Zon-Kuthon

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42 posts. Alias of Gollen.


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Without slowing Origen's stead turns sharply towards the the fleeing bandit. The knight's lance bites deep into the man, goring out his entire side.

Donovan's Shot goes afoul in a strong gust of wind.


Donovan, Origen, Ptolemny, your go


Rhuals bolt flies wide of the bandit. who continues down the wall behind the house. The bandit who was pointed out as the boss steps to the edge of the north west tower.He's a large man dressed in green and tan leathers, with a compound longbow pointed at Ptolemny.

He speaks in a gravely voice, glancing at Rhual. "How about you drop that, Boy. Before you hurt Yourself, or I hurt your friend there."

At the gate Trapper B waits to see what will happen next. Trapper A rushes over to help Oleg, finding the man injured but in no danger of dieing.
After surveying the seen around him, the remaining bandit decides that the cause is lost. He quickly remounts his horse and attempts to flee.


Donovans arrow catches the green hooded bandit square in the back. Suddenly the gates of the fort burst open and Origen comes charging out, with his lance leveled at the bandit. The Cavalier misses the now kneeling bandit. Kronos fares better then his master, reaching over as he passes the Charger bares its teeth down on the mans shoulder. The Attack sends him sprawling into the dirt, he shows no sine of getting back up.

To the north. The last bandit that came over the wall moves behind the Stable along the palisades wall, drawing his bow as he goes.

Rhual's turn


I'll need a ride check from you and attack from your horse plz. Also be aware that bandit 20 is in very poor shape, 17 and 19 are dead, leaving 19 as the only bandit fully functional.


Origen please see discussion thread


One of the Trappers could open the gate for you. I would also be willing to let you retcon you last turn, allowing you to open the gate in the manner suggested in my Pm on march 6th. The later option would put you in position to charge this turn. plz let me know which you would like


Rolls:
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (2) + 2 = 4
1d8 ⇒ 4

The eastern rider releases an arrow, caching Oleg in the right shoulder. The stout man slowly slides down behind the cover provided by the palisade wall.

Donovan, Origen, Ptolemny your turns plz
*Evil DM grin*


Rolls:
1d20 - 2 ⇒ (1) - 2 = -1
1d20 - 2 ⇒ (4) - 2 = 2
1d20 + 2 ⇒ (8) + 2 = 10

The trappers and green hooded bandit trade arrows, no one coming even close to hitting anything. To the north. The bandit above Ptolemny moves behind the house along the palisades wall, drawing his bow as he goes.

Ptolemny


The wagon driver dies a quick if somewhat gruesome death. His compatriots hiding behind their horses now that the last rider has dismounted, remain unaware of his demise or the cause.
Oleg:You lowly cowards, hiding behind livestock wont save you. LOSSE

rolls:

1d20 - 1 ⇒ (10) - 1 = 9
1d20 + 2 ⇒ (20) + 2 = 22 forgot the -4 for cover
1d20 - 2 ⇒ (18) - 2 = 16
1d8 ⇒ 5

Both Oleg and Trapper A, release an arrow at the bandits. Olegs arrow flying high over the green hooded Bandit. The Trappers arrow strikes his target with deadly precision. The body of the left most bandit falls to the ground, an arrow shaft protruding from his left eye socket.

On the north wall, a third bandit crawls over the palisade.
Rhual, your go


Was hoping he would lose that save. I wanted to see what you had planed after that.


will save:1d20 - 1 ⇒ (18) - 1 = 17
The bandit looks confused for a second, then shakes his head. You tell him, hes right over there. The bandit points to the north west tower, where another bandit in green leather armor has climbed up the palisade.

The East most rider follows his friends lead, moving 20' to the east and 5' north he dismounts his horse and hides behind it.

Donovan, Origen, your turn


the last three rolls where the same


list of init

Trapper A notches an arrow in his long bow, pulling the string back he waits for the inevitable. Meanwhile a bandit in red leather armor climbs over the pallisade(g,11). At the front gate the green hooded bandit moves forward and to the left 15', dismounts his horse and uses the poor beast as cover from the palisade.

