Stag Lord

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448 posts. Alias of Nicolas Paradise.


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Thanks for your understanding will be looking forward to playing with you in Azlant when/if it comes back.

Gonna mark campaign inactive.


God I don't know how or why I let 4 months roll by and didn't have the nerve to say anything.

So first an apology on just leaving you all in the dark.

As for the reason for my absence it is twofold. Number 1 as a GM I just don't enjoy Pathfinder 1E anymore. My in person game I have fully converted to 2E and got my one reluctant player on board. Number 2 I am quickly realizing that being an adult with undiagnosed (but very strongly self researched and agreed by my GP) autisim, adhd and depression I am just finding it harder daily to do extra tasks. I have the number of a nero doc to see soon about this.

All that said I enjoy playing with all you folks so if Azlant or Giantslayers come back I am still all abord for that as playing is much easier than running.

I could be convinced to keep the game going under the Pathfinder 2E ruleset but I know at least when we started this multiple of you were not interested in 2E. Also there may not be direct conversions of all your character options which may lead to loss of fun given that you already put time and effort into the characters as they are.

Let me know what you all want to do but my prediction is that we will just drop this and that makes me sad but as it stands we have already gone for 4 months with no action so the game may not even be in your minds anyway.

Again sorry


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No issues. I will move forward without you. Don't drop unless you feel you need to. Read and post when you can.


No worries


No big deal just wanted to be clear why I hadn't respoded yet.


Need Hadin, Actaeon and Ludi to make a posts before I can push forward.


That would be really funny. But yes this prequel is to introduce and potentially recruit the part from the video game and to give a bit more context to the campaign. When the AP was written back in '09 there was a big clamor for a sandbox adventure which Kingmaker very much is but the video game shined a light on some bits that could use smoothing or context. The jew Anniversary 2E version is still closer to the original with the best parts of the video game added in.


I AM here, let us get this rolling. Please see the discussion post about the quick change to this influence scenario.

Linzi smiles at Acteaon. "He is arrogant, some people might cling to that in a leader but to me he is mostly a pompous buffoon.  I think he has a secret plan or something,  why else would he be so confident but not already be part of one of the groups with a bigger charter?" Linzi asks out loud. "I am happy just to be here, so I can draw and document and write songs!  I want to be on the front line of history with this, write the next big epic about the heroes who claim the stolen lands." Linzi rambles on a bit.

Sirinus steps away from the table and into some cover of noise and out of sight of Tartuccio and begins to detect magic.  With some focus tracing the lines of magic toward the Gnome Sirinus.  The Gnome didn't seem to be carrying any magical items that would mark him as a wizard like himself,  with some further focus Sirinus begins to see the shimmer of magic begin to create the lines following the veins of the body, with this Sirinus was certain that the Gnome was a sorcerer whos magic comes from their blood.

Valerie listens to Emerald with intent and processes her word before replying. "I feel we have much in common Emerald, but please just call me Valrie not Lady.  As you know Brevoy is a land of names and politics, no doubt Restov has has an agenda.  I assume that the important charters will go to groups of nobles they trust for important tasks and the ones they can afford to go to the first to succeed will be less important.  You seem smart in the was of tactics, it seems to me by being the benefactors in such an endeavor should the conflicts of ideals between Rostland and Issia come to blows the new Lords and Ladies of The Stolen Lands would owe allegiance to Restov and Rostland.  As for the divine's place in it all I honestly don't have much care for their involvement but I appreciate the adherence God's such as your place on Law, Duty and protection, as opposed to the ones who hold useless ideals and beliefs' like Shelyn."

"I hate to judge on looks but the one you speak of does seem odd.  While in safe company of Jamandi and her guards it may be good to learn about them to find out if they just look dark or are indeed dark.  But when you put out an open call for heroes you can't be picky when strange people answer.  Hopefully we will be given the floor to prove our merits and it won't matter who the rest are." Valerie offers as answer to Emerald.

The noble approached by Ludvine lets out a small chuckle at her informality, but composes himself and answers in turn. "I am Maegar Varn, a pleasure to make you acquaintance young lady.  The circle of axes is the coat of arms of the Varn family.  Varn isn't one of the big important houses and my Name carries less than that of other Varn's since I took up the mercenary life.  I am glad to see Jamandi's call has attracted young and eager folks like yourself.  While my carter is one that has been in arrangement for some time, I came here Eager to see who my future neighbors might be.  What drew you to answer the call?"

