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Kingmaker Solo Campaign

"Come on." Kellermyre leads them out of the bar and back to the ship, with the hapless sailor in tow too. Once he has made a few turns and thinks the group is not being followed, "I didn't mean to disrespect you master dwarf. I just did not want to use your name and put a price on it. If you search for a dwarf in this port, you will find fifty of them. If you search for a grumpy dwarf in this port, you will find fifty of them. I gave them nothing extra to identify you that they couldn't already see."

Letting that sink in a bit while continuing towards the ship Kellermyre continues in silence while watching the passers by.

"Well, plan A went out the window. Hopefully improvising and announcing loudly, 'I see you. Surprise is gone. We got no reason to kill this guy... yet.' is enough for them to go looking for an easier target tonight."

Once back on the ship Kellermyre gets the captain's attention and then turns to the sailor, "Okay kid, what did you tell this greaseball?"

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~​
Tie the hands and feet of the greaseball. Once he wakes up, "You get to play the role of hostage tonight. If it is a quiet, peaceful night without any trouble, you get a gold piece and a bath in the morning. Oh yeah, we a have a few questions for you too."

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Kellermyre Stormforge

[sblock=Perception]Perception (1d20+10=25) [/sblock]
 

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Uder peers at you but says nothing. He seems to doubt your explanation, but he lets the subject drop.

The sailor mumbles through an explanation, although he's barely coherent. Eventually, it falls to Peet to translate from drunken slurring into Venzan. "He says this guy asked about who the ship belonged to, and he told the guy we're Gabbiano. He says the other guy asked about who was running the show, and our boy here said you. Then Mister Greasy here asked about cargo we were carrying, but this guy's too drunk and all he keeps going on about are the chests of books." She shakes her head. "This guy we kidnapped is an idiot. He got the sailor too drunk too fast. If he'd finessed it, he could have gotten way better info."

"We should make sure we've got a watch set,"
Uder says. "I gravely doubt that concern for this joker's well-being will stay his employer's hand if he's inclined to come. And it sure as rain won't stay his employer's enemy's hand."

The rat-faced man groans and his eyes flutter open. "Oh $%*#," he says, seeing the situation he's in.


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. Wholesome Peet . . . Uder Gormengeist . . . . . . . ? ? ? ? . . . . . .
 

"Oh, I am suspect it won't. But it was the only bluff I had to get him out the door under our control. At least this one couldn't run off to get his boss."

"Captain, if you got a way to get your men back aboard a little quicker, now might be a good time. I may have ruffled a few feathers here."

Kellermyre goes to the rail and surveys the surroundings. After a bit, he finds a seat where he can watch the dock and gangplank from behind a bit of cover. He spends his time trying to pick out the likely places where the crossbow shots may be coming from. "Might as well start the first watch now."

Kellermyre_Stormforge_headshot.png

Kellermyre Stormforge
 

"They're in a dozen different bars and brothels," the captain says, clearly angry. "Generally speaking, sailors are safe here. The men who run this town don’t want to do anything to draw Venza's attention. So even with the kidnapping, they should be safe. Should be. But you should understand I'm an independent contractor and not part of Gabbiano's fleet. So if any of my men are harmed, to hell with the contract. You’ll be getting off here and arranging alternate transportation. In the meantime,” he continues, putting on his peacoat against the night’s chill, “stay here. I’ll find who I can find.”

Uder and Peet watch him head down the gangplank, while Shari pops up from the hold. “What’s going on?”

“How yer want the watches set, squire?” Uder asks.

GM: I’m having problems posting in colors and whatnot. Not sure if it’s my browser or En.



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. Wholesome Peet . . . Uder Gormengeist
. Shari de Leye

 
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"Well, I suppose Shari and I can keep watch first for a while. Go get some sleep and I will wake you in a few hours. We will need some good night sight for the wee hours of the morning. I plan to stay up the night to deal with this mess. I can sleep when we are at sea."

"Come on up Shari. Well, let's see. I made a mess. I just wanted to gather a little info about this town and how to run one. Well, I found out that some little fish was too interested in what we were carrying. That bum sailor over there was sloshing drunk and reciting our inventory to him. So, I kidnapped the little fish from the bar so he couldn't go get his boss. Well, someone else who was paying attention to us, and might be this greaseball's competition was also paying attention. I did some grandstanding pointing out that I saw him too, and announced this punk will be alright in the morning if we are not attacked. To sum it up, 'go find an easier target' is what I tried to get across. It might of came out like a challenge though."

"Either I stopped us from getting raided, or I kidnapped a worthless drunk, or I pissed off the two biggest crime families on the island at the same time."

"Not sure which yet."

"I am sure I pissed off the captain."


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Kellermyre Stormforge

OOC: Color looks fine to me.
 

