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Thread: King Maker Solo

  1. - Top - End - #211
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    Default Re: King Maker Solo

    Carefully, Vindariel began descending into the the nest, to recover the bandit's belonging and bringing them back to the light.

  2. - Top - End - #212
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    The bandit wears a suit of bloody leather armor and has an empty sheath at his side. In a belt pouch he has stowed 10gp. He also wears a silver necklace in the shape of a stag's head, the same as what the thug in charge of looting the trading outpost wore. You're just about ready to leave when you notice one more thing. A scrap of paper tucked loosely into the man's boot. Retrieving it, you see a simple drawing of a claw shaped dead tree on an otherwise barren hill. There is a red "x" marked over the tree's roots.

    Spoiler: OOC
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    Scaling the walls usually require a climb check, but it's easy enough that you can do it by taking 10.

  3. - Top - End - #213
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    "Curious." Vindariel looked at the drawing, pondering. "X marks the spot." He pauses "And it seems I'm starting to talk to myself. That can't be good."

    Pocketing the money and the amulet, he makes his way back up, leaving the armor on the man.
    Back on the fresh air, he makes a mental note to look out for this claw tree.

    That done, he continues his exploration east ward.

    Spoiler
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    Perception, if necessary
    Vindariel (1d20)[16]+3
    Crystal (1d20)[10]+6

  4. - Top - End - #214
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    You are able to explore the area without encountering any kind of giant bugs. For the first time in awhile, things are uneventful as you make your way to the eastern border.

    Spoiler: OOC
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    Hex explored, +100xp
    Terrain: Plains
    Features: Nothing noteworthy
    Status: Explored.

    Also, this is the easternmost hex you need to explore in this row.

  5. - Top - End - #215
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    Finishing his exploration, Vindariel journeys onward to the south east to begin his return trip to the west.
    Thanks to the rations of the dead bandits, he estimates to be able to reach the woods again before he has to restock at Oleg's.
    It's almost two weeks since he arrived in this wild land and still he hasn't seen really much of it.
    But patience is an expression of willpower and so he continuous with his steady, methodical approach to learn more about this place.

    Spoiler
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    Perpection
    (1d20)[3]+3
    (1d20)[4]+6

  6. - Top - End - #216
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    It's a rather dreary day today, the first real precipitation you've felt since you began mapping the region. Judging by the dry prairie grasses however, you don't believe this is unusual. Despite the damp, you still are able to map the area without much problems.

    Spoiler: OOC
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    Terrain: Plains
    Features: N/A
    Status: Explored; +100xp

    There are just to more hexes without anything on them. This is where things start getting really exciting! I hope you have a full stock of healing potions.

  7. - Top - End - #217
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    Vindariel enjoyed a peaceful night, meditating, before he moved westward.

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    Natural healing should take care of the remaining 3 points of damage
    Right now I have 10 healing potions in my backpack.

    Perception
    (1d20)[10]+3
    (1d20)[4]+6

  8. - Top - End - #218
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    Sweeping back westward, you find that the plains break and become rolling hills. The light rain from the previous day had left the day feeling refreshingly cool, even with the sunshine overhead. You are just about to break for lunch when you notice something. A tree, struck by lightning at one point, now reaching for the sky like a skeletal hand. It's the tree from the drawing you found.

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    Taking 20 to search for whatever there is hidden at the tree


    Vindariel went straight to the tree, sword drawn and ready to defend himself.
    With slow and methodical care he searched for any signs of an entrance or other hiding place along the tree roots.

  10. - Top - End - #220
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    You notice that the soil is disturbed where the red x had indicated on the drawing. Digging at it, you find a bundle wrapped in a leather cloak hidden just beneath the surface. Inside, you find a well crafted dagger, a wand, a silver ring and a wizard's spellbook with some moderate water damage.

    Spoiler: OOC
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    The dagger is masterwork, you'll need to identify the wand with a spellcraft check, and the ring can be valued with a appraise check. There are a number of pages which have been destroyed in the spellbook, but it still holds the spells identify, mage armor, reduce person, silent image and unseen servant.

    Spoiler: Appraise DC 10
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    The ring is worth 75gp

    Spoiler: Spellcraft DC 17
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    The wand is a wand of burning hands with 4 charges and CL 2

  11. - Top - End - #221
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    Vindariel whistles through his teeth. It seems as if the unlucky bandit had managed to gather quite a haul.