The dwarf turns to answer the farmboy. "I have no great ambition, truthfully I am here just because it is something to do while waiting for the end.  Also the stolen lands is an ancient place full of ruins and centuries of failed kingdoms.  Nothing is more reassuring than the sight of the world turning back into the dust from whence it arose.  I certainly have no foul intent but mayhaps by taking part in this venture I can see the rise and than inevitable fall of another kingdom, it would be glorious to be part of such history despite its frivolity."  The dwarf continues to ramble on about doom and gloom while twisting his fingers through his already tangled mess of whiskers.  It isn't clear if he cares if Hadin is still listening anymore.  Maybe Hadin should interject in his ramblings?  Or maybe he should walk away?

While without asking directly or referencing a text or asking an expert the Goddess Urgathoa comes to mind when seeing Jaethal's dark red and green clothing and choice of weaponry.

It is Clear that Harrim the Dwarf is a cleric but the symbols he wears are not of any of the major deities.  Although after his tangent you are sure if you would just ask he would be more than happy to tell you which divine it is that inspires such pessimism in him.


Apologies again for the massive delay. Getting into a new field and adjusting to a new schedule has been more than I realised. I am mostly adjusted and enjoying the new job a lot.

I will make a post in a few minutes. On that topic tho, when I ran this intro in person at my live kingmaker game the party largely liked the influence system, however I have realized that in PBP games it just bogs down the game with lots of extra checks. So I am gonna finish out the influence section using how you act and what you say determining the results.

You can still include a roll if you want if you think doing so will add to your chances.


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I am still here and want to get this back on track. Gotta force myself to make a post in the next day or so. Very sorry for the delays.


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Found a job last week and start today. I will try and get a post up tonight to wrap round 2 and start round 3.


Ludi's roll was only one short of getting two piece of info on Valerie so I just gave it to you so with Emerald and Ludi's sucess I have you het two lowest influence DC's and her Weakness. I will respond to the dialogs in the order they were posted.

Valrie Updated:
DiscoveryProfession(Solider[or similar]) DC 11, Perception DC 16, Knowledge Nobility DC 21
AppearanceValerie is a tall, exceptionally beautiful
woman with striking blue eyes and a warrior’s physique.
Influence SkillsDC 11 Diplomacy (to act properly and
impress Valerie with your decorum), DC 16 Profession Solider or similar (to compare notes on fighting styles or chat about
military history)
Weaknesses Displays of honor and lawfulness appeal
to Valerie, and a PC who strikes her as particularly
honorable or lawful—including anyone openly wearing
religious symbols of a lawful good or lawful neutral
deity—gains a +2 circumstance bonus on checks made to
Influence her.

Jaethal Updated:
DiscoverySense Motive 11, Knowledge Religion DC 16, Perception DC 21
AppearanceJaethal is deathly pale and wears dark
clothing. Her raven-black hair is long, and she has no jewelry. Leaning against the table next to her is a massive, wickedly sharp scythe.
Influence SkillsDC 13 Knowledge Religion(To identify Jaethal's deity and talk about it.

Linzi offers a kind "Thanks" to Actaeon before noticing the strange pale man cite some magical information before returning to her drawings

Tartuccio gives a conceited sneer to Actaeon "I certainly know more than you and won't need the help of some farmboy like you to become a Baron."

Valerie responds to Emerald with kind regard and impeccable diction and civility "Yes, I once tried to take the proper and righteous path. But there are sycophants everywhere amongst the nobility and even in the church. I have taken it upon myself to love on my deeds, not my birth or the beauty the endless suitors and admirers claim I have. You seem to have similar experience, we should make fast friends and show the naysayers our swords are as strong as any other!"

Jaethal responds to Hadin quietly but with a bite of sarcasm. "Unless the wheat you are talking about screams and bleeds when reaped than no. Any 'stalks' that stand opposed to me will not be collected in baskets but in graves"

After addressing Emerald, Valerie turns to see Ludvine with food scraps on her face and clothes and frowns. "I only kill those who are deserving of death, law breakers, or evil doers. My sills with a blade and a shield are strong but I would sooner use them to offer protection than to end lives and will not brag about doing so.

Round 2/6
Any information gained in the previous rounds checks are available to everyone so you can strategize and change targets to use whomever has the best skill access.


I need an action from Ludi and Hadin for the first round before I can show results.