Ptolemny is up


Rolls:
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 5 ⇒ (12) + 5 = 17
--------------------
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 4 ⇒ (11) + 4 = 15
--------------------

Strange


Your wait for the alarm is short. several minuets after you wake up, one of the trappers calls out Movement: 2 miles out, 3 riders, 1 wagon, comin from the southeast. You can hear them long before they reach the gate 20 minuets later.


need the positions of: Origen, Rhual, Ptolemny
need imitative for: Rhual, Ptolemny
Fort


Rolls:
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 2 ⇒ (16) + 2 = 18

1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (15) + 5 = 20
-------------------
1d20 + 5 ⇒ (19) + 5 = 24
1d20 ⇒ 2
1d20 ⇒ 17

1d20 ⇒ 16
1d20 ⇒ 14
1d20 ⇒ 19
1d20 ⇒ 1
------------------
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (3) + 2 = 5


With Dinner over, the Trapper returns to his watch and Oleg retires to his house with his Wife. The Unit is left to watch the fire burn down before heading to the bunkhouse for a restless nights sleep.


I apologies for the long pause gents, had to go out of town for a family emergency thats left me very little time to get on a computer. I should be home tomorrow and can have the game updated and ready to go by Thursday morning


so we seem to have a plan worked out. I will have a new map ready by tonight, tomorrow we shall commence the assault of Olegs trading post.


what part of the upcoming encounter seems to be causing the confusion?
so far as the party knows, 4 men will come to the gate in the mourning and cause a distraction/assault, at least 3 others will then come over the back wall. This group is currently hiding north of the fort.


6:00pm, 1st of Pharast, Olegs Trading Post:
Soon after the return of Donovan, your discussion is interrupted by a knock at the door and a gruff voice saying “Dinner”. You emerge from the bunk house to find Twilight's gloom, setteled over the fort. The sky is dark and cloudy,the wind is blustery with a cold bite to it. A cooking fire burns in the pit between the wooden tables, where the lovey Svetlana tends a pot of delightful smelling stew with two roasting game birds.

The Trapper Who knocked on the door and called the Unit to dinner, goes and sits at one of the tables. Oleg comes up and properly introduces his wife before asking all of you to join him at the table to await dinner.


Donavan has returned from his scouting trip successfully


Please keep an eye out for incoming personal messages. We will be moving ahead to 6:00pm game time. One way or another Donovan will be finished with his scouting by then.

Im looking into the explorer 9 problem, as a work around i shall add lettered rows and numbed columns to the map.


Your gear list looks fine Ptolemny, go ahead and add the spells you should have.

I have a few questions.
Is the party finished discussing the coming bandit threat? If so who will be with Rhaul outside of the fort? What roles if any would you like the two Trappers, and Oleg to take? It would help to have a watch rotation as well please.

Can all of you see and edit the Map of Oleg's? You should be able to move your portrait around the map


Oleg: taking a few breaths to calm himself, Oleg shakes his head in agreement.Ya all right let me show you to where you can stow your gear and rest up a bit.
Oleg shows you to the bunk house and directs the trappers to stable your mounts.
Oleg: Ya should find a bowl of water and some rags ta wash up with in there. Ill go get us some grub and drink, then we can disscuse how we can exterminate these vermin.

After the gear is put away and you rest up from your long ride you exit the bunk house to find Oleg and the two trappers sitting at the tables with some bread and cheese along with several cups and a large bottle of beer. Oleg describes the attacks to you, the first time the bandits numbed around eight most being nondescript thugs. Two however seem to have been leaders, a large vicious woman with two hand ax's, and a hooded man with a fine long bow. the second time only the hooded man returned with four men and the last time he had three men. Each time they would take whatever stock Oleg had along with any coin they could find.

