Kingmaker - GM ST

Game Master SodiumTelluride

Combat Maps:
Book 1

4710 Calendar | Kingdom Sheet | Hex Map & Quests | Loot


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M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

Erik call out "Alyssa, use your magics to make sure axe-girl doesn't get Rhiann while she's injured. I can take the ones in the vines..."

Then he takes another controlled step and shoots, targeting the bandit who just shot Rhiann...

5' step
Move action - studied target on blue
Standard action - shoot at blue

To Hit: 1d20 + 1 + 3 + 1 ⇒ (12) + 1 + 3 + 1 = 17
+1 Bab +3 dex +1 studied Target
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
+1 str +1 studied target

PS @Ventiine don't forget that the -4 dex from entangled will reduce the to hit bonus with ranged weapons for those affected.


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Letting out a cry of pain as another arrow finds its mark, Rhiann grits her teeth, drawing an arrow and firing at the nearest of the bandits, before dropping her bow and quickly drawing her fauchard from across her back, eyes locked on the advancing form of Kressle.

"I could definitely use a little healing before she gets here if you don't mind." she says over her shoulder to Adela.

Composite Longbow/Bless vs Yellow: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Piercing: 1d8 + 2 ⇒ (7) + 2 = 9


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Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9 There you go. All better!

"Of course." Adela calmly replies to Rhiann, placing a hand on her shoulder and calling on her Goddess to heal her wounds. Also a little grateful that she won't have to embarass herself by trying to shoot someone this round.


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

I suggest you all surrender!


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor
Erik Sforza wrote:
Erik call out "Alyssa, use your magics to make sure axe-girl doesn't get Rhiann while she's injured. I can take the ones in the vines..."

Alyssa nods at her fellow half-elf. "I'll do that. Be careful. If you end up needing my help as well, just call out."

Following Erik's advice, Alyssa runs up to Rhiann and Adela and gets ready to cast her spell at the axe woman as she approaches.

"Rhiann, I'll cast my Grease spell if that woman charges at you - hopefully breaking her charge and making her fall in range of your weapon. Be ready if that happens"

Ready action to cast Grease (Reflex Saves DC 16) on the dashed circle area, if Kressle steps inside it. I'm assuming the square to the right of Adela is impassable because of the tree, but if not, the circle should be 5ft north to cover it.


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Liz moves up behind Erik and takes out her sling(done)


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Rhiann nods silently, never taking her eyes off Kressle.


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

In Round 4, Liz threatens the remaining bandits while pulling out her sling. Rhiann aims at the yellow bandit and the arrow lands in his eye. His body collapses before anyone can study the gruesome sight. Erik sends an arrow flying towards the blue bandit. Despite the cover, the arrow pierces his shoulder.

The green bandit shoots at Rhiann!
Green Attack (Longbow): 1d20 + 2 ⇒ (14) + 2 = 16
Green Damage (Longbow): 1d8 ⇒ 8
But misses!

Lucky continues to watch in awe. Kressle charges the easiest-looking target, focusing her gaze on Adela! She doesn't seem to have the patience for more banter and just yells as she runs at the apparent healer.
Kressle Attack (Hand axe): 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Kressle Attack (Hand axe): 1d6 + 3 ⇒ (6) + 3 = 9
Kressle's balance is off-balance from the charge and Adela easily dodges the swing!

Adela takes a five-foot step back and heals her companion, Rhiann! Meanwhile, Aylssa acts! Alyssa, you may change your Round 4 action if you like.

The blue bandit shoots at Rhiann!
Blue Attack (Longbow): 1d20 + 2 ⇒ (14) + 2 = 16
Blue Damage (Longbow): 1d8 ⇒ 8
But misses!

Round 4
Alyssa 11 (Total Defense)

Round 5
Orange 22 (14 damage, dead)
Liz 20
Purple 18 (10 damage, dead)
Rhiaan 18
Erik 17
Yellow 17 (9 damage, dead)
Green 17 (Entangled)
Lucky 16
Kressle 14
Adela 13
Alyssa 11 (Total Defense)
Teal 11 (12 damage, dead)
Blue 7 (6 damage)
Party Buffs: Bless (+1 Attack & Fear Saves)

Bold may act!