The Swordlord's Feast

Influence Round 1
Jamandi's servants swarm around the room after her speech is done. Pitchers of wine, ale, fruit juices and water are offered to be filled from by them before they begin to serve food from overly stacked platters. It appears the meal will be several courses. The first is crisp greens flavored with savory oils, followed by spicy seasoned waterfowl.

Amiri discovery checks:
Profession(Solider[or similar]) DC 11, Perception DC 16, Knowledge Local DC 21.
Amiri is a tall and muscular human woman, clad in a mix of animal skins, leathers, and battle-scarred hide armor. She wears a massive greatsword in a leather scabbard across her back.

Harrim discovery checks:
Knowledge History DC 11, Knowledge Religion DC 16, Perception DC 21
Harrim is a middle-aged dwarf cleric with a bald head and a long, salt-and-pepper beard.

Jaethal discovery checks:
Sense Motive 11, Knowledge Religion DC 16, Perception DC 21
Jaethal is deathly pale and wears dark
clothing. Her raven-black hair is long, and she has no jewelry. Leaning against the table next to her is a massive, wickedly sharp scythe.

Linzi discovery checks:
Knowledge nobility DC 11, Perception DC 16, Knowledge Planes or Acana DC 21
Linzi is a young halfling woman wearing leather armor and a weather-worn cloak. She keeps a large leather-bound journal in front of her, into which she sketches profile images of everyone present at the table and scribbles occasional notes and verses.

Maegar Varn discover checks:
Knowledge local or nobility DC 20, Perception DC 25, Knowledge Arcana or Planes DC 30
Maegar is a ruggedly handsome man with a constant shadow of a beard on his jaw; he wears his dark gray hair in a small bun. He carries a distinctive sword that bears the crest of House Varn—four hatchets arranged in a circle—on its pommel guard.

Tartuccio discovery checks:
Knowledge Nature DC 15, Knowledge Nobility DC 20, Perception DC 25
Impeccably dressed in fine robes and silks,
Tartuccio looks more like a stately gnome prince than an actual adventurer.

Valerie discovery checks:
Profession(Solider[or similar]) DC 11, Perception DC 16, Knowledge Nobility DC 21
Valerie is a tall, exceptionally beautiful
woman with striking blue eyes and a warrior’s physique.

Influence Rules Recap:
There is no initiative here, you may act in any order. You are each allowed ONE check per round which as stated before there will be six rounds. You have two options for what you can make a check in a round. You can either make a Discovery check OR an influence check. Since you have yet to make any discovery checks if you wanted to make in influence in the first round you would have to guess what skill to use. If you succeed on a discovery check you can choose to learn one of 3 pieces of information on the NPC you are trying to make a discovery on. 1) The skill with the lowest DC that can be used to influence the npc 2) Their resistance 3) Their weakness. Any discovery you succeed by 5 or more gains you an additional piece of information for each 5 points. You can accompany any check you make with dialog which can provide bonuses or penalties depending on what is said and the personality, weakness and resistance of the npc.


I will resolve your current dialogs and then move onto round one of the influence.

Hadin wrote:
"I suppose you feel more at ease in the wilderness than inside a castle. May I ask you if you have already a plan, a part of the lands you wish to explore first?"

Amiri "That's for sure." Amiri smiles "I prefer to be out swinging my sword. I plan to go with someone strong and fight strong monsters. Bandits will do for a bit but I hope there is something more exciting to fight out there." The Kellid woman says this while lifting her sword that is nearly as tall as she and mocking swings with her muscles nearly strained to their limit, even if her face doesn't show it.

Actaeon wrote:
"So, what are you writing about? Will you also be journeying into the Stolen Lands to fight off the bandits?"

A beautiful if slightly disheveled Gnome woman, finishes sketching for a moment before looking up at you with a smile. She turn her leather journal towards you."What do you think?" In the journal is a sketch of you (Actaeon), it is accurate if a bit rough, however on the pages are sketches of nearly everyone at the table as well as scrawled notes here and there, that could be poems or songs but you can't read them fast enough in the short time she shows you the book."I want to chronicle the creation of this new kingdom in the stolen lands and the exploits of the would be heros doing so. I'm Linzi by the way, I hope whoever I end up with is as friendly as you!"

@Emerald: The Lord mayor and Jamandi seem to be genuinely friendly toward each other. From what you know about them and what you observed you assume their goals are aligned and they believe what they have said to you.


The man before you is impeccably dressed in fine robes and silks, Tartuccio looks more like a stately gnome prince than an actual adventurer.

