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DM Bloodgargler's Kingmaker

Game Master BinkyBo

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


1,151 to 1,197 of 1,197 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Allow me to help you consider your options with disorganized thoughts and a map...

You have about 4.5 hours of daylight left. It's about 2:30pm now.

Though you do not have an appointment with Beldame, she may informed by Abacus et al, and be expecting you - once she shows.
It would be a stretch to expect her to be terribly upset if you put it off, but the implication was made to members of the Clat and Clew that you would be back tonight.

You have about 3-4 hours more exploring to do in Beldame's hex before it is explored.

Tiny Dogman's lair is a couple/few hours travel through enemy territory.

>map close-up<
PC location is Blue X.
Green bordered hexes are allegedly claimed by the lizardfolk Foul King Vesket. (according to Oadwilm the Trapper)


Downtime Gnome Sorceror (draconic) 4

Well, we ended up 2-2 with an abstention.

Timing says we should be able to make it back in time if we put of exploring, but you never know.

We flipping a coin?


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 was hoping Green would choose one way or the other...


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

Sorry, life has been a bit hectic, and I've been a bit remiss I admit it.
I think that Green would really prefer to head back, to sort of write one thing off before starting another.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Are we allowed to discuss OOC?

If so, what I noticed that the Beldame mentioned that Vesket bought her services and she sounds like she isn't willing or able to back out of the contract. However, that and her earlier comment about gold being time sounds to me like she may willing to procure services from her. She might be willing to work both sides of the fence, and we would have the advantage of knowing it, while Vesket doesn't.

We may not be able to get her to stop collecting information about us, but it doesn't necessarily preclude her from providing intelligence to us about Vesket, as well. And we might also be able to get her to sabotage Vesket's operations- while she's still doing the same against us on Vesket's contract.

Of course it also runs the risk of giving her information she might give to Vesket about how much we know about what targets in his lands as well as operational knowledge about any sabotage operations we're running against him. So this whole thing could just be her stringing us along to inform on our activities to Vesket.


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

Plus, if we are to get anything out of her, she'll want our old friend Barndoor back, with all the information he already have.


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'm fine with trading her Barndoor if that's what she wants, as a show of good faith.


Yea... I don't mind some ooc discussion. Things can get stalled or wonky without it.


Downtime Gnome Sorceror (draconic) 4

First, Barndoor shouldn't be offered.
Second, he learned enough to be valuable.
Evil may see gifts as weakness.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

As far as Green knows, the worm-who-walks back at the tavern already got him back, right? What I mean is, he threatened that they would go get Barndoor tonight and without the PCs in town there's not much chance he could have been stopped. So if she wants Barndoor it wouldn't really be any skin off Green's nose to say 'sure, you can have him back'. Just as long as we don't agree to be the ones to bring him back ourselves or something.

Plus it's not like we can just stay in town all the time to try to stop the Beldame's people from scouting us. I guess I just don't feel like we'd be losing much by agreeing to give Barndoor back. Even if we keep him, Beldame would just send other fey that we probably wouldn't catch.


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

When it comes to Barndoor, I've been thinking a little, and it strikes me that both Furiel and Sonechka have a point.
Barndoor IS valuable and shouldn't be offered, but Sonechka is right that they know about him and have said that they are going to get him.
Now assuming the Beldame is as powerful as she seem, she may already have collected him, in case the point is moot, but if not, then the trick may be to make them ask for him, that way we may be able to get something for him and still not appear weak.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Oh, yeah, I completely agree that we shouldn't offer to return Barndoor unless she asks for him. Barndoor needs to be returned in trade, not as a gift.


>smaller hex map< for if and when needed for strategizing.
blue X is PC camp location.


Map Error - The cat on the boulder is medium-sized not large.

Dolgrym - (I counted squares) As it stands right now, you have several options of two small dogs to hit with your pit.
1)There are two small north of the fire,
2)two small southwest of the fire,
3)medium-sized single one southeast of fire,
4)two small-sized visible "inside" the wall-less half of the structure
5)if you move up 20' before casting you can get the pair between the bonfire and the boulder - one small and one medium.