M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

@Ventiine, blue needs to make a save vs entanglement, as he's inside the area of effect...

Erik moves up to the edge of the writhing vines and takes another shot...

Move action - Move 30'
Standard action - shoot at blue

To Hit: 1d20 + 1 + 3 + 1 ⇒ (7) + 1 + 3 + 1 = 12 vs Possibly entangled target (-2 AC)
+1 Bab +3 dex +1 studied Target
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
+1 str +1 studied target


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela drops her crossbow and draws her morningstar. "You really should surrender now." She politely advises Kressle.

She takes a 5' step. moving to place Kressle between her and Rhiann.

No attack as Adela had to draw her weapon.


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Breathing a sigh of relief at the healing and watching as Kessel attacks, grateful that the bandit leader failed to strike Adela, the warrior takes a fluid step to give her more clearance, taking advantage of Kressel's focus on Adela to strike with a vicious swing with her Fauchard.

Masterwork Cold Iron Fauchard/Bless: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Cold Iron/Slashing: 1d10 + 3 ⇒ (9) + 3 = 12

Kressel's AC should be 2 pts lower from the charge until the beginning of her next turn

"You should listen to her.....while you still have a chance!"


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

Sorry, should have payed attention to the initiative order

Round 4
Moving seconds too late to stop the axe-wielding woman's charge, Alyssa breathes a sigh of relief as she thankfully misses Adela. Quickly changing her plans, she opts to strike at the woman's mind instead of her balance.

Daze, Will Save DC 19

Round 5

"I can't hold her still for long - but I can try to make her fall down or drop one if those axes." Alyssa tells Rhiann and Adela as she feels her hopeful hold on the woman's mind fading away. "But I don't want to hinder either of you - tell me which option you prefer!"

Grease (Reflex Saves DC 16). Targeting one of her handaxes, unless Adela and Rhiann agree on going for the pool option (I'll keep the dashed circle as a suggestion, but feel free to move it around).


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

"Disarming is always a good move!" Rhiann responds, in the heat of the fight.


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Whoops, forgot to go.

Liz moves up behind Erik.Done


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

In Round 4, After Liz acts, her living vines attempt to encircle the blue bandit's feet!
Blue Reflex DC14: 1d20 + 1 ⇒ (6) + 1 = 7

In Round 4, Alyssa chants, moving her hands towards Kressle!
Kressle Will DC19 or Dazed: 1d20 + 1 ⇒ (4) + 1 = 5
The woman's face slackens and she lowers her held weapons.

In Round 5, Liz moves closer to Erik. Rhiann strikes Kressle with her fauchard! The blade cuts deep into the bandit's shoulder. Erik shoots at the blue bandit but his arrow thunks into the log in front. He's thinks if the bandits weren't positioned behind the log, his arrow would have landed.

The green bandit fires an arrow toward Erik.
Green Attack (Longbow): 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Green Damage (Longbow): 1d8 ⇒ 7
But misses!

Lucky stands around, observing. Kressle stands equally still, dazed! Adela draws her morningstar and takes up position near Rhiann. Alyssa casts Grease on one of Kressle's handaxes! The weapon slips without any resistance, landing on the forest floor.

The blue also shoots towards Erik.
Blue Attack (Longbow): 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Blue Damage (Longbow): 1d8 ⇒ 4
But misses!

Round 6
Orange 22 (14 damage, dead)
Liz 20
Purple 18 (10 damage, dead)
Rhiaan 18
Erik 17
Yellow 17 (9 damage, dead)
Green 17 (Entangled)
Lucky 16
Kressle 14 (12 damage, Dazed, handaxe dropped)
Adela 13
Alyssa 11 (Total Defense)
Teal 11 (12 damage, dead)
Blue 7 (6 damage, Entangled)
Party Buffs: Bless (+1 Attack & Fear Saves)

Bold may act!

