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08:58, 19th May 2024 (GMT+0)

Chapter 3: Scene 2: Bandits of the Greenbelt.

Posted by GMFor group archive 0
Dubh Oiche
player, 149 posts
HP 26/26 AC 18
F+5 / R+7 / W+10 / Per +8
Thu 23 Feb 2023
at 15:31
  • msg #105

Chapter 3: Scene 2: Bandits of the Greenbelt

OOC: Sorry boss, I forgot that my focus spell had verbal components. I was thinking that if I was out of sight it wouldn't be an issue.
11:27, Today: Dubh Oiche rolled 16 using 1d20+10 with rolls of 6.  Stealth Initiative.

This message was last edited by the player at 19:04, Thu 23 Feb 2023.
Sophia Akhova
player, 247 posts
F7/R6/W3; Per +5
AC 19; HP 20/20; Hero 1/1
Thu 23 Feb 2023
at 16:59
  • msg #106

Chapter 3: Scene 2: Bandits of the Greenbelt

Sophia, seeing the game was up, moved out to cut the bandits off. She moved South of the closest one calling, "You buys wandered into the wrong camp. But good news is, we're recruiting. Just ask your friends how we are as bosses."

She reached out to grab the closest bandit, but was avoiding lethal force. For now.



With 21 just going to go ahead and post action. I'm hoping demoralize succeeds with 24, but not so sure about athletics to grab him with 12... If he tries to move away though I have AoO and weapon (gauntlet) out.

10:51, Today: Sophia Akhova rolled 21 using 1d20+6 with rolls of 15.  Perception for initiative.
10:56, Today: Sophia Akhova rolled 24 using 1d20+6 with rolls of 18.  intimidate.
10:56, Today: Sophia Akhova rolled 12 using 1d20+8 with rolls of 4.  Athletics for grab .

GM
GM, 354 posts
Fri 24 Feb 2023
at 06:15
  • msg #107

Chapter 3: Scene 2: Bandits of the Greenbelt

Booker technically beat Sophia in initiative, but I'll let her go first, because it's more fun this way. That 12 was almost enough for your grapple, given your critical success at demoralization! Unfortunately, not quite.

Jamal glances at what he believed were his friends, but sees no help from that direction, with Sophia advancing on him. Although he manages to break your attempted arm-lock, you still see him pale as he realizes how badly you have him outclassed.

Booker is up next at initiative 21-. For what it's worth, Charlie's already said that he plans to kill Jamal in particular the first reasonably safe chance he gets. Even bandits don't like oathbreakers. So trying to recruit him may or may not be worth the effort.
Booker Magestos
player, 123 posts
HP-30/30, AC-19(21)
F+7, R+8, W+7, Per +5
Sun 26 Feb 2023
at 20:04
  • msg #108

Chapter 3: Scene 2: Bandits of the Greenbelt

In reply to GM (msg # 107):

Booker suddenly appeared from the underbrush, growing to full size in seconds. Then he sends a ball of fire at the nearest bandit, however the change back to human form threw off his aim.

Then he once again summon a shield aura for the counterattack.

OOC-actions 1-2total miss trying to hit nearest bandit with produce flame, even if I got him flat footed.
13:59, Today: Booker Magestos rolled 9 using 1d20+8 with rolls of 1.  Produce flame vs closest bandit.

3 action-casts sheild and Amps it with 1 focus point.

GM edit: Dismissing a spell such as pest form, like anything else in this system, is an action, so you don't have time to raise your shield. I wouldn't worry about it against these guys. Too bad your produce flame missed though!

This message was last edited by the GM at 21:06, Sun 26 Feb 2023.
GM
GM, 355 posts
Sun 26 Feb 2023
at 21:15
  • msg #109

Chapter 3: Scene 2: Bandits of the Greenbelt

Even though Kerry is utterly surprised by Booker suddenly appearing in front of him, he still manages to dodge the burst of flames. "They got us surrounded! What do we do, Jamal!?"