Oleg: me and the boys here waves his hand to indicate the two trappers, both look over at him at the mention planed on jumpin them this time. We where going to rain some arrows down on the scum and cause them to run into the bear traps we got hidden along side the path, but we'd be glad to hear what you gentlemen might suggest.


Ptolemny are you still around?


that list is good to go


Your imprisonment and the faking of your deaths has all been a ruse to throw off suspicion of the Brevory Nobility. You have been recruited to form a special Unit. This Unit is charged with the mission of scouting the Stolen Lands for future development, and putting down any hostile forces in the vicinity of Rostlands southern border. you shall be outfitted to your satisfaction within the limits of the forts supplies, horses are provided to those without. The Unit is given directions to a trading post that may be used as a base of operation in the area.

Game Thread


12:00pm, 1st of Pharast, Edge of the Stolen Lands:
It’s the first true day of spring in the Stolen lands, the sun is high in a cloudless sky and a warm breeze from the south heralds the death of winter. Riding hard for two day’s along the South Rostland Road has brought your small unit to within sight of its destination. Spread out to the southeast the Kameland plains are a sea of waving grass still brown from the now retreating winter, broken only by sparse stands of trees. Far to the southeast the green line of the Narlmarches forest looms forbiddingly. Ahead of you a weathered border fort sits atop a small hill about a half mile away.
The fort is surrounded by a 10 foot high wooden palisade. At each corner of the palisade is a 20 foot square tower with a ruined catapult atop, left over from the forts original use. It would look abandoned if not for a trail of smoke rising from a single chimney. A gravel path leads to the only entrance through the palisade on the south face. Two large gates, both thirty feet tall and fifteen feet wide stand open. The path leading into the fort is blocked by a tarp covered wagon and a large crate on either side.
As the unit comes within thirty feet of the gate a voice shouts out from the palisade.


Rhual Ghaan wrote:

I prefer google docs so it is not an issue for me.

Are we supposed to go ahead and ask for the gear we would like to have?

If you would please give me a list of gear to look over like Origen and Donovan have. I would suggest asking for whatever you would need for a prolonged trip into the middle of nowhere.


It would seem I have a lot of work to get to. First we shall be jumping ahead. I will endeavor to both post a summery of what transpired at the fort leading to your arrival in the stolen lands and start the game thread with what you have found there.

Is every one comfortable with using Google documents for maps?

Second I shall use a mix of upgrading and regular equipment acquisition as Origen suggests. This means that you will be able to buy or find new gear as normal however if you have an item that is important to your character you will be offered a chance to improve it. The improvement process may be used as a plot hook if I feel it would be interesting.

@Origen : your equipment list seems fine. The Brevory military dose indeed offer regular barding for your mount, it might be some what impractical in you situation.

@Donovan: your equipment list is fine, however you might want to take a little more from them as you will be headed into the wilderness.


Sorry for the late post.

So far you have been arrested and given a sham trial. Transported to a fort at the edge of the stolen lands where your death has been faked. I have two options for what happens next: (a) you can role play a meeting with the man that has perpetrated these crimes against you. or (b) we can jump Strait into the adventure proper.

The meeting would allow your chars to work out how they get equipped and what the mission is about, but could drag on with no real progression to the story. Jumping ahead would require us to cover the same material in this thread. Please let me know which you would prefer.

Every one will be equipped by the Brevory military, you may chose any level appropriate starting gear you like within resown.(no cases of cure light wounds potions or 100 alchemist fires plz.) I would like to know how you feel about weapon and gear progression. would you like to get new more powerful stuff or just upgrade your current selections?

Thats all i can think of for now. I would like to start whichever option you chose on Wednesday if possible.


The window in your cell is too high for you to be able to see what the shouting from outside is about. You hear men sobbing, as soldiers shout for prisoners to stand in line and to keep still. One by one names are called out with a list of crimes, followed by the Creak of a rope being suddenly pulled taught. Half way through the ordeal you hear your own name called out. It would seem that you have died for your crimes against the Throne. You might start to wounder how much longer you will be made to sit in this cell, and if things worse then a simple hanging might not be to far in your future.