This is probably our last combat round!


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Are we going to take prisoners?


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

"A good question" Adela agrees with Liz. Calling out to the bandits."Surrender now and you will receive a fair trail. Should you be found guilty you will be buried with the proper rites to face Pharasma's judgement."

She sounds completely sincere, but is keeping her weapon ready and her eye on Kessle.


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

"But take a single hostile action, and your life is forfeit." Rhainn says coldly.

She watches closely, waiting to see how the bandit leader responds before letting her blade fall.

Delay action, readying an attack if Kressel takes any action other than surrender.


M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

"Shooting them saves the trouble of a hanging " thinks Erik, and he snaps off another shot...

Standard action - shoot at blue

To Hit: 1d20 + 1 + 3 + 1 ⇒ (14) + 1 + 3 + 1 = 19 vs entangled target (-2 AC)
+1 Bab +3 dex +1 studied Target
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
+1 str +1 studied target

Nonetheless, he joins the chorus "Surrender or die where you stand!"

Intimidate: 1d20 + 1 + 3 ⇒ (20) + 1 + 3 = 24
1 rank +3 trained


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

I forgot to roll my Diplomacy to persuade the bandits.

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11 Wow!


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

In Round 6, Everything seems to happen at once. Kressle, at a clear disadvantage with no chance at escape, charges at Rhiann! She throws a punch but gets skewered by the fighter's weapon instead. Kressle stares hatefully into Rhiann's face, then her eyes turn glassy. Her body collapses to the forest floor, dead.

Erik finishes off the blue bandit with an arrow to the neck. The green bandit, having witnessed Kressle's death, immediately drops his longbow and raises his arms in surrender. He speaks with an Irish burr, "Don' shoot! Don' shoot! I surrender!" Adela attempts to reason with the green bandit, promising a fair trial in exchange for cooperation. However, the cleric's words don't seem to have much effect with the party's existing force. (He's already cowed.)

ೃ⁀➷

The tangling vines lower into the forest floor so the group is able to investigate the camp. On Kressle's body, you find two masterwork handaxes, a dagger, studded leather armor, a potion of cure light wounds, two days of trail rations, and 85 gold coins. Among all the slain bandits and the one you captured alive, you loot six sets of leather armor, six short swords, six longbows, 80 arrows, 12 days of trail rations, and a mix of coins totaling 60 gold.

The green bandit watches you, keeping his hands raised. The bandits’ spoils, kept hidden under less interesting supplies like food, firewood, and tents under the platform at area K2, currently include 321 silver pieces, 90 gold coins, a pair of silver earrings worth 150 gp, a wooden music box worth 90 gp, three crates of furs and hides worth 50 gp per crate, and a polished wooden case of potent greenish herbal liquor. Straw pads the inside of the polished wooden case. You count eight bottles in total, each worth 20 gold coins. The green bandit speaks up when one of you opens the crate: "I wouldn' drink tha unless ye want to incur the Stag Lord's wrath."

There's also a medium wagon with a broken wheel (K5). It's worthless now, but you think you'd be able to repair it with a new wheel. Perhaps you can order one through Oleg's Trading Post.

As you continue to search the area, you can't seem to find Svetlana's wedding ring. The green bandit grunts in annoyance. "Our bags of loot were stolen yesterday by filthy little mites - the annoying little bastards escaped with both bags to the old sycamore tree."

Combat Map Updated
Loot Sheet Updated

The green bandit identifies himself as Jhonny Longarm.

Please let me know what you do/how you interact with the captured bandits. Do you let them see each other?


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

We might need a wagon in the future to carry our supplies and any quired good.

Do we want to get them all together?


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Watching silently as the light goes out of Kressle's eyes, a victim of her own poor choices, Rhiann, pulls the blade of her weapon out of the woman's body, cleaning it as the sole surviving bandit surrenders.