Downtime Gnome Sorceror (draconic) 4

I was hoping I could finish two more summonings first.


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'll let the group finish their prep, then I will aim at the two different sized ones, the medium and small after moving forward 20'.


Working through these rounds gimme a few to tweak post, and add map updates please.


I'll give Norton a little while.
I will post a recap thingie of round 3 and be ready for round 4 in about 6 hours.


Downtime Gnome Sorceror (draconic) 4

I think we hit a wall.


casting earth glide.


Five of the small thylacine are trying to get to their master. One of the two larger thylacine is as well.

The other larger thylacine is the only one by Green, Dolgrym, and the earthen mini-thug.

Two injured small dogs on Norton and his mount.

The female humanoid is asleep. Dogman and the lynx are dead.

EDIT: Oops no... the larger one by Green is dead.


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

Sorry guys, I'm still on the road and can't manage to post. DMNPC Norton for the next couple of weeks, I should be back online by then.


OK I'm back as a full-time DM.


OK most are saying fall back.
Norton has suggested some sort of ruse. If anyone has more to contribute to a plan of that nature, please speak up.
If not, you should decide which direction to go.

Lizardfolk approaching you are coming from the Southeast.
Thylacine retreated to a grove which is to the Northwest.
The friendly lizardfolk fort is to the East.
Clat, Clew, and Beldame is to the Southeast

Also FWIW ... Glaza mentioned that most of the approaching lizards had red tufts on their heads. The lizardfolk you healed and released earlier today said (in reference to your assistance)

He nods skeptically... a bit unsure if he is truly safe to leave.
"I tell fellow black rings.... Tale would be wasted on red-tuft stouts. They will never show mercy."
He runs his finger along the wide ring of dark pigmentation around his eyes to point out that he is a "black ring".
Red-tuft stout must be another variant of the lizardfolk species.

Main Exploration map updated


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 still say we run. Any direction away from the Red Tufts is fine with me.


Downtime Gnome Sorceror (draconic) 4

I said we run and two agreed. I hope we are not back to unaminous approval for all actions.

I posted immediate withdrawal the opposite direction of the approaching force. Last time I tried to force the action after waiting a week of real time for a single decision and flipped a coin in game to break a tie, it didn't work well. I am happy to allow the game to move at its own pace now.


Sorry.. retreating but which direction?... and torching the shack?


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

Well, assuming nobody minds, how about my suggestion, into the trees directly away from the approaching lizards, then circle around and retreat towards the Clat and clew.


Downtime Gnome Sorceror (draconic) 4

About a week ago I suggested we head directly opposite the approaching lizards until we were sure we broke contact. Then we can go where we want. As I said before, trying to force the action was my old style, now I just wait until we move along. I think we are back to waiting for everyone to agree, a little slower but keeps everyone happy.

I had hoped our jobs would allow a structure for decisions in the appropriate area--but consensus decisions are fine with me.


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

I thought the vote was cast for just leaving without further complications


I will continue if you do not wish to engage this camp or have no other reason to linger.

You are now just on the border of lizard territory. It is around 9pm. It should take about 4.5 hours to get to Beldame if going straight there.


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 say we keep going to the Beldame's.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

On to Beldame's is good with me.


Downtime Gnome Sorceror (draconic) 4

I thought the letter of the agreement required no ring. We were going to hold that back.


I'm sorry... I'd forgotten you had mentioned that, and I don't think there was much discussion beyond your suggestion.

Her words were...

"Return with Black Rattlecaps, and the hand which bears the ring."

Though there may be something telling in her exact words, her intent was fairly clear.

EDIT: Problem is... if you had taken the ring from the finger, it would have become an issue before now.


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

Yeah, I thought so, if she wants the ring, clearly is not just a +1 Protection. I think we are better off without it.


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

I posted a couple of times that Sonya had cut off Dogman's hand with the ring still on it, so there was an opportunity to say something to her about it. Was there an agreement about it? All I see is Furiel suggesting we keep back the ring.

Also, and Sonya will bring this up once we've out of the Clat and Clew, Beldame only agreed not to act against us when Vesket goes to war. That doesn't say anything about her not spying on us beforehand, which is what I thought we wanted. It also doesn't preclude her or her people from fighting us if Vesket isn't 'at war', if we really want to split hairs. We could have stood to talk that out a little more, is what I'm saying.


