GM Pinvendor's Kingmaker 1e

Game Master pinvendor

Location: D36
Current day: Starday, 23 Gozran, 4710
4710 Calendar

Kingdom Sheet | Roll20 Maps | Quests | Loot


251 to 300 of 531 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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 6/6 | Active: Mage Armor

"If that was a call for help, wouldn't it be best to stay in the chamber and ambush the reinforcements as they try to come up through the tunnel?"

Hoping not to get in the way of the more martial party members, Alyssa steps away from each of the tunnels and trains her crossbow on the entrance to the one leading down, giving the occasional glance at the other tunnel just in case something comes from there as well.


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 moves to catch Fifi as she jumps, setting her down before picking up her fauchard and moving to a spot behind Erik, laying in wait for the approaching enemies.


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela is surprised by how she looks so good with her crossbow, she reloads and readies to follow the group deeper down.


Female Druid 1HP10/10F4R0W5Init+4Per6 AC12T10FF12

Liz pats Fifi and follows the others.


Ephemeral GameMaster

Return to Oleg's Trading Post revised

GM Kingmaker Ventiine wrote:

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."

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 where the bandits are bound. "We don't have the resources here, but the frontier post of Fort Serenko has started a...work camp of sorts. Like you, some feel not every bandit is beyond redemption. Particularly those bandits who are caught but are not implicated in any direct crime aside from association. Recent shifts in the Restov political scene wishes to ensure that the children and possibly unwilling spouses brought into banditry are not punished without clear evidence they, too, are guilty of crimes. If there is any chance to rehabilitate this lot, their best bet will be to apply for the work camp. I can transport them to Serenko with my men...but I will need a letter from you to vouch for them."

Rhiann Sokol wrote:
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.

Garess glances at the letter with a raised eyebrow noting the lack of mention regarding Longarm Jhonny. "My men and I will see they arrive. It will be a long journey with them on foot. He gestures towards the stable of horses taken from the bandits. "If you will consider lending us 3 of your unused horses we will be able to deliver them and return fairly quickly. I can even load them with supplies and any purchases you make."

LizArdoc and Lucky Bignoodle both seem to like this plan and offer to assist the soldiers with delivering the prisoners to verify safe passage while Liz promises to use her skill with animals to help the bound prisoners manage their mounts.

What say ye party of four to this proposal most humane?

GM Kingmaker Ventiine wrote:
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."
GM Kingmaker Ventiine wrote:
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."

Fireday, the 18th of Calistril, 4710

GM Kingmaker Ventiine wrote:

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."

LizArdoc and Lucky Bignoodle nod to those who remain from astride their own horses next to the mounted soldiers wishing the party well and hoping to meet again someday. If you agreed, the bandits are mounted with their hands bound and tied to the saddle horn and a loop around their waists connected to the saddle to prevent them from falling off intentionally or inadvertently. Otherwise, the bandits are on foot but bound with hands in front with a length of rope tied to saddle horn of each of Garess' soldiers' horses.

As the group bound for Fort Serenko departs, they are passed in the road by a large wagon led by two draft horses. The wagon is covered by a tarp stretched flat across four poles at each corner with the sides rolled up and tied up to the top. Aside from the plump smiling orcish driver, a rather dangerous looking elf with scars on his face whose person bristles with weapons holding a crossbow sits next to him while a slender man with a bored and sour expression tries to get comfortable crammed among the crates and barrels packed in the back. Across from the young man, a figure in a white hooded cloak sits with the hood up, some golden tresses leak out from the hood's opening spilling down the cloak's front.

"Oh, good," Oleg rumbles gruffly. "The oils and spices have arrived." He gives the party a thoughtful look. "Big Alru's nephew by marriage—that slip of a boy there," Oleg waves at the bored young man,"Well, Big Alru has been telling me he'd like it if the boy actually got out there and learned something of the world. He says the boy's useless at trading, the whole reason he's with Big Alru now, but Big Alru just hasn't had the heart to tell his wife and her sister. He fancies himself an adventurer denied his true calling and so does nothing to help Big Alru. I can put in a word if you're interested in giving that lay about a chance as your carter."

Oleg chuckles, "I've no doubt you lot will really open his eyes to how much more peaceful and safe trading can be...as much as anything can be in these lands." His voice drips with the irony.


