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Author Topic: Girlinhat's Pathfinder: Failures of Ability  (Read 9070 times)

Girlinhat

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Girlinhat's Pathfinder: Failures of Ability
« on: February 16, 2013, 10:37:15 pm »

As some may be aware, I've begun to DM a game of Pathfinder (which is essentially Dungeons and Dragons 3.75).  With the first session done, a chronicle shall begin.

1 Feb. 16th 2013: The Worst Kind of Heroism.
2 Feb. 23rd 2013: Failures of Trust
3 March 2nd 2013: Failures of Ability
« Last Edit: March 04, 2013, 01:22:47 pm by Girlinhat »
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Girlinhat

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #1 on: February 16, 2013, 11:09:12 pm »

The story begins in the unlikeliest of places.  Or really, the likeliest, as many stories seem to start similar ways...

Two nations exist.  To the north, a spawling, open country with vast cities and under-developed lowlands, a proud and powerful people.  To the south, a smaller, more compact, military power.  Between them is a mountain range, and a river just south of the mountains, providing a natural barrier.  Unfortunately, when the northern nation decided to colonize the area between mountains and river, it caused tensions.  A large city fortress was established, and along with it came the villages that like to spring up nearby large cities.  The southern nation made no reaction - they already had a major port city and a large trade hub, the port on the neighboring ocean and the trade hub on the river.  They already had enough presence to hold the area.  Still, peace was not the closest thing on any leader's mind...

The crier was a young, simple boy, with a simple job and some simple gold coins.  A few coins to ride from town to town and shout to people was an easy night of the good ale and a full belly!  He was not the smartest lad though, and when he began shouting how the local lord was seeking mercenaries, he wasn't able to answer any questions, except to post a sign on the tavern door and ride off to scream at someone else.  It was enough though, simply asking for able bodies rallied 5 adventurers to motion.

greatorder: Farson, the belligerent Halfling Range.  Quick to anger and to spout his mouth, he didn't seem to be very popular with anyone, though that didn't stop his pride in his own abilities.  Equipped with a bow and quiver, he felt secure in his ability to put one between anyone's eyes.

Leatra: Artael the terrifying Half-Elf Barbarian.  Despite his races' nature towards the softer arts, a truly terrifying figure of brawn and muscle, with a hatred for his own kind (or at least half of his kind) he's taken great lengths to put himself apart from anything Elven.  Hefting a massive flail and throwing axes, he dominates the battlefield with the tendency to leave any foe smeared over the ground.

da dwarf lord: Kieren the Half-Elf Druid, and his companion the hawk, wielding unusual magics and a bow, he draws much power from his animal companion's unusual strength and ferocity.  While primarily sitting out of discussions, he takes care of himself, and anyone in his way.

Naryar: Lek the Dwarven Cleric of the blade.  Sporting a greatsword and an exotic Armored Coat, the man of god seeks nothing more than a fight stacked against him and bloodshed.  Eager to fight at the merest mention and glad to charge into battle without a second thought, he uses his divine gifts to slash his way across the field and leave pieces in his wake.

DoomOnion: Gillen the Human Cavalier and his trusty steed Clement.  Armed with a knight's great lance, armor, shield, longsword, and mount, the mighty knight imposes himself on the battlefield as much as he works his way through high society.  With a level-headed nature, a mind for tactics, and a body for combat, he strikes through any obstacle - many times with a simple thunder of hooves and the crash of a lance straight into a chestplate.

Setting out from the fishing village that served as a makeshift port, the party heads for the nearby city-fort to meet with the lord and find what work they're being asked for.  A day's march along a well-maintained dirt road, their progress is stopped near noon by an odd pair.  A young human by the name of Fleet has been keeping an eye on an abandoned palisade - that is, abandoned by the city guard, but reclaimed by a goblin warband.  With missing livestock and troubled travelers, the fishing village feared the worst, but with a smoke trail and the confessions of a Kobold, it was made clear that they did have a goblin menace to deal with.  Fleet explains that he's watching the fort, further up towards the mountains and mostly hidden by the forests, he's to keep watch for approaching goblins and warn the fishing village in case of attack.  He's kept company by a tall, lithe riding horse and a Kobold.

Cthulhu: Krixik the Kobold Summoner.  A false profit to his people, this rare breed of kobold used his magic to convince his tribe that he was in command of a real dragon.  However, his summoned Eidolon was a fledgeling at best, and his main ploy was to play of Kobold stupidity and their awestruck fear of anything magical.  Once his farce crumbled, he fled towards human settlements, until finding the Goblins in the reclaimed palisade.  Failing to sway them with his young Eidolon, he was taken captive, but managed to escape and was thirsty for revenge.  Unfortunately he was not able to convince Fleet that the two of them could destroy the fort and the dozen or so goblins inside.

