Thursday, January 19, 2012

Lord Cardot Orlovsky

Human Cleric (Cayden Cailean) 4
CG Humanoid (
Human)
Init -1; Senses
Perception +3
--------------------
DEFENSE
--------------------
AC 14, touch 9, flat-footed 13, (-1 Dex, +1 Shield)
hp 23 (4d8
+2)
Fort +4, Ref +0, Will +8
--------------------
OFFENSE
--------------------
Spd 40 ft.

Melee
Sacred Tankard of Saint Nesteruk +6 (1d8+3/20/x2)
Cleric Spells (CL 4, +5 melee touch, +2 ranged touch):
Lvl 2
(3+1/day) Sound burst, Weapon of Awe, Eagle's Splendor, Bull strength (Domain)
Lvl 1 (4+1/day) Burning disarm, Shield of Faith, Murderous command, Tap Inner Beauty, Enlarge person (Domain)
Lvl 0 (at will) Guidance, Resistence, Stabilise, Light
--------------------
STATISTICS
--------------------
Str 14, Dex 8, Con 10, Int 12, Wis 18, Cha 14
Base Atk +3; CMB 5; CMD 15
Feats Combat casting, Alignement channeling (good), Selective channeling
Traits Weapon heirloom (tankard masterwork), Noble born (Orlowsky, +1 diplomacy, +1 CMD)
Skills Appraise +5 (+2 Magnifying glass), Diplomacy +10 (+2 Robe, +2 Tap Inner Beauty, +2 Eagle's Splendor, +2 S-T Haggler), Heal +7 (+2 Healer's kit), Knowledge (History, Religion) +5 (+2 PF Chronicles), Linguistic +6, Profession Brewer +9, Sense Motive +9
(+2 S-T Haggler),, Spellcraft +6
Languages Common, Celestial, Draconic, Sylvan
SQ Kobold tattoo
Combat Gear:
Heirloom Tankard (MW), +1 Sacred Tankard of Saint NesterukArmor: Chain shirt, Buckler
Other Gear: Cerimonial vestment (+2 circumstance bonus to Diplomacy), Ioun Torch, Signet Ring of Ambitus (+1 Wisdom)
Money:
2402 gp
Potions/Oils/Alchemical: potion of cure light wounds (1), Antitoxin (1)
--------------------
SPECIAL ABILITIES
--------------------
Channel Energy (Su) 5/day, 2d6 positive energy
Domain Travel (Trade):
- Basic speed + 10 ft
- Silver-tongued haggler
(Su, 7/day): as free action +2 on
a Bluff, Diplomacy, or Sense Motive check.
Domain strength:
- Strength surge (Sp,
7/day): action: standard action, target: touched creature, duration: 1 round, effect: +2 to melee attacks, combat maneuver checks relying on Strength, Strength-based skills, and Strength checks.

Am

Human Monk 4
LG Humanoid (
Human)
Init +5; Senses
Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 17, flat-footed 12, (+4 Dex, +1 Dodge, +1 Wisdom, +1 monk)
hp 33 (4d8+
4)
Fort +4, Ref +9, Will +5
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Unarmed strike +6 (1d8+2/20/x2)
Ranged +1 Composite Longbow +9 (+10 < 30 ft) # 1d10+3/20/x3 (1d10+4 < 30ft)
Ranged flurry of blows +1 Composite Longbow +8/+8 (+9/+9 < 30 ft) # 1d10+3/20/x3 (1d10+4 < 30ft)
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 10
Base Atk +4; CMB 6; CMD 23
Feats Point Blank Shot, Precise Shot, Dodge,Far Shot, Deadly Aim, Perfect Strike, Weapon Focus (Composite Longbow), Point Blank Master
Traits: Watching Taldor, Deft Dodge
Skills: Acrobatics +14, Appraise +5 (+2 Magniifying glass), Climb +7 (+2 Climbing kit), Sense Motive +6, Stealth +10, Swim +6, Knowledge (religion) +6 (+2 PF Chronicles), Knowledge (history) +5 (+2 PF Chronicles)
Languages: Common, Auran
SQ Kobold tattoo
Combat Gear Composite Longbow +1 (Str +2), Arrow Animal Bane +1 (3),
Arrow of Monstruous Humanoids Bane (5; +2 bonus; +2d6 extra damage), Arrow of Seeking (5), Arrows, Broad (40, dmg 1d10)
Armor: None
Other Gear: Boots of Elvenkind (Acrob. +5), Climbing kit (+2 Climb), Ioun torch, Gloves of Gravity bow (1/day 1 min: dmg 1d8 ->2d6; 1d10 ->2d8), Signet ring of dexterity +1, Vest of mage armor (1/day, 1 min> +4 AC), Signet Ring of Ambitus (+1 Dexterity)
Potions/Oils/Alchemicals: potion of cure light wounds (1), potion of cure medium wounds (1), potion shield of faith +2 (1), potion of Mage Armor (3)
Money: 480 gp
--------------------
SPECIAL ABILITIES
--------------------
Perfect Strike (Ex) 4/day
Way of the bow (Ex) -> Weapon focus feat
Zen Archery (Ex)
Point Bank Master (Ex)
Fast Movement (Ex)
Maneuver Training (Ex)
Slow fall (Ex)
Kii pool (Su): 3 points