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

Relieved that the option for the possible rehabilitation of the more repentant bandits seems a valid option, Rhiann bids farewell to their companions and Kesten's unit, feeling as though their impact on the region has truly begun. Allowing the prisoners to ride, made sense, not only from a reasonable punishment stance, but enabling Keston's forces to make it to the work camp and back more quickly was definitely in the best interest of the outpost's safety.

She looks up at Oleg's comment on the approaching wagon, taking in the new arrivals and honing in on the disgruntled-looking young man. "That might be a good idea. Having someone to ferry gear or goods around, and to show the ropes of what we're doing out here could definitely be helpful."

Are we in agreement that it's better to let them take the prisoners on horseback and make better time?


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Prisoners on horseback is the better option.

Adela finds the thought of a camp where former bandits can work of their crimes pleasing. There will be those Bandits who are unrepentant and must be executed of course, but once news spreads that surrendering is not certain death hopefully there will be less fights to the bitter end.

She studies the young man uncertainly. "What skills does he have offer?" She asks, not wanting to be burdened by someone who is a dead weight in the wilderness.


Ephemeral GameMaster

As the wagon rumbles closer, Oleg crosses his arms with a smirk, "Well as to that, Ms. Anastasia, it depends on how much you can believe from one of the slyest merchants on the road to Restov. Big Alru there claims the boy has a knack for all things related to making a camp: from pitching tents to managing the animals to disguising the campsite, young Roderick is an alleged wilderness prodigy."

"And he makes a mean squirrel stew!" The plump orc driving the wagon calls out as it rolls through the gates. As he pulls the reins to slow the horses to a stop, he flashes a tusky grin towards the party standing with Oleg. "Oleg sounds like you've started a sale, and I've not had a chance to haggle."

Despite his girth, Big Alru hops down from the wagon seat adroitly while the mean looking elf continues to evaluate the most efficient means to murder everyone in the vicinity. (What else could that squint-eyed, compressed lips stare mean?) The orc removes the wide-brimmed hat he wears to fan the dust raised by the wagon away from his face while excitedly looking at the group.

"How does a copper a day sound? Young Roderick will carry your things, wash your laundry, and make your breakfast. Not enough? 3 copper then and I'll throw in a set of tents. Still not enough? 5 copper and some pouches of peppercorn and salt. I'll even throw in a small grinder. Put it on your food and even the blandest camp porridge will come alive in your mouth." Big Alru's sales pitch comes pouring out with his own counter offers before anyone can even speak.

"Hey! Why do I feel like you're trying to get rid of me, Uncle?!" the young man exclaims as he drops over the side of the wagon and begins to stretch out his road-weary muscles. "I'm useful, and soon everyone from here to Issia will have heard the name of Roderick the Grea..!

Plopping his road-worn hat on his bald green dome, Alex interrupts the would-be adventurer. "You hush, dear nephew. Uncle Alru is already on his backfoot in this negotiation. Don't give them anymore leverage to increase their demands." Big Alru winks at the party with a hearty chuckle. Roderick's eyes widen in outrage, but before he could retort, Alru waves a meaty hand at him. "Go help the lady down."

Roderick snaps his mouth shut into a disgruntled twist, and he turns back to the wagon and removes a detachable set of steps hanging on the wagon's side, and swings open a section of the wagon wall whose hinges were hidden by the removable stair. The hooded figure stands and accepts Roderick's hand as she gracefully descends the wooden steps.


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

Erick looks at the merchant and quietly points out the obvious "You do understand that this isn't exactly a safe profession. While we will do our best, we can't we'll come back from our next trip, never mind the boy..."


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 regards Big Alru with looks somewhere between amused and impressed. The man had a talent for a sales pitch. Doing the numbers in her head, she figures it wouldn't be much of a dent for them to afford to try having him along to set up camp and the like for a month to try it out. Assuming the lad actually was willing.

"Not that the offer isn't a good one, but as Erick says, it'll be someone else we have to worry about protecting." she adds turning to Roderick. "Can you at least handle a crossbow, Roderick?"


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 6/6 | Active: Mage Armor

Alyssa looks thoughtfully as the group leaves with the bandits in tow, struggling to sort out her feelings in the matter.

I'm glad we get to keep our word to them, and I did feel like I was getting through to them - Keila, especially. And as this way we get to keep our options open for when we go after the Stag Lord in his keep. And yet...

She takes her gaze from the mounted group as they fade into the distance and towards the pendant om her neck.

And yet... I came here with no intention of sparing any of them... Show them the same mercy they showed mother and the rest of their victims. Is this fair to them? Those who suffered at their hands?

