Kingmaker: Blood for Blood!

Game Master BloodWolven

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir and Rocinian are anxious to go.


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 walks before the group and offers, "By Greenwatch Elk is the only way to travel. They are intelligent creatures much like a pegasus. Also they travel the fastest through Greenwatch. If someone is horrible at riding you can join me. Vandomir speak with the Lord Commander about getting the ability transfered to Rocinian. Since you can't ride him yet, you should take an elk."


Sounds good Ulricha.

There are stablehands on hand to help the process with carrots, warm apples, and sugar cubes. Diplomacy DC 13, You may fail once then Quince will likely step in to help.

Once everyone has greeted their elk and made nice, the stablehands help you attach a saddle if you want, then help you up if needed.


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

After a short while the once blonde Quince comes out now with deep red hair and his face far more freckled than before. His attire more studious and drab than the elegant clothes he had been wearing previously. He wears a hat with a wide braided fabric ridge. A wide sash wraps his waist.

He watches the others as Jorne tells them about the elk and he whistles and a strong horse comes his way. The horse is a sturdy chestnut colored war horse with a white patch on its nose and white 'socks' on its front legs. Quince greets the horse with some strange horsey noises as he pats the horse and checks its tack.

"Our elk and some of the other mounts have the ability to travel ethereally. Cuts down on time." He looks to Vandomir, "If you would like Rocinian can be given this ability. My own horse, Scram, was granted the ability. I don't know how fast the process but an incognito mission might not be ideally suited for a hippogriff." Quince looks to the creature. "They are magnificent. Do they speak the same language as horses."


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"What blood oaths and infringements of her free will are required for the ability to be available to her? Rocinian? Why, she speaks Varisian, but only for roughly an hour a day."


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"Milord Quince, if I may impose. I have a couple items. Earlier, Rocinian nudged me, and had me saddle her up. I assumed she just wanted to go for a ride, but she was able to fly, even with me on her back. Now, related to the cache of items that you have. I don't suppose there is a magic item in there that would increase Roci's intelligence, and perhaps give her ability at being stealthy?"

Looking for a +2 INT item with Stealth as its associated skill.


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19

Xandarian admits, "Well, I can't think of anything better, that rubbing mud in my hair and hopping for the best."
The paladin shrugged as he held Boffy.


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
Vandomir Jarvis wrote:
"What blood oaths and infringements of her free will are required for the ability to be available to her? Rocinian? Why, she speaks Varisian, but only for roughly an hour a day."

"I mean we will need a bit of your blood and you'll have to bathe in the blood of a . . ." Quince chuckles, "Its a ritual. Takes about 10 minutes. His mind . . . like your own is all his. This would be a gift and a boon I think otherwise you will need to ride one of the elk. This way you can ride Rocinian and he can stay with the other animals when we sneak into the city."

"He speaks a human tongue? Huh I suppose that's no odder than I can speak elk and horse I suppose."

Quince thinks a moment, "I can talk to Sulvanii about Rocinian. I believe their is magic in the blood of hippogriffs separating them from regular animals. Otherwise I think we could find a scroll of Awaken. He looks to one of his attendants, where were we, Fort Promise, right. There might be one for sale."

"But we can definitely get the Jaunt ability ready. If you wish."

He turns to Sulvanii, "Sulvanii, the hippogriff, they are a bit magic so I don't think 'Awaken' would get work on them. Is there something we could do for the Hippogriff to up its intelligence. I know you made some of his tack, like a belt of giant strength for Scram. You even tweaked it with the extra healing thing. Do I have a wish left? Maybe a bridle 'Headband' of Intellect through a little of that extra healing on it."


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27
Quince Medvyed wrote:
He turns to Sulvanii, "Sulvanii, the hippogriff, they are a bit magic so I don't think 'Awaken' would get work on them. Is there something we could do for the Hippogriff to up its intelligence. I know you made some of his tack, like a belt of giant strength for Scram. You even tweaked it with the extra healing thing. Do I have a wish left? Maybe a bridle 'Headband' of Intellect through a little of that extra healing on it."

"We could 'Awaken' it using a higher level spell slot I believe, though then it can't be classified as an animal companion or monstrous companion in this case. I will double check.