"And how exactly would this Stag Lord, know what we choose to do with them? Was the plan to deliver them to him soon? Or was he sending someone to collect them?" she asks the bandit with a raised eyebrow.

When Liz pulls them all aside to bring up the question of what to do about the bandits she nods. "I think it may be good for this one to see that we deal fairly with those who cooperate or choose a different path."


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Quite. Liz replies and goes with Fifi to get the other two bandits.


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Rhiann places the manacles on the last surviving bandit as they wait for Liz to return with the two previous prisoners.

The mites would be something they had to deal with at some point, especially since she wanted to make good on the promise to Svetlana about her ring. The question was a matter of dealing with it now, or returning, to settle things, then exploring, eventually returning to this area, and heading to this 'old sycamore tree' to deal with the mites.


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

After the remaining prisoners are restrained Adela prepares a small pyre and places the dead on it.

Performing the ceremony to Pharasma she then lights the pyre and sends the dead on their way.


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

Liz brings up the utility of having another wagon at the party's disposal while the party gathers themselves.

When Rhiann prods Longarm Jhonny for more information about the polished wooden case of potent greenish herbal liquor. “The Stag Lord is a bloody drunk. All that booze under the platform’s for him. He's half of what he used to be, and ain’t never been right in the head. A few weeks ago he punched my horse for spittin' in the yard. Personally, I wouldn't care if he dropped dead tomorrow, but even drunk out of his mind he's still got a fair amount of fight to him.” Longarm Jhnonny seems fed-up with the Stag Lord.

Liz returns to the group with the other two prisoners - Keila and Doug. Doug catches the tail-end of the explanation and adds, “Our boss is a monster of a man. Calls himself the Stag Lord. He’s a deadeye with the bow, and I saw him crush a prisoner’s hand to mush in one fist. Come to think of it, I’ve never seen him without his creepy stag helmet on - some of my friends think he ain’t got no face under it, but not me - I think that creepy helm is his face!” Doug seems intimidated by the Stag Lord.

Keila scoffs, “You've seen him?" She sounds incredulous. "It’s hard keeping track of who’s working for the boss - being that we've either never seen him or his face... So we use a master phrase as a sort of password to get into the fort on the northeast shore of the Tuskwater. Unless it’s been changed recently, the current phrase is, ‘By the Bloody Bones of St. Gilmorg, who wants to know?’ And no, I have no idea who ‘St. Gilmorg’ is.” Location of Stag Lord's fort discovered! Keila seems to be talking to Alyssa more than anyone else.

Doug speaks up again, “Look, all I'm sayin' is that the Stag Lord is someone you shouldn't mess with. I've heard he keeps a strange old man locked up in the basement. I suspect the old guy might actually be running the show, using the Stag Lord as a puppet.”

"You're a bloody coward, Doug. Why don't you kiss a horseshoe!" Longarm Jhonny does a spittake at the other bandit. "You bend over with your trousers down before or after the first arrow?" Keila rolls her eyes as the jeering devolves into crude remarks between the two men.

ೃ⁀➷

The bodies are thrown on a pyre and set aflame. The smoke curls high into the sky but is blocked by the forest treetops. The party is careful to make sure it doesn't spread to the rest of the forest.

As the party finalizes their chores around the bandit camp, Rhiann suggests they investigate the old sycamore tree next. I require two people in agreement to proceed.

Combat Maps Updated


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Well what do we do with them? Liz nods at the bandits. We will need to slow down some so they don't get run into the ground like last time.


M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

"I'm sure that there sycamore tree ain't going anywheres. If we use these three as pack mules, we should be able to carry all this stuff. We can take it back to Oleg's, where we can either have Adela's trial, or send them off to Restov for a trial"

Erik is proposing to take the loot head back to Oleg's where we can drop it off...

@Party - anyone have a mending cantrip to fix the wheel on the wagon?


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

"I have to agree. As much as I'd like to get Svetlana's ring back, if they robbed this group, these mites might be a little more formidable than we think. Getting this stuff back, will be both useful, and important, and yes, formally dealing with our prisoners," Rhiann says looking first at Longarm Jhonny with a cold glare, then toward Doug and Keila with a bit more understanding, "And rewarding cooperation, will go a long way to what we're trying to establish out here."