Gam'elgar Dugh'lan

Half-elf Ranger 4
CG Humanoid (
Half-elf)
Init +4; Senses
low-light vision, Perception +10 (+2 in Hills/Mountains, +2 vs Feys)
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15, (+2 Dex, +1 Dodge, +1 Natural Armor, +4 Armor)
hp 25 (3d10+
3)
Fort +4, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee (i) Flail+6 MW (1d8+2/20/x2) - Hand axe MW +6 (1d6+1/20/x3)
(ii) Longsword Cold Iron MW +6 (1d8+2/19-20/x2) - Handaxe MW +6 (1d6+1/20/x3)
Ranged Longbow masterwork +7 (1d10/20/x3)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 10, Int 13, Wis 14, Cha 10
Base Atk +4; CMB 7; CMD 20
Feats Two Weapon Combat, Dodge, Combat Expertise, Skill focus (?), Endurance
Traits: Elven Reflexes, Pionieer
Skills Climb +6, Handle Animal +4, Knowledge Nature +6 (+2 vs Feys, +2 with PF Chronicles), Craft (Trap) +6, Survival +8 (+2 Compass, +2 Map Making kit, +2 in Hills/Mountains), Track + 10 (+2 with Book, +2 in Hills/Mountains), Stealth +7 (+2 in Hills/Mountains), Ride +6, Swim +6
Languages Common, Elven, ?
SQ Kobold tattoo
Combat Gear Scizore, Handaxe (MW), Longsword
cold iron (MW), Flail (MW), Silver dagger (MW)
Armor: Studded Leather +1 (Light fortification), Amulet of Natural Armor +1
Other Gear: Compass (+2 Survival), Map making kit (+2 survival), Book of tracks (+2 Tracking), Signet Ring of Ambitus (+1 Strength)
Money:
2302 gp
Potions/Oils/Alchemical: potion of cure light wounds (1), potion of cure medium wounds (1)
--------------------
SPECIAL ABILITIES
--------------------
Wild empaty
Favorite enemy:
Fey (+2 on Bluff, Knowledge, Perception, Sense Motive, and Survival, +2 on attack and damage rolls)
Favorite terrain: Hill/Mountain (+2 bonus on initiative and Knowledge (geography), Perception, Stealth, and Survival)
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
: Half-elves receive a +2 racial bonus on Perception skill checks.
Hunter's bond

Kiire Jalka Varjoisa Maanalainen aka Kii

Svirfneblin (surfaced) Magus 2 Rogue 2
CG Small Humanoid (Svirfneblin)
Init +4; Senses
darkvision (60 feet), low-light vision, Perception +8
--------------------
DEFENSE
--------------------
AC 21, touch 17, flat-footed 15. . (+4 Dex, +2 Dodge, +1 Size, +4 Armor)
hp 27 (4d8+2)
Fort +5, Ref +9, Will +5
--------------------
OFFENSE
--------------------
Spd 20 ft. (40 ft. when Mounted)
Melee Scimitar (Mithral, MW, Small) +8 (1d4+4/18-20/x2)

