
Event Phase: Kingdom Event: A monster attack.
Tristan likely wakes much faster than her even as the alarm went off. She was still drunk from the competition that ended just a few hours ago, if that. She called out for the servants and as Tristan is fully equipped and heading out the door the servants help her with her equipment.

Outside she goes to the cave and whistles for Ash. Within a moment the hell hound was standing and ready to be ridden. She was glad that the exotic saddle had a seat belt to help keep her in the saddle. She fumbles with it as the servants are too terrified to get near the cave let along the hell hound.


Though impressive in size it acts like a dog and mount for Larina with much dedication in mind.


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

Unless more pressing tasks call them elsewhere, Vesi is excited to take part in the first stages of the monastery building, providing water to the workers and craftsmen and cooking nutritious, filling meals for them. The druid can also help with drafting plans and making detailed maps of the surrounding region to mark resources of interest - natural springs, woods for timber, good stone for quarrying.

Is the monster attack happening in Elkheart or Varnhold?


The monster attack happens a few weeks after the induction of Varnhold into Greenwatch. It is happening to Elkheart. If you were going to stay at Varnhold, then you are there. Though applicants for positions in the kingdom would need to stay in Elkheart. Most of the wardens have a quick way to travel. I am collecting a few events together to make a grand fight.


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (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

Monster Attack

Quince starts up and quickly dons his armor and gears up and rushes out. He makes the stable and sees Saren and others getting ready, "Any idea of what has raised the alarm?"


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

Monster Attack

Saren quickly gives a reply, "No clue, but it must be a true threat to Elkheart, as the wall trumpets continue to blare out in threes."

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