"And no, we won't be running anyone into the ground as a 'pack mule', but you will all cooperate. We can mark this off as a good staging point when we come back this way and deal with mites, and this sycamore tree then. We are after al, just getting started."

Did the remaining bandits have any other horses tied up somewhere?


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Indeed, we should clear our plates before going for seconds. I agree that we can give a good word for the bandits so they can avoid the noose.


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

"Yes. Best to deal with these prisoners first before we go searching for more trouble." Adela agrees.

"Svetlana and Oleg can also provide us with any crimes they have witnessed by these people."

I don't know what the penalty for banditry is in Brevoy, but there is no current government in the Stolen lands so we will have to decide what to do with them?


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

I think the charter says hanging, but we have some degree of leeway in sentencing.


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Yeah:
"The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope."


Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

"Thank you, Keila. I'm sure that will be helpful to know when we go after the Stag Lord." Alyssa nods at the bandit as she tells her what she knows of the Stag Lord's fort.

She then looks coldly at the new bandit. "Look, we're here to put a stop to all bandits plaguing these lands - your boss included. But since we're not a band of murderous criminals, we decided to show them mercy in exchange for their help. You're pretty much on the same boat now, so you might want to consider how you can be helpful to us. And think about a career change as well. You didn't seem too pleased with your boss just now. Maybe you'll even appreciate helping bring him down?"

Diplomacy (Johnny): 1d20 + 16 ⇒ (15) + 16 = 31

She then turns to Doug, noting the man's fear of the Stag Lord. "Don't worry, I we won't force you to face your former boss when we go to take him down. A scary mask is just that - nothing more. And a man who needs to hide behind one at all times sounds like a coward to me. But we'll take your comments on his combat prowess in mind. If you have any suggestions on how we could try to bring him down, I'm all ears."

Diplomacy (Doug): 1d20 + 16 ⇒ (5) + 16 = 21

---

Joining the rest of the group as they discuss heading back to Oleg, Alyssa nods in agreement.

"Heading back seems best. And without our prisoners on foot, riding back out here to deal with those mites will be much faster."


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . Traveling ೄྀ࿐ ˊˎ-

The party decides to return back to Oleg's Trading Post to unload the bandit loot. Keila and Doug manages to force march for three hours before their limbs begin to waiver.

Keila Forced March Con DC12: 1d20 + 1 ⇒ (14) + 1 = 15
Doug Forced March Con DC12: 1d20 + 1 ⇒ (13) + 1 = 14

Keila Forced March Con DC14: 1d20 + 1 ⇒ (18) + 1 = 19
Doug Forced March Con DC14: 1d20 + 1 ⇒ (2) + 1 = 3
Then, after the fourth hour, Doug stumbles and becomes fatigued.

The party dismounts from their horses and makes camp for the evening.
Camping Wandering Monster DC86-100 (Hex #10): 1d100 ⇒ 79
Nothing happens during anyone's watch.

ೃ⁀➷

Today is Oathday, the 17th of Calistril (February), 4710.

Wandering Monster DC96-100 (Hex #10): 1d200 ⇒ 34

The wind is biting and butts are sore from riding. The three bandits - Kelia, Doug, and Longarm Jhonny - stiffly march slightly ahead, setting the group's pace. The bandits occasionally bicker, but their conversation tapers off the longer they're force-marched. Alyssa makes conversation, attempting to appeal to the criminals.
@Alyssa, you can attempt one attitude improvement a day.(Change attitude Diplomacy DC19, Alyssa Pass)

"Of course I need a career change," Longarm Jhonny fires back. "And maybe this time I won't be surrounded by idiots and milkmaids, like Doug here." He'll reiterate his distaste for the Stag Lord's leadership, calling him a drunk. Spending all day with Longarm Jhonny, you realize he's got a sailor's mouth and a short temper. Alyssa's reputation with Longarm Jhonny (NPC bandit) improved from Unfriendly to Neutral.