Her thoughts are interrupted by the new arrivals, and she can't help but smile a bit at Big Airu's pitch. But her face turns serious as Erik and Rhiann bring up a pertinent point.

"My companions are right. This is not a pleasant camping trip - the wilderness is dangerous enough as it is, and we're also going after every bandit operating in the area. Going along with us is bound to be dangerous." She looks from the orc to the lad, and gives him a small smile. "I understand that you want to make a name for yourself. And we could certainly use your help. But please consider, carefully, what you might be getting yourself into before agreeing."


Ephemeral GameMaster

Big Alru raises his hands in defeat. "Fine, fine. If you can't take time to teach him enough to keep him from dying while on your grand and holy mission to purge these lands of bandits and worse, I shan't force it on you. I heard Master Oleg speaking of my nephew, and I assumed we'd finally found a troupe capable of showing him the adventuring ropes. If it's not to be, it's not be." He tips his hat to Adela and Alyssa. "Peace be with you."

Then he turns to Oleg. "I have your order, of course, and let me just say, the crop of peppercorn is particularly great this time. In addition to what you ordered, I have two additional small casks I can offload with your here not to mention the full barrel I've gotten headed to Restov..." The orc's pitch swings into a higher gear now that he's dealing with a fellow tradesman. He links his arm in Oleg's and the two saunter off towards the back of the merchant's wagon.

Roderick, the nephew, appears disappointed and frowns at his uncle. He glances towards Erik And Rhiann as if he wishes to say something, but he then simply turns away shoulders drooping. He begins to unload some crates and barrels from the wagon as Big Alru points to them clearly sulking.

The hooded lady is speaking with Svetlana and appears to be arranging lodgings.

The scarred elf continues to stare at the party clearly sizing everyone up with cold calculation.

You are once again free to move about the cabin. If I understand the plan, you wish to search for the moon radishes before moving back to the broken wagon and then on down to the place described by the bandit's where the mites are holing up. Are you in a rush, or do you wish to take time to explore the hexes?


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

Noticing the intense glare of the scarred elf, Rhiann studies him for a moment, trying to discern the reason for the undue attention.

Sense Motive: 1d20 ⇒ 10

Shrugging to herself, though vowing to keep her eye on that one, she strides over to where Roderick unloads his uncle's wares. "We never said that we wouldn't welcome the help, only that you need to know the risks, and be truly willing. If both of those things are true, I'm sure we can find use for you." she says looking the young man in the eyes.


Ephemeral GameMaster

Rhiann's Sense Motive:
You've seen his ilk before, a scarred veteran of some campaign who couldn't adjust to civilian life after whatever horrors of battle they'd witnessed. While he may not actively see your group as a threat to his charges, the elf is unwilling or unable to lower his guard around strangers.

As Rhiann sets the conditions, Roderick puffs up visibly. "All good adventurers know where there's risk, there's reward in name, riches, and spirit." His eyes gleam hopefully staring into the distance. "One day from Brevoy to Absalom, everyone will know the name of Roderick the Great, Explorer Extraordinaire!"

"Smart enough to run," the elf barks jumping down from the wagon seat. He comes around the side of the vehicle so he can see Alru and Roderick and still have his eye on everyone present. "Some blade, crossbow. Trained enough not to shoot you in the back during a fight." He pauses slightly then shoots a look at the young man. "Unless it's his own foot."

Young Roderick flushes red. "Hey now, Uncle Vesé! That only happened once!"


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
Spirit of Pinvendor wrote:


...
Young Roderick flushes red. "Hey now, Uncle Vesé! That only happened once!"

"It's one way to learn that a crossbow isn't a toy. I trust it won't happen twice... Come here boy, you need to meet Malki here if you'll be travelling with us.."

Erik whistles to bring Malki (his dog) to him, and introduces Roderick to him. He watches how the young man interacts with the dog, looking to see if the boy has some experience with animals...


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 smiles as Erik calls the boy over, introducing him to Malki and giving him a feel for what it would be among them, giving the grizzled veteran eld a nod. She recognized the hyper-vigilance that came from seeing more violence than a mind could handle and remain at peace.

I think we'll explore the hexe4s, as we head to thew moon radishes and onward, unless something gives us a reason to rush.


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Adela stays quiet, negotiation and judging combat worth were best left to those who knew what they were doing.

While it was still early days she had seen enough of Erik & Rhiann to trust their judgement.