Fleet, for his part, asks the party to move to the city-fort as they had planned, but to warn the city guard of the goblin threat.  They would surely send a force to deal with the overrun palisade and cleanse the land!  However, the party promptly decided to simply slay the goblins themselves.  Between the bloodthirsty cries of a dwarven warrior priest, a barbarian, a druid worried for the sanctity of the woodlands, and a halfling itching for a fight, not to mention a Kobold who wanted revenge, it was quickly decided to make for the fort and lay into battle.

Sending Farson, the Halfling Ranger ahead, he was able to (eventually) work his way up a tree and get a perfect view.  Smoke rose from an active fire, and 8 goblin bowmen stood on guard, armed with simple shortbows and leather armor, but they had also erected a large tent in the palisade's clearing.

On delivering this news to the party, the whole group moved forward.  Forming tactics, the ranged fighters moved to the back, with the Ranger, Druid, and Summoner taking their bows to the rear of the fort, while the Barbarian, War-Cleric, and Cavalier hid in front of the gate.  Opening fire, the archers drew the attention of the fort, quite instantly slaying one wall archer and slowly injuring another, while staying in the cover of the trees to help avoid return fire.

As soon as the gate opened, the fighters rush, under the protective aura of the Cleric the three charge into the gate and block the goblins' paths, with the Half-Elf Barbarian dealing lethal blows to anyone within range and the Cavalier holding the tide back with the help of his steed and the Kobold's summoned spirit.

However, just as things were turning in the party's favor, the goblins rallied!  From the tent came two MASSIVE goblins, standing an impressive 4 foot tall and wearing shoddy goblin-forged half plate (that being, regular half plate bashed against rocks until it was made to fit a goblin, more or less) these two extra-large goblins assail the fighters in the front while the archers focus fire!

...and then the group becomes tired, because it's been 4.5 hours of playing.

EuchreJack

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #2 on: February 16, 2013, 11:28:51 pm »

Pretty awesome.

Naryar

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #3 on: February 17, 2013, 05:21:51 am »

he was able to (eventually) work his way up a tree and get a perfect view.

Funniest part of the RP.

Now we must get out of this mess...

Leatra

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #4 on: February 17, 2013, 05:51:04 am »

We should have set the whole fort on fire. Oh, well. I hope the lord will reward us well for all this trouble.

There were a lot of funny moments. When DM said that my throwing axe missed the goblin and hit Krixik in the face (because he interrupted the DM while explaining macros), I laughed so much my I had to stop for a minute. I have a screenshot with that part of the chat screen. I took the screenshot to show a friend how roll20 works. Maybe I should post it here...
« Last Edit: February 17, 2013, 05:55:00 am by Leatra »
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Naryar

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #5 on: February 17, 2013, 06:58:57 am »

Yeah, that kobold seems to be a good source of black comedy. I'm going to nickname it Wile E. Coyote if this continues.

When should we finish this anyway ?

Girlinhat

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #6 on: February 17, 2013, 09:17:57 am »

Currently plan is one session a week.  If schedules coincide we can do it more often.

Leatra

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #7 on: February 17, 2013, 11:18:22 am »

When we clear out the fort and loot it, I suggest we bluff the lord into paying us if he says that the loot we found there is our payment. What loot? We didn't see anything valuable.
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Yoink

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #8 on: February 17, 2013, 11:21:48 am »

Leatra, you are thinking too small. You should talk him into a really huge, utterly ludicrous reward.
So ludicrous he has to sell off the equipment of his soldiers to pay it.
And then you can kill him, overthrow his now defenceless kingdom, sell off any remaining assets and move onto the next one.
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Leatra

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #9 on: February 17, 2013, 11:55:58 am »

My world domination plans needs some tweaking. It's much more easier now!
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DoomOnion

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #10 on: February 17, 2013, 11:57:37 am »

...What are you, conan the barbarian?
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Naryar

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Re: Pathfinder: The Worst Kind of Heroism
« Reply #11 on: February 17, 2013, 12:03:06 pm »

Considering 20str... yes.

Girlinhat

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Re: Pathfinder: Failures of Trust
« Reply #12 on: February 24, 2013, 02:12:13 pm »

New attempt for something!  Small "DM's Notes" will be added, but they will be done in white font.  On this pale blue-grey forum they should be unreadable.  But if you click-drag over the words, it'll highlight and be readable.  Most of these notes are too small for a proper "spoiler" bar to be worth it.