Keila Forced March Con DC12: 1d20 + 1 ⇒ (13) + 1 = 14
Doug Forced March Con DC12: 1d20 + 1 ⇒ (20) + 1 = 21
Longarm Jhonny Forced March Con DC12: 1d20 + 1 ⇒ (15) + 1 = 16

@Rhiann, I'm going to say there are no horses at the Thorn Ford Camp (area K) because I don't see anything in the book about it.


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . Oleg’s Trading Post ೄྀ࿐ ˊˎ-

The three bandits are successfully force-marched back to Oleg's Trading Post around the early evening hours. As you approach, you see a soldier standing on the palisade wall to the right of the closed gate. Before you're close enough to stand close enough to announce your presence, the gate is opened by another soldier. The soldier opening the door is a human in his early thirties with a stubble and serious expression. His armor has a family crest of a Brevoy noble house hammered into it. From this proximity, you notice the soldier on the palisade wall is wearing chainmail and looks noticeably less important.

The armored soldier gives the tried bandits a quick examination with his eyes before addressing the party on horseback. "You must be the charter group. I'm Kresten Garess. My men and I were sent here to defend the trading post, but it looks like you've dealt with some bandits already." You look around after Kresten Garess's plural use of "men" and spot two soldiers - also in chainmail like the one at the wall - setting up tents just south of the stable, in the shadow of the palisade. Oleg appears from around one of the buildings with a hammer to give you a curt nod.

What/where do you put the tired bandits? They are basically fatigued from the forced march.

ೃ⁀➷

Soon stars replace the wine-tinted sunset and Svetlana has a healthy fire crackling in the pit between the two long tables. You smell a meaty stew cooking and everyone except the soldier on watch is gathered around the tables.

Oleg slides a sack of coin and a letter towards you. The letter simply reads: For defeating bandits in the area. - Swordlords.
Wanted: Bandits Quest Complete. Your party is rewarded with 700 gold coins.

After conversing with Kresten Garess, you notice he seems rather morose. "Did you have a plan for those bandits? I'd be happy to set an example of them by hanging outside the gate." Oleg seems to be aminable to the idea.

Loot Sheet Updated
New quest in next post!
More NPC conversation in next post!


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Liz makes sure the hopefully ex-bandits are watered, fed and rested when they make camp. We should try so see if we can get a wagon next time we head out.

Back at the trading post, Liz directs the bandits to where they can be secured and later at dinner speaks in defense of the bandits. I believe that we should offer them an opportunity to start over. Be it labor or sending them back to where we came from so they can make their own futures.


M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

@ GM, how many soldiers does Kresten Garess have? (If the numbers work, I would suggest more than 1 guy on watch - 4 might be more appropriate, 1 to look in each direction. )


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

"I agree with Liz on dealing with the bandits, especially with Doug and Keila." Rhiann says, indicating the two more cooperative of the bandits.

"Those two surrendered here, were helpful regarding providing us with information on the rest of them, and led us to the bandit camp. They've fully kept to our agreement that if they aided us they'd be able to keep their lives, so I think the chance to start over is worth offering them."

"The other one is a lot less amenable, at least so far. If he's unrepentant, then an example might be for the best." she continues.


Kingdom | Hex Map | Combat Map | Quests

✧˚ · . Oleg’s Trading Post ೄྀ࿐ ˊˎ-

At Liz's mention of the broken wagon, Oleg gets up and returns a couple minutes later with a spare wagon wheel. "Here, take it. It's the least I can do after you defeated those bandits and returned some of my trade goods." Loot Sheet Updated.

At Rhiann's suggestion, Kresten Garess' face hardens into a frown. "I'd be careful sporting such an optimistic outlook in an untamed place like this." He looks over at the tied bandits. "We don't have the resources here to house or rehabilitate them, but I can transport them to Brevoy with my men - I give my word on Oathday." "I think that's a fine idea," Oleg interjects. It's agreed in conversation - almost without your input - that Kresten and his men will return to the trading post as soon as the bandits have been delivered to the jail. Kresten seems to view the bandits as a liability and Oleg is convinced having the bandits inside his palisade will hurt business.