The Gnome scoffs "Of course I do! What kind of fool comes to such an event and doesn't know about their host and benefactors." The man stops to inspect who he is actually addressing, before making a seemingly knowing "hmm. I see you are 'new' and of course no one could expect to measure up to me, the great Tartuccio." Tartuccio replies arrogantly. "Our host is Jamandi Aldori, a Swordlord of some repute. It matters not much tho as long as she holds to her deal and makes me Baron when I make light work of claiming the stolen lands." Tartuccio finishes now standing in a regal manner expecting you to be impressed.


After a few moments a small bell rings and everyone quiets down.

A striking half-elf woman enters the hall, followed by an
aristocratic, middle-aged human man. The man wears
finely tailored clothing, fit for a noble, while the woman
appears dressed for battle. She wears a fine leather coat
over a sparkling mail shirt, and at her waist hangs an Aldori
dueling sword with a bright silver pommel. The two make
their way to the head table, where they remain standing.
The man speaks first.
“Greetings, heroes! I am Ioseph
Sellemius, lord mayor of Restov. And this,”
he gestures to
the woman beside him,
“is Lady Jamandi Aldori. We both
thank you for answering her call for heroes. You may be
few, but we need only the best for this great task.”

Lady Jamandi offers the room a broad smile before she
speaks.
“South of here, beyond Brevoy’s border, lie the
Stolen Lands. This disputed territory has been claimed time
and again by would-be settlers, but because the area has
been a haven for bandits and monsters, it has never been
held for long. Restov intends for this to change."

“If you have enough courage to drive off the dangerous
denizens of the Stolen Lands, you can seize territory for
yourselves and name yourselves baronesses or barons.
Restov intends to recognize the legitimacy of the new
rulers of this land, and none of the other neighboring
realms care enough to challenge you. We are prepared to
provide backing as a trade partner and military ally. If you
claim the land, you will have my—indeed, all of Restov’s—
support!”

Lady Jamandi raises her goblet. “But the details of your
individual missions and charters into the Stolen Lands can
wait. I raise my glass to you, brave heroes! For now, let us
eat and enjoy the evening. Tomorrow promises to be a very
busy day.”

After Lady Jamandi finishes speaking, her servants
begin circle around the room, filling mugs with ale, fruit
juice, or water and serving food from heaping platters.

For the feast which will be two hours long we will be using a version of the Influence Subsystem of the Intrigue system. The point of this is so that the whole party can take place in the social encounter without having to be a Cha with Diplomacy ranks. There will be 6, 20-minute rounds. During each round you can make either an Influence or a Discovery check. A discovery checks you will be given a list of skills and DC's for an npc. If you succeed at a discovery check you will be able to choose to learn either the resistances, weakness or the influence skill with the lowest DC the target has(Every 5 you beat the DC by gives an extra result). An influence check is a skill check of a type and DC that is unknown without Discovery. If you succeed with an influence check you increase Influence with that NPC which can have effects on how that npc will interact with you are the party in future. While you will not know the individual level of influence you have with a character you will know when it is maxed and there is no point in further checks. Weaknesses are traits that will make it easier to influence an npc(some may even work even if you don't know them). Resistances are traits about the NPC that will reduce your chance to influence them, like weaknesses these could be in effect even if you aren't aware of them but some resistances if you point out or exploit could make an npc unwilling to let you try to further influence them(For instance a particular NPC might have a sore spot about a scar and continuing to talk about it will make them ignore you)

The NPCs that can be targeted for Discovery or Influence are Amiri, Linzi, Valarie, Harrim, Jaethal, Tartuccio and Maegar. Although you are free to talk with the other named NPC's they just don't have any direct influence impact at this point. I will give you a bit more to talk and introduce yourselves with them with my own interjections before starting round 1


Emerald Garess wrote:
Can I Take 10 for a 15 on the Knowledge (Nobility) checks? Will do so if allowed, or roll if not.

I don't see why not, as long as you have 1 rank in the skill you wanna take 10 on just follow the other rules for take 10.


The tall strong kellid woman seated at the table with a massive sword strapped to her back speaks up. "Where is this Lady Whoever?" After this she realizes Actaeon is addressing her when he spoke in Kellid. She turn and smiles while flexing her well muscled arms. "You tryin' to flirt with me huh?" She says with a hint of sarcasm. "Nah I just messin' with ya. Strength to you too or whatever, I'm Amiri. Hey, do you know who these Aldori people are? I've been waiting in line and sitting on this hard bench all day. Why don't they hurry up and serve some food and tell us why were here. Who do they think they are anyway?"