The two Great Goblins let out bellowing roars, echoed quickly by the lesser, regular goblins loitering the camp, cries rending the air.  The Ranger quickly declares that certain battles are fought with a better weapon, and disappears into the undergrowth, while the Druid mutters, "My forests need me." and subsequently vanishes.

Krixik the kobold summoner is left alone on the northern edge, tucked in the woodland cover as he takes shots at foes, unfortunately suffering mishap as his crossbow string breaks and he's forced to take time to repair it.  By the time he's mobile again, the fight has moved inside, with the archers descended from the wall to make firing lines as the melee goblins rush in.  Lek the Dwarven Cleric steps aside to heal himself and his allies with his divine protection before rushing back into battle, while Artael the half-elf barbarian wastes no time swinging his flail so hard as to ram it through a goblin's foot and lodge it in the spongy ground of what was most likely a goblin latrine.  Feeling prudent, he retrieves one of his throwing axes, though lightweight it's fair enough for striking down small goblins.

One of the oversized greenskins falls under a lance charge from Gillen the human cavalier as the other (minus a foot) takes prudence to retreat.  The lesser goblins fall under lance and axe quickly, and as the way opens the cavalier charges into the fort, sundering the archer ranks in short order as the melee descends on the unsuspecting goblins.  The palisade scoured, all goblins lay slain.

Over a dozen small sized armors and weapons of marginal quality are looted off the corpses, along with whatever meager treasures each goblin held (average 5gp coinpurse of bits of precious metal of gem fragments).  Moving to the main tent, the party finds the two larger goblins had been holding an old rickety chest with several nice pieces of jewelry and a sack of coins.  A literal sack filled with 40 pounds of coins, primarily copper coin stockpiled into a large ugly bag.

A cry from across the yard draws their attention!  A goblin had escaped.  Temporarily.  Crawling into the cavernous cellar area, the party finds iron bars keeping in check a dozen or more kobolds of poor health and feral temperament, terrified of Gillen's torch, along with a pair of humans in poor health.  After a quick freeing, the humans explain they're from Littleport, taken as slaves, as goblins are oft to do, along with the multitude of goblins.  Unfortunately Artael's lack of charisma lends itself to both humans storming off, and in the distraction the Kobolds escape, a flood of scaly hides rushing out from the slave pit, up a ladder, and over the side of the wall to disappear into the wilderness.

Further into the camp, a smaller tent is set aside.  Inside, the party finds 5 sets of glaives and large steel shields, of a size too large for goblin use and nicely crafted, as well as a very well constructed chest, of medium size and tight lock.  Lek, being the most magically inclined, is able to determine that Arcane Lock has been placed, making the chest unusually difficult to open.  Fortunately that doesn't matter to the barbarian, who braces a glaive against the lock and throws his weight directly into a faceplant and slams his nose against the wooden planks and metal bands.  He rolled a natural 1, and I should have been more cruel...  On a second attempt, with help from the dwarf, the clasp shatters and the lock, unhurt, escapes from the broken latch.  Inside are no less than 50 vials of alchemist's fire, each within a separate padded pocket, much like a jewelry box, along with a crude map of the area that seemed to depict goblins burning down the village of Littleport, and a compass.  This is where I really should have punished them.  They broke open a box of alchemist's fire, AND rolled a natural 1.  It should have exploded and killed them all.  But I didn't want to TPK on the first mission...  Feeling nice, the party promptly steals EVERYTHING and leaves.

On arrival to Grand South, it's well past sunset, and they discover the Kobold has escaped their party, along with several bits of jewelry.Cthulhu had to excuse himself, and I ensured that he got some loot for the encounter.  But feeling they'd lifted enough, they let the pest go without worry.  However, being well into the night, the party was only able to afford a decent stay at an inn, stable their animals, and rest.

At this point, all three players subtract 10gp from their pockets.  For the next month, they don't have to keep track of any purchase under 1gp.  This means they don't have to fetter about every slice of bread they buy or the cost of every inn stay.  They've simply 'paid ahead' for the month.  In the morning, Lek and Artael take the various piles of loot to the market, while Gillen takes it upon himself (without the brutes) to consult the governor-general of the city.  The brutes, for their part, pocket several vials of alchemist's fire each and sell off everything of value (total loot, without kobold's stolen jewelry: 1,550) and take time to acquire heavier armor, as well as repair one of the half-plate suites stolen off one of the larger goblins.  Fortunately the smith is a dwarf, and he figures he can do the repairs and resizing easily enough (200gp per armor, total profits down to 950).