As things are settling down around the campfire, Svetlana approaches you with a request. "Oleg has been under a lot of stress recently. I want to cook his favorite meal, radish soup. Moon radishes are fairly rare, but there is a patch about sixteen miles south of the trading post. I'll pay you 250 gold coins!" Hex Map Updated (Area G). Quests Updated.

Kresten, impressed by your takedown of the bandits, also approaches you with a request. "The bandits aren't the only reason why my men and I were stationed here. We're also on the lookout for Falgrim Sneeg. He's a former mercenary with an unnerving calm in the face of violence. You'll probably recognize him by his graying hair and unruly beard. Bring him to me alive if possible and I'll get you any four masterwork weapons. If Falgrim's dead, I can only promise two masterwork weapons." Quests Updated.

⋆。゚☁︎。⋆。 ゚☾ ゚。⋆

Today is Fireday, the 18th of Calistril (February), 4710.

It's another cold day, but the sun is slowly starting to warm up the ground. Svetlana has a warm breakfast prepared for whenever you decide to eat. Kresten and his soldiers are all wearing thick traveling cloaks and gloves for riding.

Before setting out, Kresten relays, "While I respect your morals, I should remind you of where you are: This area is named the Wildlands for a reason. You should be ruthless with the lawless and they'll show no mercy to you." The soldier's advisory words seem fueled by good intent as if he wants to see you succeed. He guides his horse with his feet, "may the gods watch over you." All three of Kresten's men ride out the palisade with him, bandits in front with their hands tied.

Kresten also offers to sell or purchase items on your behalf while in Restov. (You can vendor items, but the money and/or purchased items will not be available until Kresten's return.)
Restov has a population of over 18,000 and is considered a large city so it has a purchasing limit of 50,000 gold.

The party has several quests they can explore or you can choose to remain at the trading post until Kresten returns. Really, you can do anything.

-

@Rhiann, good question! Kresten Garess only has three soldiers. As if they were an adventuring party, they each have to take watches.


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela enjoys the breakfast Svetlana provides and thanks her for her cooking. She makes sure to discuss the recipes with her.

When everyone is awake and fed she addresses the group. "I believe we have the wagon to retrieve. The old sycamore to visit and the Moon radish patch to collect radishes from. As for this Sneeg fellow we have no leads to his location at the moment so he can wait. I would suggest we go to the old sycamore, then collect radishes finishing up with collecting the wagon and returning here?"

Nothing she can afford to buy at the moment.


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

That sounds fair to me. Liz replies to Adela. Maybe we can trade some low quality baubles for the ring


Rhiann Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision |

Displeased with the decision to invalidate their promise to the two cooperative bandits, by delivering them all to Brevoy to most likely all be executed, Rhiann takes the time to write a letter on behalf of Kaila and Doug, detailing their cooperation in finding and dealing with the other bandits and the bandit camp.

"Make sure that this is delivered to whoever will be dealing with their sentencing when they are handed over to face justice. I gave them my word that their cooperation would be considered and I'll not be made a liar.", she says handing the letter directly to Kresten.

---------------

"I agree for the most part, though we may want to collect and repair the cart before heading to the Old Sycamore if we want to try retrieving what the imps stole from the bandits. It might be quite a lot to carry otherwise." the fighter suggests.


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Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela speaks calmly to Kresten Garess. "I realize that mercy can be seen as a weakness. But please make sure that the trials are just. If the bandits hear that they will not receive any mercy then they will believe they have nothing to lose. They will never surrender and fight to the death, causing needless bloodshed!"

She then studies the map more carefully and speaks to the party. "Actually, looking at the map. The Old sycamore, the bandit camp and then the Radishes makes a good loop.