K. History, Local, Nobility DC10:
The Aldori are the high ranks among the Swordlords. They are the one primarily authority here in the City of Restov. (If you make this or any of the higher DC checks it is pretty easy to infir that Amiri meant Specifically Jamandi Aldori the specific Swordlord who made the Call for heros and will be your host)

K. History, Local, Nobility DC15:
An Aldori is a person who foregoes their given Surname for the name Aldori and swears to adhere to the Aldori swordpact and wins a duel using only a sword while in the presence of a master Aldori Swordlord. The Swordlord style of fighting focuses dueling while using a single sword and a free hand. It is flashy and over the top which has led to it's popularity with Aldori Dueling Schools present all over Brevoy, Mivon and some of the River Kingdoms.

K. History, Local, Nobility DC20:
Despite many Aldori practicing for the glory of dueling at the top they are the political players of Rostland. It is not a well kept secret that the Aldori long for the time before Rostland was conquered and forced to bend the knee to Issia. Jamandi Aldori is a Swordlord who rose the political ladders first as an adventurer and local hero. Now she is a big name among those fighting for Rostlands independence.


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Went pretty good. They called me in knowing that I am entry level even tho they need an experienced guy. But because of the program that I went through and what I told him I know he said he thi ks he may have space for an apprentice type position. Should hear back in a week.

Only the first place I have interviewed but at least getting a friendly opportunity and some networking can only help.


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On an additional note I landed an interview for a machine shop about 30 minutes away from me as a CNC machine setup and programmer in 8 hours so I should really be asleep! Hopefully I get an offer and being back on a working rythm will help with my depressive funk(and terrible sleep schedule) . Wish me luck, cross your fingers or whatever rituals or you ascribe to for me.


Since Emerald already approached them.

Emerald across from you sits, Maegar a ruggedly handsome man with a constant shadow of a beard on his jaw; he wears his dark gray hair in a small bun. He carries a distinctive sword that bears the crest of House Varn—four hatchets arranged in a circle—on its pommel guard.

The man smiles and returns a friendly greeting in a gruff but plesant voice. "A pleasure to meet you miss Emerald. Of house Garess you say? A fine family indeed. I am Maegar Varn, I assume like me you are a second or thrid or more child or cousin with no claim to anything of importance beyond your name. That is fine by me a name is nice for some but just by being here I can tell you have what it takes to earn your worth with or without that name."

K.History, local or Nobility DC 10:
House Garess has a small Barony in Brevoy.

K.History, local or Nobility DC 15:
You have heard the name Maegar, he is the 3rd son of Baron Varn and thus not likely to inherit his fathers title or land.

K.History, local or Nobility DC 20:
Maegar Varn, is a low ranking Sword-lord and leader of a group of successful mercenaries/adventurers knon as the Varnling Host

Quick note, if you are viewing the map slides on a mobile device you might actually have to click 'edit slide' to be able to zoom out to see outside of the border where I placed full art of the tokened characters (Emerald can clearly see them as she commented on Jaetahl's appearance that isn't visible from her token). If this is a problem let me know and I will move them to their own slide so you can see the art.


All of you for your own reasons, answered Lady Jamandi’s “call for heroes” and arrived at her impressive hilltop manor. A cobblestone path, bordered by regal oak trees and well‑manicured hedges, winds its way up the hill for nearly a mile, past a two‑story guard barracks, the stables, and a dozen thatched‑roof cottages that house the families of the manor’s servants and retainers. The manor itself is a sprawling,
three-story
structure constructed of light gray mortared stone, surrounded by hedge-lined rose gardens and ancient oak trees.

You are initially gathered between the oaks on the walkway leading to the manor’s front door, awaiting their turn to be led into the Great Hall. Others who have answered Lady Jamandi’s call for heroes also wait, but at this time, you are at the end of the line.

The sky above is gloomy, and distant thunder suggests a storm is imminent.

Eventually one of Lady Jamandi’s servants calls for you to enter the manor—you are the final adventurers to be led into the building. As you enter, the first raindrops of the storm begin to fall.