Spell combat Scimitar (Mithral, MW, Small) +6 (1d4+4/18-20/x2) (main hand) - Spell/Wand (off-hand)
Melee Whip (small) +3 (1d2-1/20/x2) (trip, disarm)
Spell combat Whip (small) +1 (1d2-1/20/x2) (trip, disarm) (main hand) - Spell/Wand (off-hand)
Magus Spells (CL 4, +7 melee touch, +7 ranged touch):
Lvl 1 (4/day) Shocking grasp, Shocking grasp, Shield, Unseen servant,
Lvl 0 (at will) Detect magic, Mage hand, Acid splash, Open/Close
--------------------
STATISTICS
--------------------
Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 8
Base Atk +2; CMB 0; CMD 18
Feats Extra Arcana (Wand Wielder), Weapon Finesse (Finesse Rogue), Dervish Dance
Traits Magical Knack, Desert Shadow
Skills Acrobatics +10 (Jump +6), Craft (Alchemy) +9, Knowledge (Arcana, Local, Dungeoneering and Planes) +7 (+2 PF Chronicles, +2 about Mivon), Spellcraft +9, Stealth +14 (+2 underground, +2 Suit of Stealth), Disable Device +8 (+2 Thieves's tools MW), Diplomacy +3 (+2 Chancellor Robe), Ride +8 (+2 Military Saddle), Disguise +3 (+10 Hat of Disguise), Handle animals +0 (+2 Handbook of Dog training)
Languages Common, Under-common, Gnome, Sylvan
SQ Suit of stealth (+2 circumstance bonus), Kobold Tattoo
Combat Gear Scimitar (
Mithral, MW, Small); Crossbow (Small), Whip (Small),Scimitar (Cold iron, Small), 20 Cold Iron quarrels, 20 Silver quarrels
Armor: Mithral shirt
Other Gear Backpack (14 lbs), Case, map or scroll (0 lbs), Fishhook, Flask, Flint and steel, Ink (1 oz. vial, black), Inkpen, Mirror, small steel, Parchment (sheet) (10), Pouch, belt (2 lbs), Sealing wax, Sewing needle, Signet ring, Spell component pouch, Vial, ink or potion, Whistle, Travel spell book, Thieves's tools (MW), Perl of Power (1st lvl), Hat of Disguise, Wrist Sheat x 2 (spring loaded, MW), Signet Ring of Ambitus (+1 Dexterity)
Wands
: Burning Hand (2 lv, 1 charges), Magic Missile (20 charges), True Strike (50 charges)
Scrolls
: Silent image, Burning Hands
Potions/Oils/Alchemicals
: S
unrod (1), Antitoxin (1), flask of acid (1), flask of oil (1) alchemical grease (1), Smokestick (1), Alchemical fire (2), Cure light wounds (2), Cure Moderate wounds (1), Oil of magic weapon (1), cure light wounds (1)
Money:
22 gp

 --------------------
SPECIAL ABILITIES
--------------------
Attack: +1 attack bonus against humanoid (reptilian) and humanoid (dwarven)
Svirfneblin Magic: +1 to the DC of any illusion spells they cast.
Spell-Like Abilities: nondetection (constant), blur (1/day), disguise self (1/day)
Spell combat (Ex):
Arcane pool (Su):
3 points
Expert Acrobat (Ex)
Evasion (Ex)
Stone-cunning (Ex)

Spellstrike (Su)

 ===================================================================

Riding Dog                                                                                               
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

Incitatus

hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); 
Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Wednesday, January 18, 2012

Session 15: The Fort Changes Hands

in which the group encounters a strange old guy and take control of the Stag Lord's fort

Once in complete control of the fort, the characters decided to wait until the mercenaries that the Stag Lord had tried to gain for his cause arrived. Kii had sent a letter to his cousin in Jovvox so that, just before departing, he would tell the mercenaries that the Stag Lord was no longer in possession of the fort, but that nevertheless they would still be offered mercenary job by the new owners, the characters, as soon as they arrived. Also, they did not want to leave Akiros alone with Dovan and Falgrim Sneeg before they fully trusted him and had some other guards to help him with the prisoners.

Interrogating the bandits
Several days passed uneventfully and the adventurers used the long hours to rest, recover from their wounds, explore the area surrounding the fort and interrogated the captured bandits. Cardot used a Zone of Truth to interrogate them, to make sure they did not lie.