"Though I will go look..." He stops himself and responds to the request, "yes you could wish for it. Though you need to say all the words."


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir smiles at the blood bathing joke.

"Awaken is definitely not what I had in mind. She is already self aware. I know there are headbands to make humanoids smarter and more skillful. I just don't know if such can work on such as she."


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27
Vandomir Jarvis wrote:

Vandomir smiles at the blood bathing joke.

"Awaken is definitely not what I had in mind. She is already self aware. I know there are headbands to make humanoids smarter and more skillful. I just don't know if such can work on such as she."

He replies calmly, "Oh yes, such an item could be used by a hippogriff, as long as they have a headband slot open. I could make it into a birdle if you wanted but it would cost more."


Female Human Barbarian (Invulnerable) 7/ Fighter (Unbreakable)1| 100/130 HP : Raging 100/177| AC 25 T 12 FF 23 | Fort +13 (+16) Ref +6 (+8) Will +6 (+8)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects:

Ulricha moves toward the largest of the elk, greeting it with surprising warmth and connection, taking naturally to her mount.

Handle Animal: 1d20 + 8 ⇒ (17) + 8 = 25


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"Headband I think, with stealth right? I think that would put me and Roci into the stealth group."


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27

He looks a little annoyed at Quince then looks over at Jorne, but quickly looks back at Vandomir stating, "Headband of Intelligence +4, with the skills to be Stealth and what other skill? We can also add on the healing aspect. 17k gold... I still need someone to wish for it."


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

Hearing and seeing Sulvani he walks over and says, "No worries I have this covered. I wish for a headband of Intelligence +4, with the skills to be Stealth and what other skill Vandomir picked with the healing aspect added as well, to be created here before us, let there be no negative ramifications on it or those around us."


With the ritual done, everyone on their mounts you head out. Down the courtyard but before leaving everything gets fuzzy and loses its color. You get the feeling that you are riding very fast.

After a long eight hour ride they slow down coming to a small lake. The elk go down to the water to get their fill before coming back to their rider.

☆☆☆
The next day you have another long day of riding. Eventually stopping at a river outside of a village. Late at night and you can see the stars above and a large outpost with a fort in its wake. You believe it to be Fort Drelev.


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Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)
Jorne Fyrestone Stavian wrote:
Hearing and seeing Sulvani he walks over and says, "No worries I have this covered. I wish for a headband of Intelligence +4, with the skills to be Stealth and what other skill Vandomir picked with the healing aspect added as well, to be created here before us, let there be no negative ramifications on it or those around us."

"Linguistics" Because the idea of a Hippogriff polyglot cracks me up!

What is the healing aspect?


Male Kitsune Sylvan Trickster Rogue | HP: 58/58 | AC: 20 T:15, FF:15, 21 in Fox form | Init: +10 | Fort +6, Ref +12, Will +5 | CMB +11; CMD 22 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+14, Know-Nature+13, Linguistics+14, Perception+13, Sense Motive+14, Stealth+16/+26 | Cantrip: Detect Magic

Jorrast steps up to one of the elk and greets it. "I would be honored if you would allow me to ride today?" Diplomacy?: 1d20 + 8 ⇒ (17) + 8 = 25


No ones: 4d10 ⇒ (3, 9, 2, 7) = 21 Yay no curses!

The item forms in front of Jorne out of particles in the air, dust and other elements appear and condense into a golden headband.


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

Jorne takes it from the air and delivers it to Vandomir. As Vandomir asks about the healing ability he relays, "Three charges a day, you can expend 1 and be healed 2d8+1, 2 charges and get 3d8+1, 3 charges and get 4d8+1 healing. It makes the buying of potions of healing not needed. I have one, Quince, and now you."

He walks around helping where needed.

He bumps into Alice and gives her a wink.

☆☆☆

He takes the lead of the riding party. Apparently everyone has at least a +5 modifier for ride.

After coming to the lake he takes a few minutes to rub down his elk speaking in a calm tone under his breath. Then after feeding his elk a few apples he pulls his halberd from the saddle. He lodges it in a fallen log. He then stretches before making the log into firewood. With halberd in hand he begins to circle and extend his patrol. If anyone offers he accepts help on patrol with a smile.