"Fight for your life, you fool." Jamal dodges out of Sophia's reach to put his back to his lone remaining friend, then pulls out his dagger and stands ready to face her, knowing that he probably won't get away. Venk and Charlie, weaponless, stand up and back away from the action.

Wilkezag is up at initiative 17, followed by Dubh. If you'd given Charlie back his bow, he probably would have gone ahead and shot Jamal, but oh well. Really, Jamal ought to run away here, but I've already got enough potentially-returning villains for you to deal with, so you can go ahead and slaughter these two!
Wilkezag
player, 220 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Sun 26 Feb 2023
at 22:15
  • msg #110

Chapter 3: Scene 2: Bandits of the Greenbelt

Wilkezag starts to play, and goes ahead and puts that little bit of magic into his playing that will make the song linger in the ear.  The action is more by habit, because there's little chance this battle is going to last long enough for it to matter.  He walks closer, ready to finish them if somehow they survive the kind ministrations of Sophia and Booker.

"We have them surrounded.  We know they are weak.
Outnumbered and frightened, their prospects are bleak.
With no hope at all, an escape do they seek."


16:04, Today: Wilkezag rolled 28 using 1d20+10 with rolls of 18.  Performance for Lingering Composition.

A1:  Inspire Courage with Lingering Performance
A2&3:  Stride to V17

GM edit: You can't quite get to V17, it's 55 feet. And of course you get the critical success on lingering composition the one time it almost definitely doesn't matter! Nice poem though. Dubh is up.

This message was last edited by the GM at 06:14, Mon 27 Feb 2023.
Dubh Oiche
player, 151 posts
HP 26/26 AC 18
F+5 / R+7 / W+10 / Per +8
Tue 28 Feb 2023
at 01:14
  • msg #111

Chapter 3: Scene 2: Bandits of the Greenbelt

With the pleasing sounds of Wilkezag filling his insectoid ears as he hops over the creek and around the end of a log before making another long hop into the woods near the action.

OOC: Since I'm so far away, Stride, Stride, Stride. I think I can make it to T19. My math may be off for moving diagonally
GM
GM, 357 posts
Tue 28 Feb 2023
at 03:48
  • msg #112

Chapter 3: Scene 2: Bandits of the Greenbelt

Kerry draws his dagger and steps up to attack what he thinks is a wizard, foolishly attempting melee combat. Just too late, he realizes this "wizard" is inexplicably wearing armor and holding a sword, and looks like he's not afraid to use it.
21:44, Today: GM, for the NPC Kerry, rolled 14,3 using d20+5,d4+1 with rolls of 9,2.  Attack vs Booker (AC 19).

Sophia and Booker are up again; please put these poor bandits out of their misery. Sophia, you're well within inspire courage range; additionally, poor Jamal is still frightened 1, which reduces his AC.

Sophia Akhova
player, 249 posts
F7/R6/W3; Per +5
AC 19; HP 20/20; Hero 1/1
Tue 28 Feb 2023
at 05:15
  • msg #113

Chapter 3: Scene 2: Bandits of the Greenbelt

There was no more time for talk, end them before someone she cared about got hurt. She stepped in swinging.




Action 1: step
Action 2: Snagging strike, inspired hits AC 23 for 10
Action 3: MAP attack vs flat footed hits AC 14 for 6

Hopefully that gets one of them!

23:13, Today: Sophia Akhova rolled 23,10 using d20+12,1d8+5 with rolls of 11,5.  bastard sword attack (Inspired - snagging).
23:13, Today: Sophia Akhova rolled 14,6 using d20+7,1d8+5 with rolls of 7,1.  again on flat footed.


Booker Magestos
player, 125 posts
HP-30/30, AC-19(21)
F+7, R+8, W+7, Per +5
Tue 28 Feb 2023
at 15:28
  • msg #114

Chapter 3: Scene 2: Bandits of the Greenbelt

In reply to GM (msg # 112):

Booker easily blocks the thrust of the dagger, and returns with a spell powered fire slash of his own...

OOC-Spellstrike and then raising Amp'd shield.

