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DM Bloodgargler's Kingmaker

Game Master BinkyBo

{Kingdom Tracking Sheet} {Downtime} {NPC list} {District Grid}


1,101 to 1,125 of 1,125 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

I'd say we might as well explore this hex before we head back. That way we won't have to come back until we are ready to deal with this tribe one way or another.

Qadira

Male Elf Rogue (Knife Master) 4:
stats:
HP:35/35 Speed:30 Init:12 AC:19 T:14 FF:15 Fort:3 Reflex:9 Will:3, 5 Acid Resistance, Lowlight

yep, explore hex


Downtime Gnome Sorceror (draconic) 4

We are planning on exploring. Kane wants adventure.


Camp in the woods, go back to gnomes' camp, or head out of the woods to camp?


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

I'd be fine with camping in the woods.


Downtime Gnome Sorceror (draconic) 4

Campin out is fun!!


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

That's what I was thinking. We can make s'mores!


I will put up the map in the morning.. ~10hours from now.
Feel free to make your own perception checks, and other rolls... (the ones I rolled for you are all used up) initiative if you haven't....


meh... missing some squares on the darkness area.

but illumination at the moment...

Environment light Twilight (dim light)

within 30' of campfire (normal light)
(within 35-60 one step less so dim light) I think?

soo area of Sonechka's darkness within 30' of campfire is dim light
outside of 30' from campfire is darkness.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

I'll go ahead and say I hate how complicated the light level rules are. I miss the days of 'the drow conjures up a bubble of pure blackness'. Oh, well.

It looks like Sonya's dark-bubble will be half Dim and half Dark, with her standing right on the edge of the Darkness half. Works for me.


Incidentally... I won't always ask for rolls in social situations.
I do roll NPC's bluffs and such against your passive sense motives and perceptions etc.
If you are concerned about me using a bad roll when you really didn't need one, you are always free to roll behind a spoiler and I'll be less tempted ;)

Your posts are great... I really enjoy it. (and they definitely have an effect - as far as they can.)
But.
This is what your enemy fears.
Diplomacy: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Can retry if failed
Diplomacy: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22


Four to five hours to get the Stagfall.
You can come back and finish exploration of this hex sometime over the next couple days - uneventful plains - no real gameplay time necessary.

I've updated the exploration map to include Ahn'gur'frok and the Foul King's locations. Exploration map


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

Very impressed with your rhyming skill, DM. You outdid yourself with Barndoor.


heh thanks ... I had some of that already written for my face to face Kingmaker campaign and just had to adapt it.


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

Adaptability is a must in any DM's bag of tricks. After all, players have an amazing ability to go of the rails and come up with things no DM had a right to expect them to do.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

As I said before, I've been amazed by your rhyming, DM. I wanted to do a similar thing with fey in one of my games- the PCs would be able tell they'd wandered into a crossover with First World when everybody they ran into was speaking in iambic pentameter- but had to drop it because it was just too much work. Very impressive work with Barndoor, DM.


re-posting Beldame riddle here for reference...
"Beldame's garden appears with the wolf which is no wolf at all,
and gone again into the mist with the song of nature's heralds call."
"That's nature... not a farm, if that is what you were thinking.
The ones you hear if you rise too soon, or were up all hours drinking."

"Divulged what I can to you. Not news? I'm not the one to blame.
If you go where you cannot see, that's where you'll find Beldame."


Male Half Orc Oracle 2/ Barbarian (Invulnerable Rager) 2 HP 30/48 | AC:17 | T:13 | FF:16 | CMB: +5 | CMD:16 | Fort:+8| Ref:+2 | Will:+3| Init:+1 | Perc: +5 (Darkvision 60ft) | Speed 30

Hmmm, they say that around midnight is the wolfs hour, and natures herald is probably a bird, maybe a rooster (possibly not a rooster since it said not a farm)
Most people don't see well in the night...but that's a time, not a location...


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

Never been good at riddles, any chance some performance skill could help with clarifying it?


Wait Norton... you are in Nihtscada's cell? If so can we make it the next night. No reason. I swear. Just for continuity. Too many things going on at once.

and sure, you may make rolls regarding the riddle. Your base perform skill is the highest thing I see possibly applicable.
Know(history) and (local) would be another option.


Dwarf Transmuter 4 | AC 12 (14 w/MageArmor)/10/12 | HP 33/33 | F+4,R+2,W+5 | Init.+0 | Percept.+0 | SenseMotive +0

Knowledge History 1d20 + 9 ⇒ (1) + 9 = 10 if anyone talks to Dolgrym about thinking more about the riddle.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

Ok for next night.
Performance Oratory: 1d20 + 14 ⇒ (14) + 14 = 28
Kn History: 1d20 + 1 ⇒ (1) + 1 = 2
Kn Local: 1d20 + 5 ⇒ (13) + 5 = 18


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:13 (17 w Mage Armor) | T:12 | FF:11 (15) | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Know: History: 1d20 + 9 ⇒ (17) + 9 = 26
Know: Local: 1d20 + 6 ⇒ (18) + 6 = 24

She'll be thinking it over in the back of her mind until she or somebody else figures it out. Maybe we could get together and get some Aid Another bonuses on it.

It's good because it seems really vague. 'The wolf which is no wolf' could be anything from a werewolf (or a wolfwere- did those transition to PF?) to starvation (i.e.- 'the wolf at the door').

I agree that nature's heralds probably refers to a bird. Probably not a rooster because of the qualification, but there are lots of birds that sing in the morning or right before dawn (they've even collectively got a cool name, the dawn chorus).

But like you said, Green, it could be a time reference- her place could appear after midnight and disappear when the dawn chorus starts up. Which helps us find her, but we'd have to search to find the location and then stake it out until the house showed up at night.


I think it would be helpful to determine - here in discussion - how kingdom decision making will be done.

I had the assumption most issues tied directly to the kingdom would be up for vote. The specifics of how particular leadership roles would have more sway in certain issues... I hadn't really considered yet.


Male hp: 35/35; AC:16/14-ff16/14-tch10; F+4, R+3, W+4; Initiative 0, Perception +5

I think a Democratic process in every decisions it would stall the kingdom and the game.
I am for a role based system. For example: Furiel is the General, so he will decide about military intervention.
That is for good and for bad: succeed and your fame will raise, fail and see your authority revoked.

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