This spacious hall has been prepared for a great feast. Servants hustle and bustle about, while several armed soldiers—Lady Jamandi’s house guards—watch over the hall from their positions against the east and west walls. To the north, a fire crackles away in a large fireplace. An iron lever secured by a lock adorns the fireplace’s eastern face. Two massive crystal chandeliers hang from the ceiling twenty feet above. The walls are decorated with painted murals of idyllic woodland scenes: nymphs frolicking amid waterfalls, satyrs dancing with fawns in wooded glades, and
various winged fairy creatures flitting through the trees. Nine long tables are arranged around the central portion of the room, each holding plates, utensils, mugs, goblets, and full, ready to be poured pitchers of ale, wine, mead, and water. The smell of roasted meat and other delicious scents fill the room, yet no food has yet been served.

All of you are led to the same long table. While most glance to acknowledge your presence none make any noticeable gestures or remarks but one.

A gnome with purple hair, regal clothing and well trimmed facial hair distinctly gives a few sneering looks of obvious disapproval

At this time you can take a moment more to introduce yourselves to eachother or the npcs, or I can move forward a bit since this is a flashback and you already know some of this info. You will have more time in a moment to rub shoulders with the npcs but you can definitely get a hello and a name out of them if you wish in this moment before the event proper begins.

Also of note all the tables are full I just didn't see any reason to paste a bunch of generic tokens all over. The majority of the seated look like fledgling adventures like yourself with a smattering of more grizzled looking veterans and aristocratic looking people. As noted in the bolded section the hall is littered with serving staff and there are guards present at the entrance and by the head table and as noted to the east and west.


Happy Holidays! No need to hide the cookies there will be plenty in the story in a moment!


Want to give Hadin a bit to respond and claim gear than I will drop the Flashback exposition.


You can keep any gear for the flashback nothing you have is unbalanced.


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Sorry about long delay. Been feeling meh mentally can discuss in discussion if you want. Otherwise lets get this moving again eh?

Assume you get back to Oleg's unscathed. Add any gear you want from the Bandits to your sheets and claim it in a post just for clarity. I will put together some kind of loot sheet for the rest.

I changed the active slide to what will be the next active map. You can change where you are seated at the table if you want but you will all be at one table with all those npcs. I will give you all a day or so to get back in the head space and than we will jump into the prolog.


Can we get a consensus on what the party wants to do?

A big thing of note is that when/if we time travel to do the prolog you will have a chance to gain some npc companions. Which while not intended to go along all the time as extra party members could be a big boon when doing larger encounters or used for exploring or scouting different locations than where you are to get you more quests ect.


I don't think me(GM) or any bandits implied that it was or wasn't. However if it were connected you might assume that they would have tried to alert the fort instead of fighting to the death. But getting to the point, no this isn't connected to a bigger fort this is just a small outpost, you don't have any information at the point where the Stag Lord's fort is just that it exists and roughly how defended it is.


Looks like you are gonna mive forward to execute him

"You are all nothing but blood hungry murderers. Calistria curse you and grant me revenge from beyond!"

Consider the wagon as being broken. Because of the stream and the fact that it rained on at least one of the nights traveling here there are no obvious tracks nearby.

You could certainly wait to see if the other 4 come back. But you don't know how long they have been gone or how long they usually hunt. Also if they spot you or don't see their friends they may just go right to the stag lords fort.


Paradise GM wrote:
"What else you wanna know?"

Although you guys seem set.


Ludivine Pythanus wrote:

Hearing the captured bandit, Ludevine returns to answer him. Her voice is calm and slow and dreamy.

"'You have what you hold...' We hold you and so we have you. You like that notion better than judgement by court? Should we just kill you outright here on the spot since you are ours? If you can't be tried for banditry, we can't be tried for murder."

"People aren't property, "Slavery is an Abomination". You can think what you want. As you say, there are cleverer things out here than you, I or the Stag Lord. You will get to test how clever you are. My cleverness got me out of slavery and at least gave me a home. You assaulted my home not the other way around."


Huge apologies for delay no good excuse other than procrastination

The Bandit first retorts to Emerald. "Who's penalty!? This is the river kingdoms, "Courts are for Kings", "You have what you hold". I don't like him but the Stag Lord is King here, until you or someone else replace him there is no law against banditry. Now I am done talking to nobles with no lived experience. I had to escape slavery just to scrape by here in the wilderness, I won't be lectured by someone in shiny armors with a sigil" The man turns to speak to Hadin and calms his voice. "Kressle, answered to the Stag Lord, she didn't fear no one. Anyone short of the Stag Lord who challenged her ended up missing parts. This is the whole encampment, I am guessing you are why the boys sent to Oleg's aren't back yet. That means there are only 4 left out hunting. If they come back and don't see anyone they will head back to the Stag Lords fort. You seem strong but I doubt you could take the fort without a lot of help or one hell of a plan. There are at least a score of boys there not to mention the Stag Lord. He is a mean drunk never seen him sober and he can still hit a bullseye at 30 yards. In fact there is a shipment of wine there for him along with the ither goods under the tarp there. What else you wanna know?"