Agree with Rhiann, explore a bit and get to see how Roderick handles the wilderness?


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 6/6 | Active: Mage Armor

Alyssa smiles slightly as Erik brings Malki over to meet Roderick, and looks from Erik to Rhiann, trying to read their opinion of the boy's skills.

Were it not for my magic, they would probably have the same worries about me. Might still have them, actually. I hope I'm not getting in the way.

Only reason to "rush", I think, is if we want to pick the wagon first before doing any exploring, which I believe was the reason we ended up going to the Old Sycamore next - we would be passing the moon radish hex on the way back anyway, so might as well have the wagon along to carry stuff. Nothing against exploring as we go, though.


Ephemeral GameMaster

@Erick: What kind of dog is Malki? Would he be a fairly intimidating breed or like a really well-trained golden retriever?

Roderick starts slightly as Erik's hunting dog pads closer. "Ah, certainly, Master, uh-Erick?" He approaches Malki but not too quickly and without sudden or jerky movements. Outside of arm's length, Roderick kneels down and holds out his hand into the space between him and the animal.

"Hello, Malki. That's a rather shiny coat you have under the road dust. I'll have to hope Master Erick takes just as good care of me," the youth says with a playful smile to the canine.

Handle Animal: 1d20 ⇒ 18

I haven't officially rolled up Roderick's NPC stats yet, but assume he'll have a nice modifier for Handle Animal on top of that 18.


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

Malki's a mutt, not some fancy breed. He's not a small dog ~ 50 or so lbs.

Erick nods approvingly as Roderick shows some talent with animals and makes a friend.


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

Smiling to herself as the matter of Roderick seems well in hand, Rhiann turns her attention back to where the mysterious hooded lady speaks with Svetlana, curious as to her nature. When everything was settled, they should speak with Oleg about unloading some of the gear they'd gathered from the bandits. It would be easier to travel lighter, and she was sure Oleg would like to have more merchandise to sell.


Ephemeral GameMaster

Toilday, 19 Gozran, 4710 AR

The second month of spring has remained somewhat chilly especially during those times Sarenrae's avatar hid below the horizon. The Greenbelt clung to the last remnants of winter's chill with a tenacity, but with each new rainfall the region slowly warmed as the falling water seemingly shed the cold slowly but surely. A verdant butterfly fighting to exit its wintry chrysalis.

As the most of the party watched Roderick's interactions with Erick's well-trained mutt Malki, Rhiann glances over at the hooded figure quietly making arrangements for a place to stay.

The humanoid is very well covered with a surprisingly clean white hooded cloak wrapped up tightly as one would expect from a traveler in the northern realms trying to keep warm. They appear to be tall and slender but move as if slightly uncomfortable which may not be surprising after sitting in a wagon for who-knows-how-long. Locks of spiraling golden hair spill out of the hood like newly unspooled gossamer thread.

For a moment, the figure turns her head slightly to regard the party, and a female elf appears under the hood. Her skin is fair and those who find beauty in elvish features, her face would gather attention easily.

Perception DC 13:
Despite her evident comeliness, the woman appears...unwell. While fair, her color is touched with a hint of sallowness. While attractively high, her cheekbones seem to protrude a touch too much. And despite being a startling silver color, her eyes appear sunken, but there is a brightness in them almost too powerful to ignore.

If you make the above Perception, the following check is available

Knowledge (Nobility, Arcana, Nature) DC 10 or be an elf:
The hooded elf is likely one known as a Lightbringer. While many elves revere the sun, moon, and stars, some are literally infused with the radiant power of the heavens. Elves who begin to manifest this light often have an affinity with light-based magics.

Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13


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

Perception: 1d20 + 1 + 3 + 2 + 1 ⇒ (16) + 1 + 3 + 2 + 1 = 23
1 rank +3 trained +2 racial+1 wis

K Arcana, untrained, take 10: 10 + 2 = 12 as untrained knowledge, can only get DC 10.


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, closemouthed at the best of times, makes no comment on the lady elf nor her appearance. Rather, he turns back to Roderick and asks "What gear do you have for traveling in the wild?"


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

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Rhiann notes's the elvish woman's considerable beauty, her appearance enough to distract her from any other salient details. ”Well, today has definitely been eventful so far. Garess off to deliver the bandits to Fort Serenko, new arrivals and in at least one case a new member in our exploration” she says to her other companions.