1-2: Spellstrike

3: amp'd Shield spell


10:26, Today: Booker Magestos rolled 4,5 using 1d8+1,1d4+4 with rolls of 3,1.  Damage. 10 Total with inspire courage.

10:26, Today: Booker Magestos rolled 25 using 1d20+9 with rolls of 16.  Spellstrike on Bandit.

This message was last edited by the player at 16:39, Tue 28 Feb 2023.
GM
GM, 358 posts
Wed 1 Mar 2023
at 02:03
  • msg #115

Chapter 3: Scene 2: Bandits of the Greenbelt

Sophia steps into Jamal and reaches out, dragging him into the path of her sword. She prepares for another blow, but he is limp in her hand, so she drops him and steps over his body to menace Kerry from behind. Remember that most enemies do not punish movement near them; certainly not these archer bandits! As a fighter against wimpy mooks, you may want to remember to move in range of more than one, in case they die sooner than expected.

This turns out not to matter, as Booker's flaming sword cuts deeply into Kerry's neck and blasts a jet of fire directly into him. 25 is a critical hit, especially with Sophia's flank (but it was anyway).

Charlie is stunned by the sudden brutality, but Venk nods to him. "That's how they took down Kressle, too. You and me, we got out at just the right time." The hunters' packhorses were carrying only the promised provisions, although Jamal's seems like it's been so nervous about the scent of blood for hours that she's incredibly skittish now. It takes you quite a while to calm her down.

At this point, it's quite late in the afternoon, and Venk dissuades you in the strongest terms from wandering around the woods very much in the dark. It's just not safe.

You can look for a different campsite if you want, but this one really is nice, at least for now. Staying here counts as a critical success on preparing a campsite, plus a success on setting watches because of the platforms. I'm not tracking normal rations because it's boring, and relatively soon I'm going to stop tracking common ingredients as well, but those are what the hunters brought back for you. Let me know if you want to do anything to celebrate, and whether you trust Charlie and/or Venk to stand watches (although personally I wouldn't).
This message was last edited by the GM at 02:13, Wed 01 Mar 2023.
Dubh Oiche
player, 153 posts
HP 26/26 AC 18
F+5 / R+7 / W+10 / Per +8
Wed 1 Mar 2023
at 02:16
  • msg #116

Chapter 3: Scene 2: Bandits of the Greenbelt

He sees the violence happen and when the bodies drop he applauds with a chorus of chirps.

He the shifts back into his normal form, takes a moment to readjust his mask and then settles into the task of calming the horses and getting them used to their new companions.
Wilkezag
player, 221 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Wed 1 Mar 2023
at 03:47
  • msg #117

Chapter 3: Scene 2: Bandits of the Greenbelt

With the high emotion of a battle being over, along with the natural camaraderie of people on the same side, Wilkezag lets the Charm on Venk drop if it hasn't already.  He won't even notice it was ever there.  It looks like they brought back enough for me to make another Hearty Meal for everybody.  Does everyone want some?  With a collection of assents, he makes enough for everyone, including Charlie and Venk.

When he is done making the Hearty Meals, the bard sniffs at the booze that the group had stockpiled for delivery to the Stag Lord.  After a cautious sip, he gets to wondering if this could be used in cooking somehow.  He tries to remember what Svetlana taught him about using alcohol in cooking, Deglazing a pan, enhancing aromas and flavors, and also tenderizing meat.  Well, no pans to deglaze, but flavors and tenderizing sound good.  Will spends another couple of hours experimenting, trying to create a new recipe using the meat and the alcohol and the last of the radishes, but his result looks terrible and he's afraid to taste it.

I'm assuming that we have time for two nighttime actions, but if we don't, then feel free to ignore my terrible roll.

21:38, Today: Wilkezag rolled 24 using 1d20+8 with rolls of 16.  Cooking lore for preparing Hearty meals.
21:45, Today: Wilkezag rolled 11 using 1d20+8 with rolls of 3.  Cooking lore for creating a new recipe.