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    Appraise:
    (1d20)[11]+3

    Spellcraft:
    (1d20)[15]+9


    Finishing this investigation, Vindariel made sure to map this quadrant completely before moving further west.

  12. - Top - End - #222
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    You head westward, maneuvering your way around scraggy brush.

    Spoiler: OOC
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    Give me a perception check.

    Also, I'm willing to say by now you have spent enough time studying the rind you've found to determine the effects. It's a ring of swimming, though it has a unique appearance.

    Here's the stuff from the last hex:
    Terrain: Hills
    Features: Forgotten Cache
    Status: Explored; +100xp

  13. - Top - End - #223
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    Perception
    (1d20)[14]+3
    (1d20)[7]+6


    Vindariel carefully navigated his way through the brush, trying to remember what kind of critter likes to live here...

  14. - Top - End - #224
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    Though several types of creatures cross your mind, the only thing you come across is an easily avoided rattlesnake and a plethora of bats and rodents. Soon, the forest looms ahead. Continuing forward will lead you back into the bandit camp.

    Spoiler: OOC
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    Terrain: Hills
    Features: N/A
    Status: Explored; +100xp

  15. - Top - End - #225
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    Since half the work is already done, Vindariel concentrates on filling in the gaps on his map, before moving further west and into the woods again.

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    Perception
    (1d20)[5]+3
    (1d20)[16]+6

  16. - Top - End - #226
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    As you travel, you move past the camp once again. You notice that the camp has been even more thoroughly looted now, with nearly everything taken away. In the muddy path leading through the camp is a multitude of kobold footprints, the likely culprits. Other than this you find no new evidence of bandit activity in the area, though given the amount of survivors from the camp that doesn't surprise you. A few hours into the forest and a familiar weight plops down on your head. It's Perlivash, the Faerie Dragon.

    *It's the good biggins!* He said cheerily. *All the bad bigginses are dead now, yay! Thank you, friend!*

    The small dragon seems to be content keeping you company as you travel through the forest. Tyg is likely nearby, also.

  17. - Top - End - #227
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    "Hi there, I'm glad that you are happy. It wasn't easy to do that.
    Say, do you know where the Mites live? They have stolen something that I have to bring back.
    For that matter, do you know if there is anything interesting in that direction?"
    Vindariel asks while pointing westward.

  18. - Top - End - #228
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    *Blue people are mean! I do not like. Where they live? Hmm... Don't know!* The Faerie Dragon says. It seems you aren't going to be getting another map from the pair. *That way? An old bigginses nest. Don't go there though- now it's nest of scary sick monster! Go past! And keep going to the steamy ponds. So nice and warm, Perlivash likes!* Perlivash begins purring as he reminisces about his last visit to the hot springs.

  19. - Top - End - #229
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    "An old nest and a monster?
    That sounds like someone should make sure it can't hurt anyone.
    Tell you what: You show me where this nest is and afterwards we go to the hot springs for a swim."

    Vindariel suggests. His mood is a lot better since the little dragon sits on his hat. It feels nice to have someone to talk to. 'I really need to get a few companions for this mission.' he thinks to himself.

  20. - Top - End - #230
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    The dragon seems uneasy about this.

    *Parivash shows you where it is, but not go in. Do not like, scary!*

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    "That's ok. I'll take care that nothing happens to you. But just in case: Here, this is a healing potion. If you or someone else gets hurt you make them drink it to make them fine again."
    Vindariel says, while handing a small vial from his back pack to the tiny dragon.

  22. - Top - End - #232
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    Perlivash nods, though you can't see it. From there he guides you to the place he spoke of: The Temple of the Elk.

    The thick tangle of brambles gives way into a large clearing in the woods, its border partially defined by ruined stone pillars. The western face of the clearing is dominated by a looming, upthrust ridge of rock, nearly 300 feet across and rising to a moss-topped height of 100 feet at the center. The side of this towering boulder facing the clearing has been carved in the likeness of an immense elk, its antlers drooping down from its weathered face to frame a 50-footwide cave entrance. A flight of stone steps leads up to this cave entrance from the forest clearing—both the steps and elk face feel quite old and are thickly encrusted with layers of moss. A 50-foot-long oval pool sits in the middle of the clearing, its waters thick with algae.