”We should get settled for the rest of the day, get some food and plan our venture out to find those fangberries, and explore. Remind me to talk to Oleg about selling off some of that bandit gear when he’s done with Big Alru.”


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

perception: 1d20 + 8 ⇒ (14) + 8 = 22

Adela notes the presence of the Elf, but politely doesn't say anything to her. She seems to be busy with her own concerns.

No Knowledge Arcana, Nobility of Elfness.

With Rhiann stating her desire to get things moving Adela goes to check that the party has all the required camping gear and supplies needed for surviving in the wilderness.

She is unused to the open spaces and likes to be prepared. :)


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 6/6 | Active: Mage Armor

Perception: 1d20 + 7 ⇒ (6) + 7 = 13
K Nature: 1d20 + 6 ⇒ (15) + 6 = 21

Alyssa is taken by surprise by the hooded woman's appearance - she hadn't met an elf besides her mother, and her features easily bring her to mind. As she studies her a bit more after the initial shock, she notices something is not right, however.

Concerned, she tries to figure out what's wrong as the others start focusing on getting ready to leave. She tries to approach the woman and speak in her tongue - something she hasn't done for eight years. The words come easily enough, but with a bit of sorrow and loneliness behind them.

Elven:

"Greetings, my lady. I apologise if my manners are a bit off, as I... I never spoke with another elf before besides my dear mother."

She gives the woman a courteous bow, unsure of what would be appropriate, and continues.
Elven:

"If you'll forgive my forwardness, I couldn't help but notice that you seem unwell. Is there anything I could possibly do to help?"

She looks up at the woman, shyly, as she waits for her answer.
Diplomacy: 1d20 + 16 ⇒ (18) + 16 = 34


Ephemeral GameMaster
Erik Sforza wrote:
Erik...turns back to Roderick and asks, "What gear do you have for traveling in the wild?"

As if he'd been waiting for this cue, Big Alru appears behind Roderick's shoulder and deposits a well-arranged backpack, several parcels, and a set of leather armor on the ground. The ease which the orc slings around the cumbersome equipment suggests a very strong back and the arms to go with it.

"Three medium tents as promised along with a small cask of fine pepper and salt," he announces with a grin. Alru taps one corked side marked with a 'P' of the almost toy sized barrel then flips it around to display another corked end with an 'S' in simple paint. He tosses the cask to Rhiann without any warning.

"Boy has a light crossbow we keep in the back of the wagon, and Vesé's got a short sword he's been holding onto for little Roddy." Roderick's face blanches at the nickname.

Roderick's equipment:
Leather armor: Clearly used as evidence of repairs for cuts probably from sword or spear thrusts and the tell-tale puncture marks of arrow heads are seen. A fairly deft hand has sewn the pieces back together with heavy twine and glue. It is fully functional. This description is purely cosmetic.
Short sword: The occasional nick and scratch along the surface show the blade has been used yet maintained well.
Light crossbow: The mechanism shows signs of wear, but the heavy string appears newly replaced.
Other: Clothes for traveling and the cold, personal backpack for hygienic and eating utensils, a cooking kit including all manner of culinary items conveniently designed to pack into the pot, a survival kit with a compass, equipment repair kit with everything needed to make most cosmetic repairs to clothes and armor and keep weapons preserved.

Roderick stares in horror at the amassed gear and glances at his uncle. "Am I really expected to carry all of this??"

Big Alru laughs as large as his girth. "Only until they tell you not to! You listen to them now!" He claps the youth on his shoulder and winks at the party members standing there.

Big Alru jingles a pouch of coins. "Here's enough to cover the first 30 days, 5 copper per day as agreed. It should cover most of the expense of feeding him, but you may soon decide it isn't enough! But the deal's set!" Alru chortles as an indignant blush colors Roderick's tanned cheeks.


Ephemeral GameMaster
Alyssa Feuilindë wrote:

Elven:
"Greetings, my lady. I apologise if my manners are a bit off, as I... I never spoke with another elf before besides my dear mother."

She gives the woman a courteous bow, unsure of what would be appropriate, and continues.

Elven:
"If you'll forgive my forwardness, I couldn't help but notice that you seem unwell. Is there anything I could possibly do to help?"

She looks up at the woman, shyly, as she waits for her answer.

The woman's eyes widen slightly as Alyssa approaches making their luminesce even more evident, a sparkling silver light akin to a star. After Alyssa speaks, the elf's pale face softens into a pleasant smile. She half raises a hand in protest when Alyssa bows but lowers it quickly and simply nods politely to Alyssa in turn.