This message was last edited by the player at 03:53, Wed 01 Mar 2023.
GM
GM, 360 posts
Wed 1 Mar 2023
at 05:07
  • msg #118

Chapter 3: Scene 2: Bandits of the Greenbelt

Wilkezag's hearty stew is absolutely delicious, and warms you right to your fingertips. You feel you'll be ready to face whatever you might find tomorrow, no matter how much trouble you get into. His experimentation is less successful, although it doesn't seem actively dangerous.

24 is a critical success for Hearty Meals.
Booker Magestos
player, 126 posts
HP-30/30, AC-19(21)
F+7, R+8, W+7, Per +5
Wed 1 Mar 2023
at 05:27
  • msg #119

Chapter 3: Scene 2: Bandits of the Greenbelt

Before he forgets again, he removes the Bloodseeker beak from his blade and attaches it to Sophia's weapon."You would make far better use of it than I." He says.

After he is done trying to conceal thier new campsite, he once again studies his spell book. He wanted to get enough rest to use his most powerful magics.

ooc-00:27, Today: Booker Magestos rolled 19 using 1d20+8 with rolls of 11.  Stealth to conceal campsite .
22:45, Yesterday

This message was last edited by the player at 21:00, Wed 01 Mar 2023.
Sophia Akhova
player, 250 posts
F7/R6/W3; Per +5
AC 19; HP 20/20; Hero 1/1
Wed 1 Mar 2023
at 19:48
  • msg #120

Chapter 3: Scene 2: Bandits of the Greenbelt

"Just make sure you remember it and think twice if you decide to start a crew like Kressle's," Sophia threatened with a smile as Charlie and Venk talk.

"We meant it when we said banditry has no future in the Stolen Lands."

At dinner she complimented Wilkezag on the meal then stategized a little. "I guess we don't have a good way to deliver any of this drink to the Stag Lord. Not without arising suspicion. But perhaps in morning our first destination should be the distiller who makes it? Seems like someone we'd like to have as a friend, or at least know if they're not friendly."

She settled in and was happy to take whatever watch they gave her.
Wilkezag
player, 222 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Fri 3 Mar 2023
at 15:43
  • msg #121

Chapter 3: Scene 2: Bandits of the Greenbelt

Wilkezag sees everyone in a little bit of a post-battle letdown.  He doesn't have time for a proper story, but he tries to give everyone some encouragement with a couple of jokes as they settle down for the night.

The mood a bit lightened, he goes on to discuss plans  "What's our plan going forward?  We do have to get these radishes back to Svetlana while they are still fresh if we want to collect on Oleg's reward.  So the question is whether or not we want to detour a bit either to check out the old bridge and figure out what it will need to make it generally usable again, and whether we want to check out the gremlins of the Old Sycamore and maybe recover the goblin's idol.  Either task is a little way south before we head north back to Oleg's."
This message was last edited by the player at 15:45, Fri 03 Mar 2023.
Booker Magestos
player, 127 posts
HP-30/30, AC-19(21)
F+7, R+8, W+7, Per +5
Fri 3 Mar 2023
at 15:46
  • msg #122

Chapter 3: Scene 2: Bandits of the Greenbelt

In reply to Wilkezag (msg # 121):

"I would like a full night's rest before moving on, so we might as well head to Oleg's." Booker points out.
GM
GM, 361 posts
Fri 3 Mar 2023
at 17:06
  • msg #123

Chapter 3: Scene 2: Bandits of the Greenbelt

The night passes uneventfully, not to anyone's great surprise; any local wildlife that might ordinarily be inspired to hassle you has long since learned to avoid this spot.

In the morning you feel refreshed and ready. Today, 5th Pharast, is the Day of Bones, when Pharasmin priests hold parades for the recently dead and perform free funerals. Venk and Charlie ask to hold a short funeral for Petey, who was their friend, even if he was a bit of a fool.

Reconnoitering hex D18 fully will take a day and a half, because the Thorn River doesn't have any good crossings this far north. Getting back to Oleg's from here takes a day and a half also.

I don't know how determinedly you're keeping Charlie and Venk as prisoners instead of followers. Charlie seems fully dedicated to your cause at this point; Venk is still a little uncertain but Charlie says he'll come around.