    Perlivash doesn't go past the ruined pillars, lifting off your head and fluttering to a nearby tree branch.

    Spoiler: Map
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    You approach from the east.
    Last edited by Eonn; 2017-11-01 at 05:42 PM.

  23. - Top - End - #233
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    Vindariel stopped. This looked quite a lot like the old temple the priest had told him about - which in consequence meant that the monster would be a full blown bear.
    Not content to repeat the mistake with the spider, Vindariel takes a few moments to prepare:
    Forming his body with his mind, he employs all tricks he has learned so far. First he increases his synaptic responses, followed by changing his size and hardening his skin. Finally he adds the force shield to his arsenal. Thus prepared, he steps into the temple proper and calls out a challenge, his sword ready to strike at his foe.

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    Preparation:
    Animal Affinity (Dex)+4 Dex (3 Psi Points)
    Minor Metamorphosis (Augmented): Change Size to Large (+1 Reach, +2 Str -2 Dex -1 AC -1 to hit, +1 Natural Armor) (3 Psi Points)
    force screen (1 Psi Point)

    AC 25, AB+8, Reach +1, Weapon Damage 3d6+11 (+14 with Power Attack)

    Psi Reserves: 13/18




  24. - Top - End - #234
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    Spoiler: Initiative
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    (1d20)[6]+7

    Perception:
    Vindariel (1d20)[7]+3
    Crystal (1d20)[14]+6

  25. - Top - End - #235
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    A huge bear lurks in the back of the cave, growling at you. It doesn't look pleased that you're here. A normal bear would be a challenge in its own right, but this one for better or worse seems absolutely frenzied.

    Spoiler: OOC
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    Initiative: (1d20+1)[9]
    Last edited by Eonn; 2017-11-02 at 11:39 AM.

  26. - Top - End - #236
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    "Hit them hard and hit them fast." Vindariel opens up with a charge attack at the bear, with his now patented hurricane of steel, to quickly knock out his enemy. This time he has the size of a troll and his sword is likewise large and can lunge at the bear before it can even reach him.

    Spoiler
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    Charge Power attack (-2 AC (AC 23) (with reach 1)
    using again Minute Hand and Crane Strike

    (1d20)[10]+9
    or (better of the two)
    (1d20)[6]+9

    Damage: (3d6)[14]+14

    + Minute Hand
    (1d20)[9]+7

    Damage: (3d6)[9]+14

    When the bear moves closer to get into melee he also gets an attack of opportunity:

    (1d20)[9]+7

    Damage: (3d6)[8]+14


  27. - Top - End - #237
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    The bear suffers a deep injury, worsened by the force of your charge. Your second and third strike, however, can't pierce its hide and only serve to enrage it. It roars as it climbs onto two feet, intent on mauling you with its claws.

    Spoiler: OOC
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    Claw x2

    Attack: (1d20+13)[27] Damage: (1d6+7)[8]
    Attack: (1d20+13)[28] Damage: (1d6+7)[12]

    If either attack hits, it tries to grab you.
    CM: (1d20+19)[28]

    What's your CMD now that your large?


    Forget that, I upleveled the bear so it didn't die before it could act but I think I went too far.
    Last edited by Eonn; 2017-11-02 at 12:37 PM.

  28. - Top - End - #238
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    The bear suffers a deep injury, worsened by the force of your charge. Your second and third strike, however, can't pierce its hide and only serve to enrage it. It roars as it climbs onto two feet, intent on mauling you with its claws.

    Spoiler: OOC
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    Alright, for real this time.

    Claws x2 +Grab

    Attack: (1d20+7)[21] Damage: (1d6+5)[6]
    Attack: (1d20+7)[13] Damage: (1d6+5)[7]

    Grab if either hit:
    (1d20+13)[27]

    Alright, now what's your CMD now that you're large?

    Total damage on the bear = 28
    Last edited by Eonn; 2017-11-02 at 12:45 PM.

  29. - Top - End - #239
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    Wow, yeah +13 might be a tad more powerful than I can beat by my own.

    My CMD is 10+5(STR)+3(Dex)+1(Size)+3(BAB)= 22


  30. - Top - End - #240
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    But your AC is at 23 right? So it doesn't matter this round, you're up.


    The ground trembles as the beast slams its paws to the ground. Your ahead in the fight for now, but against a foe of this size all it takes is one bad hit.

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