When told about the reward that Kesten Garess had offered for him, Falgrim Sneeg said that he had repented of his banditry ways and begged not to be handed over to Kesten. He said he had not killed anyone. His crime had been posing as a guide to some prospectors from Restov and stealing their horses and money during the night leaving them stranded in the middle of the Kamelands. One of the prospectors had been a nephew of Kesten, and when the group of prospectors became lost in the wild, he had fallen in a gully and broken his neck. He was very sorry for what happened to the nephew, as his intention was only getting horses and enough money to travel to Pitax, where he wanted to start a new life, but he was robbed by a group of the Stag Lord's men and worked as a guard in the fort in fear of being murdered if he did not comply with his orders... When questioned about Dovan, he confirmed Akiros stories: Dovan was a creepy sick torturer and enjoyed having his way with the prisoners the bandits captured to be ransomed, to the point that he had "accidentally" killed several of them, something that had angered Akiros... the Stag Lord was too occupied getting drunk to care much about some murdered prisoners.
Falgrim Sneeg - taken from Kingmaker Paper Minis

At the beginning, Dovan tried to resist the Zone of Truth when he was interrogated by Cardot, but he finally confessed that he had enjoyed having his way with some of the prisoners, specially with a certain blonde that was accompanying a merchant. He said his only regret was not having fled the fort when the characters proved they had the upper hand. He begged also for being freed, but while in the Zone of Truth, he could not explain why.

Dovan from Nisroch - taken from Kingmaker Paper Minis
The characters decided that they could not afford annoying Kesten Garess, as he would surely prove very helpful for the area once they tried to civilize and claim parts of the Stolen Lands: they would thus hand Falgrim to the guard. As for Dovan, they were divided on whether to directly execute him (their charter gave them the right to do so) or have a formal trial at Oleg's. Cardot convinced the rest of the group that having a formal trial at Oleg's in front of as many merchants and trappers as possible would be the best way to start showing the people in the area the kind of civilized nation they wanted to create.

One night, Cardot had a quiet conversation with Akiros with some wine. The man was obviously troubled by his past. He told him that he had been a paladin of Erastil in Taldor, far to the west, just what his parents had always wanted for him when he was a kid. Sadly, he had an affair that had turned sour, although he did not develop this part of his story, and he had run away. In his travels, he had met the Stag Lord and decided to join his band of misfits, as he also believed himself to be one.

Soon he came to regret his decision, as many of the bandits proved crueler than necessary, specially Dovan. He had been waiting for an opportunity to redeem his many past transgressions and thanked Cardot and the group for giving him such an opportunity. He was sure he would never be able to feel proud for what he had done in Taldor, but maybe he would be able to find sense in life by helping tame the wild Stolen Lands.

About the Stag Lord, Akiros said that when he arrived at the fort, the Stag Lord already had his helm. Some of the older bandits told him that he had found it a year before in an ancient Iobarian tower somewhere near the Tuskwater Lake (this is the lake near the fort). They also told Akiros that the Stag Lord had visited the tower after receiving some strange dreams from an extremely beautiful woman... After some of his drunken stupors, the Stag Lord would order the bandits around him to prepare for certain events, with an uncanny ability to detect certain threats to the bandits... He would mumble something about proving himself worthy to the beautiful woman in his Dreams and that she would be his Queen when he carved a kingdom out of the Stolen Lands.
Akiros Ismort - taken from Kingmaker Paper Minis


Unexpected visitors

The group had left some of the kobolds to man the towers, but they had fallen asleep, so they were surprised by some loud bangs at the gates requesting entry. It was a group of five bandits who had come back to the fort with some stolen goods, apparently oblivious to the fact that the Stag Lord was no longer in command.

After a short combat, Akiros convinced the bandits to surrender themselves to the group. He said that, out of the five, three could be employed as guards, as they were only people fallen into banditry due to bad luck, but that the other two should be sent to Restov for trial.



The Trapped Thylacine

Now trusting Akiros, the group decided he had enough help and left him with the three new guards, Mikmek and four kobolds while they sent the other four kobolds back to the Sootscale Caverns.

They then departed the fort to explore the western area which their charter ordered them to map. They had also heard rumors that that would be also the region to find the Tatzlwyrms.

While they explored an area of forest to the north of the fort, they heard a series of quick, yipping barks come from a clearing. They approached the noises to find an open pit, once covered with branches, and now occupied by a hungry and aggressive Thylacine. Gam'el'gar offered food to the creature and calmed it as much as he could; the group then helped place some fallen logs and branches in the pit, and after a couple hours of hard work, the animal finally escaped from the pit. When offered food again by Gam'el'gar it approached him warily and cautiously gobbled everything that was given to him... after some minutes, the animal turned and trotted away, giving a final quick glance over its shoulder to the elven ranger.