Wilkezag
player, 223 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Fri 3 Mar 2023
at 20:49
  • msg #124

Chapter 3: Scene 2: Bandits of the Greenbelt

Will immediately agrees to the funeral, and gives a stink-eye to anyone who seems reluctant.  While they are performing whatever ceremony they think is appropriate, the bard plays a somber tune for background.

As the group collects the weapons and armor from the vanquished foes, he picks out what looks to be the best bow and casually hands it to Charlie, along with a quiver of arrows and a decent melee weapon.  "Charlie, if any of this armor is an upgrade for you, you should claim it."  Somewhat apologetically, he turns to Venk, "Venk, I'm afraid we will have to know you better before we can give you a weapon.  After all, you were our enemy until yesterday.  But there's no reason for you not to have the best armor we can offer.  Take your choice from the armor after Charlie has a shot at it.

"If you take off, we're not going to chase you as long as you don't steal from us.  But you're welcome to stay with us and have a legitimate job.  It's not as if going to the Stag Lord is an option for you anymore."

GM
GM, 362 posts
Sun 5 Mar 2023
at 20:33
  • msg #125

Chapter 3: Scene 2: Bandits of the Greenbelt

Venk is happy to take his own armor back; it's already adjusted for him! Charlie grabs one of the other sets for now, since you left his back at Oleg's temporarily. Charlie starts to take one of the other sets, but then he realizes that none of you seem interested in Kressle's studded leather, so he starts adjusting it for himself.

It's really up to you what you choose to do from this point. Your next main story goal is the Stag Lord, but you're not ready for that yet. I've provided a few quest hooks already, and you'll gain more the next time you go back to Oleg's. With the bandits gone, Oleg can serve as a central message post and gathering place for extremely optimistic settlers.
This message was last edited by the GM at 04:01, Wed 08 Mar 2023.
Sophia Akhova
player, 251 posts
F7/R6/W3; Per +5
AC 19; HP 20/20; Hero 1/1
Tue 7 Mar 2023
at 04:48
  • msg #126

Chapter 3: Scene 2: Bandits of the Greenbelt

"I say we head back, take our time exploring on the way, but move back to Oleg's He and Svetlana deserve to know this immediate threat is passed. And we can pass on the radishes, then plot out another spoke to expore."
Wilkezag
player, 224 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Tue 7 Mar 2023
at 05:10
  • msg #127

Chapter 3: Scene 2: Bandits of the Greenbelt

Will nods agreement, and the group heads out.

Let's go to C18, then B18, then back to Oleg's, carefully exploring through both new hexes, unless we think that the radishes won't survive that long.

Did Kressle not have armor that Charlie or Venk considers an upgrade?

GM edit: You know, I had thought that the ordinary bandits weren't strong enough for Kressle's armor, but actually they are! So Charlie will take that one.

This message was last edited by the GM at 04:02, Wed 08 Mar 2023.
GM
GM, 363 posts
Wed 8 Mar 2023
at 05:43
  • msg #128

Chapter 3: Scene 2: Bandits of the Greenbelt

Radishes are root vegetables, they'll keep effectively forever unless you get them wet.

Exploring the environs of the bandit camp, you realize just how well Kressle chose her spot, or maybe the Stag Lord helped her out. It's a defensible clearing, with both the little stream and the Thorn River itself just a short walk away. Only your magic allowed you to sneak up on her, and even that wouldn't have worked if she'd had all the bandits on alert. The only real downside is that there's no good way to cross the river anywhere nearby. Venk points out where the bandits previously had a simple raft stored to get across, but it looks like one of the escapees took it. The river is a little too fast to be an easy swim, but you eventually find a wide enough spot that Sophia can tow a line across to anchor the rest of you. While the others secure the campsite to the background of Wilkezag's jaunty music, Dubh collects some fish for your dinner. He finds that the fish practically leap into his hands, and eventually realizes he's fishing in a patch of water chestnuts, so he gathers those up as well. Although you hear some howling in the woods that night, nothing bothers your camp.