"Well met, young lady. An offer of kindness in these dangerous lands is a rare gift indeed." The blonde elf's voice is soft and lilting. She shakes her head slightly, and her smile takes on a tinge of sadness and regret. Her gaze becomes downcast, and their silver glow seems to fade slightly. "Alas, I fear what ails me is beyond the power of any but the divine to provide succor. A curse I bear as the penance for my own failure...oh! Forgive me. This is no way to begin an introduction."

The woman lifts her eyes to Alyssa's and smiles. "I am Durielle Omenstar, one both blessed and cursed with visions of the future. Many have called those like me oracles." The lightest tinge of pink darkens her sallow cheeks. "I make no claim to such a title, but it often helps others to understand my condition is not one easily overcome."


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 addresses Roderick: "Kid, wear the armor and carry the weapons all the time. I'm guessing you don't see your uncle Vesé without his weapons and armor, not out here in the wildlands. It's a habit you should learn; it will help keep you alive. You'll toughen soon enough. You're probably going to be driving a wagon or handling some packhorses, so your pack can go there for now."


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

Catcthing the cask as it is tossed, Rhian gives an impressed nod. "Definitely well equipped, much appreciated Big Alru. They say an army travels on it's stomach, but for a small group of explorers, good food definitely makes even the rough days palatable...no pun intended." she says with a grin.


Ephemeral GameMaster

Toilday, 19 Gozran, 4710 AR

The elf Durielle Omenstar retires to her room to rest until the evening meal. Big Alru and Oleg conclude their business and the orc merchant wrangles Roderick into assisting him and Vesé unhitch their wagon and see to their horses. They then set up a rather large tent to one side of the old fort's interior with some cots and bedding for their brief stay.

@Rhiann: Oleg is willing to offer full price for any gear and goods the expeditionary force has obtained so far...but as he doesn't necessarily have the coinage for all items on hand, the best he can offer is credit from his store currently. If the party can wait a week or so, Oleg can provide the actual currency for the sale if desired.

Anything you want to do for this evening, please provide in spoilers as I'm going to advance us forward.


Ephemeral GameMaster

Wealday, 20 Gozran, 4710 AR

After resting for a whole day (Remember to update any lost HPs!), the party gears up to begin acting on their charter and exploring the Greenbelt.

Svetlana and Oleg provide a large breakfast for the travelers thanking them yet again for the peace of mind which has been brought by the removal of the bandit camp which has threatened them up until this point. Oleg helps Roderick saddle up the stockiest of the remaining bandit horses and pack all of the gear. The burly mare actually looks more like a draft horse, and the party suspects this may have been the horse originally used to draw the broken wagon in the first place.

Before the expedition sets out, Oleg walks as far as the gate saying, "To the east of here is a crazy old hermit named Bokken. He comes by every now and again. Any potions, ointments, and tinctures we have are usually his doing. He's got a research lab or alchemy station or something on his land, but even the bandits don't bother him because of all the explosive traps he has set up." Oleg clears his throat gruffly. "So...best mind your steps around his place if you do get on that way."

I assume you will begin by exploring the very hex (B38) in which you are standing!

GM actions!:
30% chance of rain: 1d100 ⇒ 22
Encounter chance: 1d100 ⇒ 56
?: 1d100 ⇒ 29

The land south of Oleg's Trading Post is mostly flat plains. The subtle dips and swells in the landscape only hint at the more rugged hills which begin further south. The grasses and wildflowers are massively signaling for bees and other pollinators filling the air with their heady scent which may trigger a sneeze from Roderick when the winds blow a particularly large cloud of it the party's way.

Around mid-morning, a light rain begins prompting hoods and ponchos for those who have them and confirming the packed goods are thoroughly protected. It persists for about an hour or so before letting up leaving the surrounding hills just a little damp, but at least it lessens the allergens in the air giving the newly acquired porter and carter Roderick some nasal relief.

Eventually far to the southwest, the party discovers what appears to be an ancient crossroads evident by well-packed dirt extending tens of meters in the ordinal directions. While a few sprouts of vegetation poke through here and there, it's surprisingly bare given there's no evidence of any road or path leading to the four lanes. In fact the grass and shrubbery surrounding the place seem rather thick while in comparison, the lanes lead one to believe they were abandoned maybe a few weeks or months ago at most. A single wooden post with on overhanging arm tilts slightly to one side at the eastern corner. Whatever hung on it, lantern or sign, has long since vanished leaving only an empty hook.