The loot under the western stand are as such.
321 sp, 90 gp, a pair of silver earrings worth 150 gp, a wooden music box worth 90 gp, three crates of furs and hides worth 50 gp per crate, and a polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp. As well as basic foodstuffs for the camp.

There is nothing on the cart except the trap the bandit told you about.

The two dead bandits (and the living one) each have a longbow, longsword, a quiver of arrows leather armor and 10gp.

Kressle the leader has studded leather, two masterwork hand axes, 4 daggers, a potion of cure light and 85 gp.


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Been a bit busy with Classes and life. Will get a post up either tonight or tomorrow, sorry for the delay.


"As long as you keep her and that monster away," The man says while gesturing toward Emerald and Ferric. "I will stay in a talking mood. But, if you are gonna start discussing my execution what do I gain from telling you anything? I might as well finish myself off then huh!?"


"If it's all the same to you I will stay on me ass, I can barely breathe as it is. I ain't goin' anywhere in a hurry best I could do is try an crawl away and that will just get yer arrow in my back. No thanks, I'll stay put I am at your mercy. I don't know who you are but you did quite the f!&!in' job on Kressle and all the guys I have met are scared o' her. The first guy that tried ti mess with her got his hands chopped off." The bandit says all this between some bloody coughs and pauses to catch his breath.

The bandit catches Actaeon looking at the cart. "Don't bother, its just bait there is a bear trap hidden under the tarp to hurt anyone trying to steal from us. All the loot is hidden under our food and supplies under the west platform. See, I am helping no need to be pushy with me." The man says with a half-hearted smile between a few more coughs.


Paradise GM wrote:
After a moment the last bandit in the tree stand uses all his energy to come down the ladder before falling down and leaning up against the base of the tree.

Sirinus, they are already down.


Combat is out. Up to you folks to explore and question or deal with the last bandit.


I believe we skipped Hadin. However in the sake of finishing the encounter and letting Ferric get a clap back I will allow the skip and Emeralds turn.

After taking a nasty axe blow to the flank, Ferric snaps back with a bite to the arm of the leader with a sound of snapping bone. The bleeding from such would probably be enough to kill her, but Ferric raises up to deliver two swift kicks in the chest. The first sends the woman to the ground and the second crushes her, as she lets out a final grunt of agony before death.

After a moment the last bandit in the tree stand uses all his energy to come down the ladder before falling down and leaning up against the base of the tree. "Mercy, mercy please! I will do whatever you want or tell you anything you want to know just don't kill me!"


The groaning bandit in the tree stand tosses his weapons over the edge. A longbow and a longsword tumble to the round loudly.

Cornered and near death the leader decides better to try to go down fighting than with a weapon in her back.

Full attack against Ferric: 1d1d20 + 5 ⇒ (14) + 5 = 191d6 + 3 ⇒ (4) + 3 = 71d1d20 + 5 ⇒ (3) + 5 = 81d6 + 1 ⇒ (2) + 1 = 3

Because of Mounted combat Emerald can try a ride check DC 19 to negate the first hit.

I kind of lost the init. here I think only Hadin has an action left in round 6?

Edit:I don't know why the rolls are showing like 1d1d20 but they are in fact right as I typed them in the dice command as 1d20+5 so the results are accurate. Just a weird display glitch on Paizos end I guess.


Looks like it is up to Emerald.


The man in the tree groans in response to Actaeon. Fine. This is followed by shuffling noises.

You will have to wait for his turn to see if he complies.

Still need an action from Hadin for last round.


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The bandit in the tree stand clearly sees he has met his match and wimpers while both dropping his bow and dropping to lay prone on the tree stand so he can no longer be seen from the ground.

The leader wounded and surrounded and nearly alone runs toward the end of the clearing.
Full round action withdrawl first square being a NE move which should avoid AoO by both Ludi and Emerald. I think I counted 12 squares of movment right.