Recruitment for this game is currently over. I would like to thank everyone for their time and interest.

If Origen Antigro, Donovan Krauss, Ptolemny Aggredor, an Rhual Ghaan could please check in at the discussion thread we can move on to the fun part


Welcome to Wolves and Jackals discussion thread. Please take a moment to introduce yourselves and pose any questions you may have.


Mortifuus wrote:
Would gathering supplies be considered seperate from crafting items? Because I could make a item crafter(wizard or cleric or alchemist) who focuses on cranking out weapons and other items to order. As long as this is still recruiting anyways.

Yes I would consider the acquisition of supplies separate then the creation of items. I look forward to you submission, recruitment will end on Friday the 3rd @ 11:59pm Est. Please keep in mind that I am looking for soldiers in this adventure


@Daniel Stewart: There wont be many friendly units to liberate equipment from, but the concept is interesting. Please put it together for submission.


Hello all;
Welcome to yet another day of siting in a prison cell, waiting for your inevitable demise. I will be closing recruitment Friday Feb 3rd at 11:59pm est.

As regards my military niche Idea: I shall offer situational bonuses and rewards for creative use of these. For example a intelligence / counterintelligence specialist might recognise someone who is probing for information and be able to feed that person false information. A tactical adviser might be able to predict how a force will assault a specific location. On that note might i suggest that one of you look into a supply position such as quartermaster. Prices can be a bit exorbitant and stock hard to come by, in the back end of nowhere.

@ Mr Swagger: thank you for the convenient listing of applicants.

@Ghorum Kraak: i am unable to find your traits listed in the PRD, please reconsider them. I am looking forward to reading your back story.


@Taanyth Tuilinn: The game will follow the basic plot outline of the AP. however i will be taking some liberty with the encounters and motivations of various npcs. In regards to the sword saint samurai, i dont seem to find it in the PRD, so it is disallowed. sorry

@Josh Srader: I was incomplete with my character guidelines. Every one should choose two traits. I See that Origen Antigro has chosen his, Chivalrous however is not a trait from the PRD, but the inner sea world guide. please limit selections to the Pathfinder PRD in the future.

@Mr. Swagger: Im looking for characters that balance out a party. Any 0 hd race found in the PRD will be considered under two conditions. 1) you can provide a convincing reason that such a character is a part of Brevory’s military. 2) we can agree to bring the character in line power wise to the base races.

@Windstar: please see my response to Mr Swagger


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Hello lady's and gents,

I'm looking for interest in a military oriented Kingmaker PBP game that I intend to run. I need 4-5 players who's character is; (A) solider in the Brevory military, (B) loyal to the sword lords of Restove or antagonistic to the rulers of Brevory, and © fills a responsibility niche such as Supply, Command, Scout, ext.

Character Creation guidelines::
PRD material only, no Witch, Summoner or Gunslinger. Samurai and Ninja on a case-by-case basis. 20pt buy. 1st level, max Hp. no starting gold.

Your current situation:
You sit mentally an physically exhausted in a prison cell of a southern border fort. For days you have waited to be executed.

Two weeks ago you where awoken in the middle of the night by fellow Brevory soldiers. Charged with sedition against the Crown, you should have been brought before your commanding officer for public trial and punishment; instead you where sequestered and transported to Restove.

Arrival in the city followed the same pattern of injustice. Your trial was held in secret before a panel of three high ranking sword lords and the lord mayor. With the charges read aloud, the panel unanimously sentenced you to be Hung until Dead. The trial lasted only several minuets, at no time where you aloud to speak in your own defense.

Question’s an suggestion's welcome.
thanks for your time


As the subject states this is the discussion thread for my Kingmaker campaign.

Chars are limited to core classes, and core races. All chars start at lvl 1 with a 25 pt buy for abilitys and 2 traits(one generic, one from the kingmaker's player guide ).

Current cast includes: Kailey; Chera'Lyn; Drayke Darkanvil; Cornelious; with two as yet to be named.