Uder and Peet nod and head below, although you can't help but notice the dwarf and tiefling sharing a mutual look of dislike and distrust. Shari listens attentively while you explain the situation, then busies herself with a book. In spite of this, she raises her head at the same time you do as a handful of dark shadows creep out of the mouth on an alleyway toward the ship.

GM: We are in initiative, and you and Shari act first. There are 4-6 humanoid figure that just crept out of the mouth of a nearby alley. They all have total concealment at the moment, due to hiding behind crates and such. Distances range from 30' to 50', but given that you would have to move down the gangplank, down the dock, and then over to them, it's about 100' of movement to get to the nearest.

AC of bandits is 14.


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Shari de Leye
 

"Let's try to keep them off the ship. Grease the gangplank then go get the others. I will bottleneck the top." Kellermyre moves to the top of the gangplank, standing on the ship, ready to defend her. "Yep, you stirred the pot!" Shari sprays a coating of grease on the upper half of the gangplank and then goes below to fetch her sleeping comrades.


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*
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Kellermyre Stormforge * Shari de Leye
[sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3
Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 9, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2
Jolt +1, 1d3, 30' range

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Jolt, Stabilize
1st Level: Bless, Bless, Longstrider (D)

Weapon in hand: shortspear and shield[/sblock][sblock=Shari mini-stats]Shari de Leye Move 20', Lowlight 60', Init +3, Perception +6, Sense Motive +0
HP: 8, AC 16, Touch 12, FF 14; Fort +1, Reflex +1, Will +2, +4 vs. Illusion

Club +1, 1d4
Lt. Crossbow, +2, 1d6
Dagger +2, 1d4

Special: Shift 5' 7/day, Summoner's Charm
Daily Spell-like: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Cantrips: Dancing Lights, Prestidigitation, Umbrella
1st Level: Grease, Color Spray, Sleep, Bonded Spell

Weapon in hand: [/sblock]
 

The figures continue to move along in cover, ducking from box to box and barrel to barrel. You can hear a few of them cursing that there's a mage on board and that they're cover is blown, but they continue maneuver to the base of the gangplank. "Hey guv," one of them calls. "You want to come out peaceful? It's only that my boss wants to 'ave a word with you." One of the others makes a snickering sound, but he's quieted by a colleague.

[sblock=GM]It takes two rounds for the thugs to maneuver into position. You can take a potshot with a ranged weapon while they do this. It looks like they are gearing up for a charge up the gangplank on their next turn. That Bluff check was pitiful, so you don't need a SM check to know that surrendering is a bad idea.

Shari will appear next round. The others will take a few more rounds to collect their gear before arriving up top.

Sorry about the delay, but this week has been nuts, and this game is the lowest of my PbP priorities, because I keep multiple people waiting in them.[/sblock]
 

Kellermyre braces himself for trouble with a blessing from Tanager, then grips the spear tightly.

Watching as they approach, "If he wanted just a conversation, he would have sent just one." Kellermyre launches his shortspear at the spokesman. His sweaty palm slips during the throw, causing the most embarrassing splash as the spear doesn't even make it to the dock. Undeterred, he pulls his morningstar, determined to repel the boarders.

[sblock=Actions]
Round 1: std: Liberty's Blessing on self. 1 minute to reroll a save as a swift action. move: equip shortspear
Round 2: Free: talk, Std: shortspear throw (1d20+1=3) hits the water. :blush: move: equip morningstar.

OOC: No problem on this game being the low priority one. I am doing the same.
I had rolled a hit with Jolt. Then I remembered it is a cantrip. Kellermyre is a cleric. Oops.
[/sblock]
Kellermyre_Stormforge_headshot.png
*
Kellermyre Stormforge
[sblock=Kellermyre mini-stats]Kellermyre Stormforge Move 30', Darkvision 60', Init +1, Perception +10, Sense Motive +3
Energy Resistances: Acid 5, Cold 5, Electricity 5
HP: 9, AC 16, Touch 11, FF 15; Fort +3, Reflex +1, Will +5, +7 vs. Charm or Compulsion

Morningstar +2, 1d8+2
Dagger +2, 1d4+1
Shortspear +1, 1d6+2

Special: Agile Feet, Ignore difficult terrain 6/6 /day.
Orisons: Detect Magic, Purify Food/Drink, Stabilize
1st Level: Bless, Bless, Longstrider (D)

Effect: Liberty's Blessing: Reroll 1 save, 9 rounds
Weapon in hand: light mace and shield
[/sblock]
 

From the darkness, three crossbow bolts fly towards you, and one opens a nasty gash under your ribs. With covering fire, the other three thugs attempt to charge up the gangplank, but only one makes it to the top. The other two fall into the murky harbor water below.

[sblock=OOC]Kellermyre takes 4 points of damage from a light crossbow bolt. Three ranged thugs have partial cover. One thug in melee range. Two thugs in water. Thugs are AC 13, 5 hp. Shari appears this round.[/sblock]
 

Into the Woods

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