Gillen meanwhile makes a diplomatic fool of himself, becoming aggressive with a guard before getting lucky to be allowed in to see the lord.  General Constance is an older man, though no less impending in appearance.  His grey hair is thick and healthy, his armor light but functional for life inside the walls of a fort, and his attitude one of control and ownership.  He easily handles Gillen as the cavalier fumbles to explain they'd wiped out a palisade of goblins, though with all the loot sold and no proof except for the stench of goblins on his armor... Constance luckily has the word of the young Fleet, the boy having traveled to Grand South to alert the guards of the goblins and confirm Gillen's story.  Or at least confirm his intentions.  Constance still deploys a squad of soldiers to check the palisade, taking a day's ride round trip.

In the meantime, Artael gets drunk off his ass and fails to woo any bar maids.

Lek becomes slightly more productive, and consults the local brawling arena for a few extra coin, and then the church to consult the histories - which in retrospect was likely not the best idea, for a dwarf with bloodied nose and black eye to demand entry to the church's library.  However, in proving his ownership of a holy symbol, they grudgingly let him into the archives.

To the north are mountains, making a natural border, and to the east is the sea.  Directly south from Grand South is a river, with a trade city built upon it, and everything further south belongs to a different nation.  The two nations had been at war, some 70 years past.  The north functions on regiment, discipline, and generally becoming a well-oiled war machine, while the south relies more on natural abilities, brutality, and filling in weak spots with magic and rough tactics.  Although the north is the larger nation, the natural boundaries make travel more difficult, and eventually both sides just 'wind down' and finish fighting with nothing significant achieved in any way.  Although Lek attempts to determine some knowledge off this, he is unable to find any real information about leadership, tactics, or economies of war - primarily because the last battle was over 65 years ago and generations have changed.

With about a week's time until the mercenary call reached its deadline, the party buys a Heavy Horse for Gillen, although untrained the young knight is skillful with animals and intends to save on training cost by doing so himself.  After another meeting with General Constance, the party is rewarded with 50gp and a small boon of the court for their efforts against the goblins, as well as mildly disturbed by Constance's collection of goblin ears - only the right ears, only to have him explain it was proof of a successful kill, and rather easier than bringing a whole head back as proof.  On questioning about the goblins' missing equipment, the party confesses it was all sold, though Constance seems to encourage them to take their battle spoils as their own.  They also confess to finding a box of alchemist's fire, and that it was sold as well.  Alarmed by this news, goblins with ready access to fire, he inquires further.  The party fails to mention the map and compass, but do tell him it was locked and the goblins couldn't get it.  The party also fails to mention the collection of weapons that were the wrong size for goblins.  After some discussion the party hands over many of their remaining vials, with the intent for the court's alchemist to examine and determine where they were produced.

Satisfied with a successful goblin extermination, Constance informs the party that the entire mercenary job was to take care of goblins, and commends them on working ahead of schedule!  Yet with nothing to do for the rest of the week (and half the group missing) they consult the tavern's wanted board.  Aside from being mostly empty, a wounded man stumbles in and sloppily posts a small, stained map.  Feeling adventurous, the party sets off for Eversweet Orchards.

Despite the endearing name, the village is built tougher than a fortress.  10 foot high walls line the entire perimeter and the air is so thick with magic it's tangible.  A 50 foot tall archway serves as the only entrance, flanked by two guards who offer no challenge.  Unlike Grand South, Eversweet Orchards is buzzing with activity in the nighttime, with taverns open and bright, filled with laughter and drink, torches and lanterns keeping the whole of the town square alight and filled with the noise of revelry and the pleasant evening air.

Being adventurers immune to fun, the party immediately approach a guard and asks about the village.  The guard, for his part, turns his head, slate grey eyes unstaring and mouth welded shut.  An iron golem in full plate armor and polearm offers no information.  Proceeding towards the nearest tavern, a single open room with no front wall lets the night air into the warmth of the tavern, ladies in dress and men in suits enjoying an evening of drink and laughter, the high-class crowd hardly pays them any mind.  The bartender is disinterested in their goals, but does offer them a drink!  Pouring three small glasses of hard cider, the party immediately panics and screams poison and murder at everything within earshot, preparing to draw weapons and run screaming.  However after a small coaxing and a taste test by the bartender, they concede it may not be poison, and enjoy a glass of some of the most delicious alcoholic cider any have ever known, crisp flavors and smooth alcohol mingling into a sublime taste.

Encouraged, the bartender does take a closer look.  Unfortunately, his upper-crust crowd wouldn't know anything about adventure problems, but he might know something... if only something could job his memory...  Oh!  Coin.  Coin would do it.  And after a small bribe, the bartender points to the tavern's bard.  The young, thin woman wears a slender suit, small harp at her hip as she strums small tunes and floats between patrons.  Gorgeously thick blonde hair falls loose about her shoulders and the sound of her harp fills the room with soft melodies.