☆☆☆
At the river he takes care of his mount as he asks, "Fort Drelev I presume?"


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19

After Boffy casts create water on a mound of dirt, Xandarian gets on his hands and knees to knead the wet ground into mud. Then, with a grimace, the paladin begins to coat his beautiful cerulean hair with thick mud. Forlorn, Xandarian and Boffy mount a great elk and ride with the rest to possibly Fort Drelev.


Male Kitsune Sylvan Trickster Rogue | HP: 58/58 | AC: 20 T:15, FF:15, 21 in Fox form | Init: +10 | Fort +6, Ref +12, Will +5 | CMB +11; CMD 22 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+14, Know-Nature+13, Linguistics+14, Perception+13, Sense Motive+14, Stealth+16/+26 | Cantrip: Detect Magic

Jorrast watches as Xandarian coats his head with mud and moves up to get his attention. "Mud can wash out. If you'd like I can try to change the color of your hair with magic? I'll clean the mud out first...."

Can use Prestidigitation for that. "It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material." Hair is nonliving material so I should be able to change the color to whatever you'd like, and change it back once we're done.


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19
Jorrast Feorte -Human wrote:
Can use Prestidigitation for that. "It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material." Hair is nonliving material so I should be able to change the color to whatever you'd like, and change it back once we're done.

I don't think so: hair grows, so it must be alive.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir accepts the headband, "Thank you very much."

He takes it over and places it upon Rocinian's head, where it molds to a size that fits her quite well.

"There you go girl," Vandomir says in Varisian.


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27
Xandarian Quartermain wrote:
Jorrast Feorte -Human wrote:
Can use Prestidigitation for that. "It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material." Hair is nonliving material so I should be able to change the color to whatever you'd like, and change it back once we're done.
I don't think so: hair grows, so it must be alive.

When is this happening before the ride, right?

He walks up and offers a rod of some kind, "Anyone can use it, is is merely a wrought iron club. Though the curse upon it will change your hair color. I also have a pair of scissors that can grow and mold hair."


Female Hippogriff Valiant Steed (AC:26[T:13 FF:22] | HP: 23/58 (0NL) | F+9*, R+10*, W+3*|Perc: +1)

The majestic hippogriff blinks a few times before responding, "Ummm, Vandomir. I feel funny. I know we talk every day, but it's not time for that is it? You didn't cast your spell? And today, I have a lot more words in my head."

In Sylvan:
"What do these words mean? How..."

In Orc:
"about this?"


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Back in Varisian, "easy there girl. I didn't understand what you said at the end there."

The two continue bantering back and forth in Varisian, and probably a bit of flying together practice.


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19

After Jorrast generously washed Xandarian's muddy hair, the paladin was giving a magical rod by the mysterious Sulvanii.

With some hesitancy, Xandarian takes the iron rod into his possession, and his cerulean hair become a dark brown. "Em, thank you, Sulvanii."


Female Human Barbarian (Invulnerable) 7/ Fighter (Unbreakable)1| 100/130 HP : Raging 100/177| AC 25 T 12 FF 23 | Fort +13 (+16) Ref +6 (+8) Will +6 (+8)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects:

With the most notable aspect of her being her build, something less disguisable, Ulricha simply rides along, enjoying the experience thoroughly. "How should we approach the Fort?"


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

I assume we brought one or two folks who can keep the animals?

"We don't need to be too close. Just so close that we can be invisible and able to fly over the wall with one casting. Trying to recast fly while we are invisible is hilarious to you hit the ground cause no one see you."


Quince's retinue can come with you being a soldier, a guard, the historian, and the scribe. The four of them will stay with the Elk.


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19
GM Wolf wrote:
Now you see a river and a town before you. Nearby looks to be a farming village. With the moon out it can be easily seen, also there are some lanterns and torches.

"Well, if we're staying here, I will set up my redroll" Xandarian whispered to Quince.


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 looks about assessing the location as a camp.

Survival: 1d20 + 11 ⇒ (20) + 11 = 31


Quince:
This is not a good location to make a camp. It is far to open, there is no defenses here. Moving back you could find some trees or even hills that you saw you passed by. The other option would be to check on the village and possibly learn something from them.