Aside from that unusual sight, nothing of note is seen before the setting sun urges the party to stop for the night. Roderick proves his worth as he gets the tents setup and the horses tended without asking for any help (but gladly accepts any given).

GM actions!:
Night Encounter chance: 1d100 ⇒ 37

The night passes pleasantly and when a brief spurt of rain patters on the tents in the very early morning, everyone thanks Big Alru for the fortune to sleep dry and comfortable.


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Cook: 1d20 + 7 ⇒ (5) + 7 = 12

Adela tries her hand at campfire cooking for the first time and produces something edible, though judging by her displeased face she doesn't think it the best she can do.

"I'll need to practice more. We've been spoiled by Svetlana's wonderful food."


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

Rising early the next morning, Rhiann takes care of business with Oleg, selling the accumulated armor and the majority of the weapons taken from bandits, accepting the full rate store credit, which would no doubt be useful later on.

After breakfast and gearing up for the excursion, she makes note of Oleg's description of the hermit alchemist, intrigued as to what he might have to offer.

Pulling the hood up on her cloak, she rides along, enjoying the rain and the companionship.

"It's edible, which is more than I can say for some campsite meals I've had in the past." Rhiann says with a chuckle, trying to make Adela feel better about the meal. "So we're at a literal crossroads, anyone have any ideas which way we should go first?"


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 is careful to organize a watch schedule overnight; there'll be no safety camping in the stolen lands without wary guardians...

(and perhaps we should invest in some more guard dogs. Night time ambushes are only fun for giving rather than receiving.)

Given the lanes of the cross-roads seem so fresh ("they were abandoned maybe a few weeks or months ago at most"), Erik has a look at them for tracks; laden wagons might show even weeks later...

Survival for tracking: 1d20 + 1 + 3 + 1 ⇒ (9) + 1 + 3 + 1 = 14
1 rank +3 trained +1 wis

@Party, a detect magic might be an idea. These crossroads could be fey trackways, not the work of mankind...

Rhiann Sokol wrote:

...

... "So we're at a literal crossroads, anyone have any ideas which way we should go first?"

"Throw dice? is Erik's suggestion.


Ephemeral GameMaster

Erik's Tracking (Survival) vs. DC 15:
The obvious signs of wagons, carts, or heavy beasts of burden are not present. In fact, you are unable to see any specific reason the several yards of earth appear bare. You can't shake the feeling you overlooked something though...


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 shakes his head, having spent ten minutes looking the cross-roads up and down; he announces "I'm missing something here, I know it! Someone else take a look... I can't put my finger on it, but there's something here."

Anybody else got survival? Or some other method of assisting (aid another or guidance)?


1 person marked this as a favorite.
Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Not me sorry. They really don't think Clerics need skill points for some reason?


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

Rhiannon wanders over to where Erik crouches studying the ground, scanning the dirt tracks for anything that might hint as to the recent history of the area. Her experience hunting down wanted criminals had taught her a little about studying environmental clues, after all.

Survival (aid): 1d20 + 2 ⇒ (14) + 2 = 16


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 6/6 | Active: Mage Armor

"I don't think I can help much, sorry. Unless... Do you think magic could be involved somehow? I can look for magical auras, see if I spot anything."

While Erik and Rhiann put their tracking skills to use, Alyssa takes a look at the area with Detect Magic, looking for the presence of any magical auras at the crossroads, starting with the signpoat and then looking down each road.

No Knowledge (Arcane) yet, so can't tell much more besides the presence or absence of magic.


Ephemeral GameMaster

Wealday, 20 Gozran, 4710 AR

Survival with Aid Other: Rhiann points out to Erik an unusual patterning with the few weeds and plants poking through the packed dirt of the crossroad's lanes. They almost appear to be growing along in orderly lines which form sigils or runes—it's a bit hard to make out. The greatest concentration appears to be at the intersection which may actually form a full ritual magic circle. Assuming one's eyes are not just playing tricks...

Alyssa's Detect Magic:
You is able to determine there are traces of residual magic, but is is very faded. Your best guess is a very powerful ritual was performed here, but it was a long, long time ago given how faint the traces are now.

Knowledge (Arcana or Religion) DC 20:
Advanced practitioners of magic recognize a ritual magic used to summon some kind of outsider. Given the plant growth on the lanes, blood of sentient creatures was likely used in this ritual.