Go through Hexes 11, 17 to get to 23 and the Old sycamore seems the best route. Mapping the hexes properly of course.


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Female Half-elf Sorceress (Fey Bloodline) 2| HP 14/14; AC 10 (14 with Mage Armor) (T10, FF 10 (14 with Mage Armor), CMD 8)| F:+1, R:+0, W+3 | Init +2; Perception +7; Low-light vision | Spells: 1st 3/6 | Active: Mage Armor

Alyssa nods at Rhiann and Adela's words, and then gives Kresten a hard look. "I know full well how ruthless these bandits can be and hold no delusions on the amount of mercy we can expect from them. But that doesn't mean we should act just like them. I would have hoped that the fact we gave them our word would have been reason enough."

"But if it is not, please consider the full extent of Adela's words. We're not talking about small, independent groups of bandits - they seem to be organised under one man who calls himself the Stag Lord, ruling over them all from a fort a ways south from here. Trying to take them all on at the fort seems like a foolish idea to me, and yet what other choice do we have when the only options we can give them are "Die fighting" or "Surrender and be executed"?"

"Whomever would decide their fates should at least do so knowing full well how their decision will affect our chances of succeeding on this mission." It's clear from the look Alyssa gives the man that her last sentence refers not only to whatever judges rule on the captured bandit's, but that it is directed at Kresten himself as well.

Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28

---

"I see what you're saying with the loop, Adela." Alyssa adds as they go over the map. "Rhiann brings up a good point on the cart as well. Seems like our best option is to pick up the raddishes on the way to the bandit's camp, fix the wagon and then head for the Old Sycamore tree. Or did you have a different route in mind?"


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela nods in agreement with Alyssa's fine words. That is what she was trying for, but far more eloquently argued.

As to her thoughts on the route the party might take? "I think it really comes down to the wagon. Can any of us drive it competently? Or do we risk damaging it further travelling over the wild country?"

Pick it up on the way back rather than trying to handle it off-road is Adela's thoughts on the matter. :)


M Half-Elf Slayer (Sniper) 1 U-Rogue (Guerilla)1 | HP: 19/19||AC 18, Touch 13, FF 15 | Init: +5 | F: +4, R: +7, W: +3, +1 vs Mind Affecting +2 vs enchantment| CMB: +2, CMD: 15| Speed 30ft| Perc: +8, SM: +6 | Active conditions: none

Erik makes no argument for mercy for the bandits; they have surely left their share of honest folk staring empty-eyed at the sky for the goods they had...

***

Upon hearing of Kresten Garess's desire to reacquaint himself with Falgrim Sneeg, he inquires with Oleg if there are some proper blunt arrows to be had... (They do bludgeoning damage, and can be used in a non-lethal fashion (with the typical -4 penalty to hit). If we are starting to play take people alive, we should have some appropriate weapons for the job...)

***
WRT to driving the wagon, the appropriate skill is Handle Animal or Profession (Driver). Erik has handle animal +1; I suspect that Liz, as a druid, is much better.

***

Erik agrees with Rhiann about the cart: "As the mites at the Old Sycamore probably have more than just what they took from the bandits, the cart will probably be something to retrieve before we visit the mites. The moon radishes on the other hand. Svetlana wants a basket full - 20 lbs would be quite a big basket and easily carried between us. So I would agree with Alyssa - radishes, wagon and then the mites. (Hexes 10 (radishes), 16 (former bandit camp), 22 (Unexplored at all) and 23 (Old Sycamore Tree), and then cut back through 17 (unexplored) and 10 again to complete our loop.). However, we might ask Oleg if there is someone reliable and competent locally available as a hireling. None of us are mounted combatants so we will be leaving the horses when we go to investigate someplace. That's a risk without someone to watch them. Said someone might as well drive the cart as well..."


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

I can handle guiding the horses although I am a poor rider.


Female Human Cleric 2. AC17/10/17. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela agrees with the parties decision and is ready to set off. She does take Svetlana to one side and asks her discretely, "Do you have any ointments for those who are unused to riding?"

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