Round 5
Hadin 7/12
Round 6

  • Emerald
  • Ludivine 10/11 HP
  • Actaeon
  • Sirinus
  • Bandit 2 AC 13 HP 1/9 (in eastern tree stand)(Prone with total cover)
  • Kressle AC 15 HP 1/17
  • Hadin 7/12 HP

What did you do to make the Paizo gods mad at you Actaeon!? These rolls are insane


Ferric delivers a nasty kick to the leader before jumping back to allow his master to strike with her lance. Unfortunately the leader side steps the strike. Meanwhile the pale mage takes aim at the bandit in the tree stand and lands a shot solidly in his gut causing him to cough up a gush of blood, but he still just barely clings to life.

Round 5

  • Bandit 1 Dead
  • Emerald
  • Ludivine 10/11 HP
  • Actaeon
  • Bandit 3 Dead
  • Sirinus
  • Bandit 2 AC 13 HP 1/9 (in eastern tree stand)
  • Kressle AC 15 HP 8/17
  • Hadin 7/12 HP

Ludi and Actaeon still up.


Emerald Garess wrote:
I would assume that the bandit leader dropped her weapons when she went unconscious, so she spends one move action picking up a weapon and one move action standing. Both would provoke normally, but Emerald does not have Combat Reflexes.

The only condition Sleep causes is helpless not unconscious. The spell doesn't do anything it doesn't say in the spell block. So simply the crature is magically asleep and can't act until awoken or wounded and gains the helpless condition(which is nasty since it allows coup de Grace) So the leader didn't use any actions other than move to approach and standard to attack.

There is lots of arguments for years on the sleep spell but in lieu of any faq I run it without it giving anything that the spell doesn't say it does. I feel slightly vindicated in this as in Pathfinder 2E the sleep spell specifically calls out that it does NOT cause the target to fall prone or drop held items(at least not until heightened to 4th level). For this reason I still like the sleep spell as it causes a tactics change to take out those unaffected first so that you can coup de grace or capture the sleeping target.

All that said that means only Ferric's hoof lands out of that wall of rolls. :(


Sirinus takes a shot but misses. However as as the bandit turns to swing at Ludvine, she holds steady and shoves her spear deep into his guts taking him down.

Hadin takes his aim to the trees and shoots the bandit in the tree stand glancing an arrow across his cheek where blood begins to pour out.

The Bandit in the tree returns fire at Hadin
Longbow @ Hadin: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 3miss!

The bandit leadet awoken from her slumber by Emeralds lance moves in to retrun the favor. She swings at Ferric as not to have to swing up.(I believe Emerald gets both an AoO and a ride check)

Handaxe @ Ferric: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 3 ⇒ (3) + 3 = 6Miss even before ride check.

Round 5

  • Bandit 1 Dead
  • Emerald
  • Ludivine 10/11 HP
  • Actaeon
  • Bandit 3 Dead
  • Sirinus
  • Bandit 2 AC 13 HP 7/9 (in eastern tree stand)
  • Kressle AC 15 HP 13/17 (before results of Emerald AoO)
  • Hadin 7/12 HP

Emerald,Ludi, Actaeon and Sirinus are all up after Emeralds AoO


Bandit 3 AC 13 HP 4/9: The bandit drops his bow and turns and draws his shortsword while stepping toward(draw a weapon as part of a move for bab +1 or higher) Ludvine to return her strike.

This should trigger an AoO from Ludi.

short sword: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (1) + 1 = 2Crit threat
Crit. Confirmation Roll: 1d20 + 2 ⇒ (7) + 2 = 9NOT confirmed

Round 4 Cont.

  • Sirinus
  • Bandit 2 AC 13 HP 9/9 (in eastern tree stand)
  • Kressle AC 15 HP 13/17
  • Hadin 7/12 HP

Sirinus and Hadin up


That will hit because of the helpless condition but it will also wake her up. Allowing her to act at the end of the round.


Round 4

  1. Bandit 1 Dead
  2. Emerald
  3. Ludivine 10/11 HP
  4. Actaeon
  5. Bandit 3 AC 13 HP 9/9(next to leader)
  6. Sirinus
  7. Bandit 2 AC 13 HP 9/9 (in eastern tree stand)
  8. Kressle AC 15 HP 17/17 (Helpless, Asleep)
  9. Hadin 7/12 HP

Emerald, Ludi and Actaeon are up.

Lets get this combat done so we can jump back to that flashback/pro-log. I believe I have read it thoroughly enough to run it. It will start RP heavy(which I think we all like) and than move on to some combat encounters


Indeed

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