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 confidently points out, "I know we just rode for another 8 hours and you are likely sore but I am pretty sure that is Fort Drelev and if we want to get the jump on them we need to do some scouting now, rather than make camp. That can easily be done by the retainers. Quince should they set up here or elsewhere?"

He nods and touches his ring. Going invisible.


The soldiers take point and collect the few reigns that were upon the elk. The others slowly followed. After Quince gives his orders they set back towards the trees and hills for a good spot to make camp. Several of them touch their rings and go invisible too.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

GM, Alice will have performed today's ritual hex to ask for the slumber hex for this covert mission.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir will take a good look at the local flora, fauna, topology, etc, and see what he can discern about the group's location...

Knowledge (geography): 1d20 + 12 ⇒ (9) + 12 = 21 +4 Forests, +2 Underground


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Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Markus would have quickly retconned the purchase of a masterwork shovel with adjustable length and a partial pickaxe head!

(52 gold)

I will fortify the campsite and wait for a call to rush in.

kn engineering to build a campsite worthy of Mordor: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

Markus immidiatly puts his massive bulk and gear to use, his efficiency in making a series of trenchworks and traps is nothing short of insane

Haha! If he ground isnt a grumpy ded demonlord who wants to eat you, digging in is much easier! He pauses

To be honest, if Nocticula killed me by throwing a Kobold Paladin of Apsu whose armor was enchanted with the returning quality into my private parts until I died I would be very grumpy too.


Male Kitsune Sylvan Trickster Rogue | HP: 58/58 | AC: 20 T:15, FF:15, 21 in Fox form | Init: +10 | Fort +6, Ref +12, Will +5 | CMB +11; CMD 22 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+14, Know-Nature+13, Linguistics+14, Perception+13, Sense Motive+14, Stealth+16/+26 | Cantrip: Detect Magic

Jorraste watches as several folk tap rings and disappear. Must be nice! He considers something like that if they have the chance with wishes again, but decides that he will prefer the enhancement of a Fey heritage....

"Well, I think I'll just stroll on into the village and find a meal, some ale, and maybe a job for a sell sword. Anybody coming along?" If anyone joins he sets off toward the village, walking the slow step of tired, sore feet.


Male
Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13
Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4 Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19

Xandarian's ears 'perked up' when Jorrast spoke of "some ale".

"That. Might actually be a very good idea. Get another scouting perspective. If you think it wise, I'll accompany you. Well, Boffy and I will accompany you."


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

HP: 1d10 + 6 ⇒ (4) + 6 = 10


Vandomir:
Vandomir Jarvis wrote:

Vandomir will take a good look at the local flora, fauna, topology, etc, and see what he can discern about the group's location...

[dice=Knowledge (geography)]1d20+12 +4 Forests, +2 Underground

You can tell there are lots of flat land beside the river. It likely gets flooded in the spring. It being fall there should be no risks of that. There are forests and hills nearby which you passed.

You identify the town across the river as being apart of Fort Drelev. The farming village will likely only have 30 ish families. Whereas the town should hold hundreds.

These temperate grasslands are mostly occupied by settlers from Brevoy.

Xandarian and Jorrast head toward the village. The retinue leads the elks away to find a place to camp. Markus do you start digging there or follow the retinue first? What about the rest of you?


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

Quince / PerceptionDC 30:
"I am charged to be by your side but I feel like these fools don't understand the plan. I thought the one group would do scouting as the other slowly followed."


F NG human swashbuckler 5/Devoted Muse 3 | HP 65/74 | AC 31** T 27** FF 19 | DR 5/evil | resist acid 20 cold 20 | CMB +7 CMD 32* | F +4* R +13 W +6** SR 19 | Init +10* Per +13* SM +15* | charmed life 2/3 gallant inspiration 1/1 panache 4/5 resolve 4/4 remove fear 2/3 Sacred Smite 1/2 | effects/conditions: nauseated; blessing of fervor, good hope

Zsófia follows on the elk she was assigned last time they traveled, continuing to the camp with the rest of the company. Chizzlall rides beside her on Rumbles, causing the elk to give the rivercat anxious looks periodically. Fortunately the journey has no incidents between them.