Thylacine - taken from Kingmaker Paper Minis

(to be continued)



 XP:
- 100 (exploring the Stag Lord's fort hex)
- 100 (exploring the Trapped Thylacine hex)
- 250 (employing some of the bandits as guards)
- 600 (freeing the Trapped Thylacine)

Total this session: 1,050XP
Total campaign: 29,575XP

Loot:
- 100 gp in assorted coins (approximately 40gp, 500sp and 1000cp)
- trade goods, miscellaneous adventuring gear and tools. Its value is not enough to make an extra BP, but they complete the almost 2 Building Points found in the fort's cellar.

Time Passed:
- 7,5 days.
The time now is 30th Gozran (April), in the evening. The group is camped near the pit where they found the Thylacine.

Sunday, January 15, 2012

Davik Nettle's Diary/Ledger. Info 3

The ledger continues with Davik seeing increasing travel across his bridge. Apparently, the boggard tribes of the East Sellen River (a river going through Lake Hooktongue and the Hooktongue Slough, west of the Narlmarches) had been more active of late and were increasing their raids on the merchants travelling between Brevoy and the River Kingdoms.

This meant that increasingly more merchants were using the Shrike River instead of the East Sellen River. Davik was thrilled! At this rate of business, he would soon repay his debts and would be able improve the bridge... maybe even attract more people and fund a small village!

Soon though, the bandit activity in the area increased even more. The merchants still favored Davik's bridge, as the route was still safer now than Lake Hooktongue (if bad luck brought an attack, better to be robbed and beaten by bandits but retain life, than captured and eaten by boggards), but more and more merchants and trappers were expressing their frustration at the situation.

The ledger continues for 6 months or so, detailing many name of merchants, trappers and even adventurers. He also describes the visit of some agents of Brevoy. They did not say much, but apparently they were exploring the area with eyes on expansion of the kingdom (Davik notes in his diary that he knew from his parents that there had been at least one attempt in the past by Brevoy to claim these lands). Davik requested that Restov should send some guards to patrol the area and get rid of the bandits. The agents said they took note but could not promise anything.

A week before the last entry in the ledgers, Davik received the visit of some dangerous men. They told him he was now under the "protection" of the Stag Lord, the new ruler of these lands. They explained him with all sorts of menaces that he would have to pay taxes, 10gp a day, if he wanted to keep using the bridge, and that they would come back every month to collect the taxes. Davik was infuriated by their demands and their extortion attempt and set his hounds on the bandits. The cowards ran away, and Davik enjoyed that night a nice cup of wine with his trout stew to celebrate that he had valiantly defended his prized bridge...

The ledger continues for another week, in which the activity was normal (between one and three travelers per day) before abruptly stopping.

Session 14: Exploring the fort's cellar

in which the group encounters a strange old guy and take control of the Stag Lord's fort

Once in the cellar, the group spread to search it but they were soon attacked by several summoned animals (a giant ant and a bat swarm). Cardot was isolated a short moment in one of the cellar's rooms and a feral wolvering fell on him.

Only luck, a well-placed crumbling barrel which Cardot positioned between him and the animal, and the timely realization that the group had discovered some animal bane arrows in their previous adventures saved the cleric from death. As in other combats, Am made the last moves with two accurate shots using the bane arrows.

Once dead, the wolverine changed shape into an old man dressed in rags. Kii immediately recognized the man as Nugrah, the strange mendicant druid of Gozreh who was travelling with a teenage boy of 17, and that was described in Davik Bettle's diary.

Nugrah the Decrepit

The group used the rest of the day to rest, recover from fatigue and finish exploring the fort. It was obvious that the bandits had been storing most of their stolen goods in the cellar, and so the group dedicated some time to account the objects found.

 XP:
- 1200 (Nugrah)

Total this session: 1,200XP
Total campaign: 28,525XP

Loot:
- trade goods, miscellaneous adventuring gear and tools worth approximately 8,000 gp (2 Building Points).
- A chest with 1,500gp in assorted coins (approx. 1,000gp, 2,000sp, 5,000cp and 20 pp).
- A large bag with several pieces of jewelry (various silver candle supports, silver and golden rings, an alabaster statuette of a nymph (inscription in the base: "Florint, keep this as token of our secret love..."), a silver necklace with shiny green stones, several Stag Lord's silver amulets,...) (Stolen Lands 53).


Time Passed:
- 12 hours.
The time now is 23rd Gozran (April), at noon. The group is in the former Stag Lord's fort.