You may also read the following spoiler for free.

Knowledge (Local) DC 12:
Many times as a child were you told fey tales of brave heroes and evil villains. While not often, some of these tales talked of the use of a crossroad's energies as a place perfect for summoning demons and devils when the moon was right. Perhaps there was some truth to those old stories.

Do you linger here and investigate further, or do we move on to Hex C37 and the Moon Radish Patch?


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Knowledge Religion: 1d20 + 6 ⇒ (13) + 6 = 19

So close! Anyone have an Aid another?


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

K Local: 1d20 + 1 + 3 + 2 ⇒ (14) + 1 + 3 + 2 = 20

1 rank +3 trained +2 int

Can't help with the K arcane/religion; no ranks


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

"It's like a children's story, a long abandoned cross-roads being us to summon devils when the moon is right... Heh maybe there was some truth in Uncle Svalbard's stories after all..."


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 6/6 | Active: Mage Armor

"Well, there ARE faint traces of magic lingering here..." Alyssa shivers as she puts that fact together with Erik's comment. "Looks like the remains of a very powerful ritual performed a long, long time ago. It would fit those tales, definitely."

"We're probably not likely to find anything more related to whatever happened here, given how long ago it was. Still, can't say I like the idea of lingering too long at such a site. Shall we move on?"


Female Human Cleric 2. AC14/10/14. HP 18. Fort +5, Ref +0, Will +6. Perception +9. Art

Something about the crossroad is nagging Adela, it's on the tip of her tongue but she just can't quite find it. "Yes, standing and staring at it is getting us nowhere. Lets move on." She says with a pout.


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

"Well, if that is the collected magikal lore, we may as well move on. I certainly have nothing to add..."

Erik and Malki take point, heading off to the Moon Radish Patch.


Ephemeral GameMaster

Oathday, 21 Gozran, 4710 AR

Yesterday's find has Roderick's imagination in overdrive. His wide-eyed speculations on what the odd grass markings could mean and if they are anything like the deal with a devil the main character made in the story of "Old Man Cussafer" carry over from dinner into breakfast. He treats the party to omelets as the young man had located some bird eggs and non-poisonous mushrooms in the tall grass surrounding the crossroads while the group had investigated.

Once the tents and other supplies have been put away (Roderick saves the privacy shelter for last, in case anyone needs to make use of it before setting off), the exploration once again begins in earnest.

GM actions!:
30% chance of rain: 1d100 ⇒ 83
Encounter chance (hex) 5/100: 1d100 ⇒ 48
Encounter chance (exploration) 15/100: 1d100 ⇒ 30
?: 1d100 ⇒ 93
??: 1d100 ⇒ 85

Heading in the direction Svetlana indicated, the journey through the plains gives way to shrubbery which thickens into a forest. Maple and ash trees appear to be the most common types during the ride through. Game trails are easy to find and use for trailblazing as the woods have certainly not seen many humanoid hunters to make the woodland creatures more cautious.

Exploring: During the general search throughout the wooded area of Hex C37, the party notices a mostly overgrown path. A few steps in, a partially built log cabin sits near the path. It is missing a roof, and a number of cut logs rest next to the cabin waiting to complete the abandoned task. Rusting tools lie scattered throughout the area. Perhaps the former builder had to leave in a hurry.

It is only early afternoon, and the radishes have yet to be found. Despite this, Roderick suggests setting up camp here for the night. He reasons stopping early would give the party a chance to finish the roof, and as such set up a nice waypoint or even a hunting cabin for future forays into the forest.

If you'd like to soldier on, turn to page 27.
If you'd like to stop and finish the cabin roof, turn to page 113.


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 listens as the others consider the possibilities of the magical traces at the crossroads. "Well that's more than a little unsettling."

Knowledge (Local) Untrained: 1d20 ⇒ 9

With a shrug, she resumes keeping an eye out for danger as they move on, taking her turn at watch throughout the night.

--------

"This is a welcome surprise!" she says at the omelet breakfast, giving Roderick a clap on the shoulder.

"Hmmm...An interesting idea. I'm a bit curious as to what caused the builder to abandon the cabin, and finishing it would definitely set up a good waypoint, and maybe a place to shelter if the weather turns on the way back. What do the rest of you think?"

251 to 300 of 531 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Pinvendor's Kingmaker All Messageboards

Want to post a reply? Sign in.