In the morning (6th Pharast) as you explore, you decide to start wandering northwards on the west side of the river, planning to make your way generally back toward Oleg's to resupply for your next foray into the Greenbelt. Venk mentions that there are usually far fewer trappers on this side of the river, although he's not sure why; and indeed, you see no sign of any recent human traffic, although there's plenty of wildlife. He does mention that it's not wise to get too close to the Narlmarches, as there are trolls and worse things out on the plains beyond the Greenbelt, to say nothing of the western reaches of the forest itself. However, you end up encountering nothing more concerning than some thorny thickets; unfortunately, the blackberries aren't in season right now. Wilkezag, trying to spice up the last of the baked fish from yesterday, decides to toast them on skewers, and comes up with just the perfect combination of herbs. The result is refreshing and restful, almost as though you had managed to squeeze in a short nap along with dinner. This night is very quiet, with not even a skittering giant spider or slinking thylacine to break the silence.

As you forge northward along the river, you encounter obvious signs of more hunting spiders, with old webs draped from branches and a notable lack of small ground predators like foxes or ferrets. However, you don't see any fresh webs or actual spiders; perhaps they've moved on, or they're just in hibernation from the still quite chilly weather. Sophia hears a rattling noise in some brush, but when she goes to investigate there doesn't seem to be anything there. Some time later, Dubh thinks he sees some lanterns through the trees, but he knows better than to explore alone, and when you get closer, there's no sign of anything. Charlie is noticeably quieter in this area, staying close to Venk. "I told you, weird things happen around here. No one knows why. It's just spooky, maybe it's haunted." He doesn't seem happy about your decision to continue exploring the area, but he's much less interested in wandering off on his own. As you camp that night, Wilkezag's music seems to have a strange echo or harmony, as though someone out in the woods were playing along with him. But you don't see anything out there, even before it gets too dark.

After crossing the river again in the morning, you turn to the east on your way back to Oleg's trading post, still making notes of the various terrain and minor landmarks you encounter. A particularly tall and well-shaped fir tree catches Booker's eye, with two large nests near the top. Probably vultures, although the nests seem a little high and precarious to hold eggs safely. As Booker points this out, you hear some kind of large animal crashing through the brush just out of sight, but if you go to investigate, there doesn't seem to be any sign of it, except a bush with inexplicably pink leaves. At this point Dubh is getting suspicious as well; things like this don't happen in normal forests. But Sophia has a different theory: these sorts of harmless pranks are characteristic of small fey, especially in forested areas. She comments that fey will often accept gifts of jewelry, potions, alcohol, or sugary food to leave someone alone.

It's currently getting toward evening on 8th Pharast; you're in hex C18, east of the river, getting ready to make camp. Assume I rolled about 30 dice behind my screen during all of this narration. You guys mostly rolled pretty high. Let me know if there's anything else you particularly want to explore or investigate. You can possibly figure out the mystery of hex C18 at this point if you guess right and roll pretty high (you definitely couldn't yet on the 7th), but if you don't, it will probably follow you around for some time, so you'll have more chances.

As the moon wanes, it may become important to know who is taking which watch, for those who can't see in the dark. Parts of first and last watches will still be dimly lit (especially as the days lengthen), but Booker and Wilkezag will not be able to see anything past the range of your campfire in the middle of the night. In general I'll assume that you typically have the vision-enhanced members of the party on watch in the darkest times of the night.

This message was last edited by the GM at 20:19, Wed 08 Mar 2023.
Wilkezag
player, 226 posts
Bard, not barrister
AC 15; Spell DC 18; HP 24
Wed 8 Mar 2023
at 06:08
  • msg #129

Chapter 3: Scene 2: Bandits of the Greenbelt

Wilkezag is curious about Sophia's stories of the fey.  "Dubh, do you think you can find some honey?  I could try to make something that they might like."  The bard spends the evening making some herbed biscuits that he thinks will taste good with honey on them, but should at least be palatable without it, too.  If Dubh does manage to get some, he drizzles it on a few biscuits and leaves it as a gift for their guests.
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