Male non rage hp 80/82 AC 24/21/14 Fort: 11 Reflex 7 Will complicated CMD 25 level 1 spells 1/3 Half Orc Blood conduit 6/Fractured mind 1 Rage hp 94/96 AC 21/18/12 Fort: 13 Reflex 6Will complicated CMD 24

Hmm, military strategy means a camp is there for protection of valuables. Them Elks look plenty valuable, and the retinue aint all that combat ready, at least not as much as I am.

Always be fortifying what is acually important first, you can make crumple zones and preprepared killzones later!


The essence of good shoveling
makes easier disemboweling
resulting in much lootz
and tastefull bling

Markus digs a moat, and uses the eart so prouced to have a dirt rampart directly behind it.

Hmm, camp itself aint very stealthy so

Markus uses improvisation, mending and fairly abundant camp supplies, including elk poo, to paint Abyssal runes reading "explosion", "Boom", "whoever read this goes knows to not walk on it" and "Lady Shamiras favorite explosive rune shop!"
on various strategically selected places. The mending being there to have the symbols have an, albeit small, aura of conjuration to a casual observer using detect magic on the runes.
The smell of the Elk poo adding the slight sulphuric note to the smell that makes the bluff more workable.

Markus beholds his bull-, i mean elkshit, rather smuggly, when he notices that he doesnt have prestigitation as a cantrip to remove the smell on himself, but perhaps, there is a small waterway nearby.


Female Hippogriff Valiant Steed (AC:26[T:13 FF:22] | HP: 23/58 (0NL) | F+9*, R+10*, W+3*|Perc: +1)

Vandomir reports, "Owing to the presence of all of that flat land beside the river, I'd say it likely gets flooded in the spring. It being fall there should be no risks of that. There are forests and hills nearby which we passed." He paused and consulted a mental image of the maps he recalls of the area, "Yes, I believe that is part of Fort Drelev. The farming village will likely only have 30 ish families. Whereas the town should hold hundreds. Oh, and these temperate grasslands are mostly occupied by settlers from Brevoy."

Vandomir still intends to have on his old Sable Company uniform, a bit worn an unkempt. These areas are used to runaways and vagabonds, so an expat Sable Marine should fit right in. Rocinian will similarly have her Sable Company caparison displayed.


Female Human Barbarian (Invulnerable) 7/ Fighter (Unbreakable)1| 100/130 HP : Raging 100/177| AC 25 T 12 FF 23 | Fort +13 (+16) Ref +6 (+8) Will +6 (+8)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects:

Ulricha dismounts, taking in the distant fort as well as the nearby villages, noting that Jorrast and Xandarian had wandered off. "So is the plan to explore the village first or enter the fort without being seen?"


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

Knowledge Local: 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge Geography Quince wouldn't leave without a decent map if that has a bonus: 1d20 + 12 ⇒ (15) + 12 = 27

So is it Fort Drelev

I understand Markus' work here. If we are going to entrench things. Quince would have recommended a few miles from the city not within sight of it.

Jorne:
Not sure what I would respond to Jorne here. Was there a plan? I don't remember any direct plans of what would happen once we got here beyond. Flying invisibly over the wall and finding the contact inside the city. I mentioned setting a camp cause I figured we couldn't fly all our animals in and even if we could housing them without causing a seen inside the city seemed an impossibility. So I am not sure what Jorne is getting at.


Male Kitsune Sylvan Trickster Rogue | HP: 58/58 | AC: 20 T:15, FF:15, 21 in Fox form | Init: +10 | Fort +6, Ref +12, Will +5 | CMB +11; CMD 22 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+14, Know-Nature+13, Linguistics+14, Perception+13, Sense Motive+14, Stealth+16/+26 | Cantrip: Detect Magic

Xandarian and Jorrast head into the village. Was there a plan? Well, for once Jorrast could agree with Xandarian. An ale and a prepared meal would be really go down good before they'd need to turn in for the night. And maybe they'd find someone with useful information. Jobs? Forces currently at the fort?

Assuming we enter the village and find an inn?:

Jorrast lets Xandarian lead the way to the bar, then takes a seat beside him. "I'll have an ale and whatever you have for a good meal. And would you have rooms available for the night? The ground has been rather hard to sleep on these past nights."

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