As the party approaches, it becomes evident the bard is a man.  Probably.  His slender form and pristine skin is still GORGEOUS, and his smile sweet and disarming, along with a soft and cheerful voice.  Artael and Lek are saddened, although Gillen seems to have been expecting traps - of one sort or another.  As Lek checks for magic and Artael... plays with his flail... the bard introduces himself as Charl to Gillen while floating idly above the floor (Lek determines that the braided metal belt is something magic, but then again every single thing in the village is magical to some degree...) and when informed that they'd spoken to the bartender, Charl promptly leads them out of the tavern and towards the orchard.

The small city thrives on orchards of Moon Apples, deeply magical fruit of incredible taste, and price.  Selling for around 1,000gp each, the fruit is highly prized, the land heavily defended, and intruders dealt with harshly.  While most products are sold in some diluted state, as juice, dried flakes, small slices, or otherwise small portions, very few people do manage to enjoy whole apples.  Due to the cost of produce, the village is just as guarded as its caravans.  Custom built wagons hang metal sheets off the sides to protect the sides and the wheels, while horses hide under enclosed wooden domes, every segment built with small footholds or entire miniature battlements to support guards standing on top with crossbows.  Looking more like war machine than delivery vehicle, they are armored cars of their day, and the village itself is built no less tightly.

Charl draws attention to a vague blur in the shadows, a rustle in the field.  The tall trees are more umbrella in shape, thin trunks suddenly giving way to a thin layer of wide leaves, with branches adorned with small glowing bumps and bulbs.  Although taken the name Moon Apple, it's clear they're not relatives of domestic apples.  Charl seems wary of the shadowy figure, but reaching out shows an invisible wall of force, appearing under his fingers as a misty white glow that responds to anything coming close.  However, being able to float freely, the bard easily slips over the wall and drapes a rope over for the adventurers.

The party is immediately set upon by a group of burrowing creatures!  The shifting bumps under the thick black loam move towards them, at least until Charl begins strumming deep, resonate chords.  The creatures veer aside, then around in circles, before becoming fully disoriented and simply disappearing under the earth.  With the bard keeping the creatures at bay, he rambles on as they cross the orchard, until coming to the village's wall.  Loose dirt piles up against it in a vague ramp, except for one part where it's been dug down and into a hole.

Promptly descending, Artael continues handling his flail as he makes a charging rush, dealing a massive blow to the beast that lies within.  A flurry of fur and teeth whirl around, striking hard back at the barbarian.  Lek and Gillen move in, failing to deal significant damage (and failing to take advantage of Flank options on a Large creature) until Gillen draws a tighter grip on his weapon and Artael steps back, promptly getting ripped open and dying bleeding on the ground.  After several successful hits, the creature is managing to evade many hits with unusual ease, the dwarf's darksight and the cavalier's torch doing nothing to aid as they deliver unsteady hits, until a lucky hit from Lek drops the beast with one steady swing of the greatsword.  This was actually the first hit he EVER landed on an enemy, and it was a critical threat against an enemy that was tearing them to pieces!  Finally, with the beast slain, they take their time to make sure Artael isn't totally dead (he lives) and to skin and clean the corpse of the beast.

Lek, making a stunning killing blows, claims for himself the fresh skin of the Dire Badger, as well as some 200 pounds of fresh badger meat, and a large bone.  Artael for his part, takes an ear.  The Dire Badger had been feasting on Moon Apples and the roots of their trees, taking unusual size and magic, with a magical Haze over itself that made it difficult to determine the exact location or land a steady blow.

Deep into the night by now and exhausted by a grueling fight, Charl leads them back to the village proper and promptly flies off somewhere.  However, they quickly find that an inn room had been reserved for them, free of charge, a luxury suite in a heavy 'tourist trap' village...

DoomOnion

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #13 on: February 24, 2013, 02:29:14 pm »

Aughgh I am not going to flub any more k.nobility and k.local rolls. No more looking like a retard. :(
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Girlinhat

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Re: Girlinhat's Pathfinder: Failures of Trust
« Reply #14 on: February 24, 2013, 02:38:52 pm »

Aughgh I am not going to flub any more k.nobility and k.local rolls. No more looking like a retard. :(
Funny, that's the entirety of your diplomacy checks when you fail K. Nobility!  You just sort of stumble in the room and shout "Aughgh!" because you rolled a natural 1 and that's all you're capable of doing.
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