Repost of Accord info:

Dagwort (recruited soldier) beams "I'd be honored. It was not long ago we first heard word of your arrival at Oleg's. To think of what you have accomplished in such little time is inspiring.
Standing here today takes me back to the boyhood dreams of adventure. The Magpies, Firebiter and Jackdaw Prince were local legends. The split of the Green Faith factions decades ago was just as devastating to my family... there were many druids among my ancestors.
I hope in time we will be able to restore the Walk of the Accord.
"

Senex: "Can you tell me more of this "walk of the Accord? I'm always interested in the local legends and traditions, and this will go great in my memoire"

Dagwort:"Certainly. For generations the local followers of Erastil and the Green Faith have been at odds. The various factions of the Green Faith had many differences which they viewed as irreconcilable. For one.. these lands have always had problems with malevolent fey. Some factions welcomed the more benevolent... some were vehemently against all fey. They also had differing views on the attempts of northerners to tame the wild."
"The Accord was struck to set aside differences, and fight the increasing number of malevolent fey side by side.
The Walk of the Accord is a path through the Narlmarches... from one shrine to another. Followers of Erastil, and the many factions of the Green Faith would walk the path as one.
When the Jackdaw Prince Nugrah turned evil, the Accord fell apart. The path and shrines were lost... the very foliage resists the searching of men.
"


Accord info cont'd:
Ta'de-win: "This Walk of the Accord is quite interesting, as are you and your family Dagwort. I would be quite interested in hearing more about both if you have time. Would all these shrines have been lost or are their rumors of any of them still with us?"

Dagwort: "The shrines are lost as well... I know the general area if you have a map. They straddle the Skunk River... somewhere around here and here. Walking the Accord would bring about a boon which bolstered the bond between those who would travel it together."
(he indicates the D,1 and C,3 hexes)

"There is a settlement or two of orcs and half-orcs - also hidden, which protect it from being discovered by man. Quite a few druids have gone... fueled by dreams that the shrines both suffer under curses. I've heard no word of success."


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Is this just information the PCs who were around at the time that was said IC would know? Or could somebody with Kn: Local, Arcana, or Nature know about it, too?


Know history would be best - DC18. I'd allow a high know local or know nature - around DC22.


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

Know. History 1d20 + 9 ⇒ (4) + 9 = 13 to see if I've heard about the Accords.


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

Know. Nature 1d20 + 10 ⇒ (14) + 10 = 24


Female Tiefling Witch (Winter Witch) 4 (HP 31/31 | AC:16 | T:12 | FF:14 | CMB: +2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+4/+6 vs Illus | Init:+2 | Perc: +6 (See in Darkness) | Speed 30)

Kn:History: 1d20 + 9 ⇒ (10) + 9 = 19
Kn:Local: 1d20 + 6 ⇒ (6) + 6 = 12
Kn:Nature: 1d20 + 12 ⇒ (8) + 12 = 20


Heh, the name Barndoor was already taken.


Hey, I'm changing up how we will do rooms and teams (private holdings, player side businesses, or other ventures.)
I will handle the bookkeeping, you just do what you do in character.

OOC The Treasurer will always be a trusted NPC. He will tally your expenses each month (I will tell you what roll to make if there is need for it), and you may pay expenses and losses out of pocket or margin against the coffers.
He will quickly let you know if you are spending more than you can afford, or if a margin call is looming.


Quoted from Player's Guide

Brevoy is a proud land, known throughout Golarion
for producing able warriors, regal nobles, and clever
rogues. Yet Brevoy’s two regions, Issia and Rostland,
have long held one another in contempt and now stand
on the verge of civil war. Both Issia and Rostland were
independent nations until Choral the Conqueror’s barbarian
armies and red dragon servitors united the regions into
a single kingdom two centuries ago.

Until recently, the iron rule of House Rogarvia maintained a fragile peace
between the two regions. But a decade ago, House Rogarvia
mysteriously disappeared, and the conniving leaders of
Issia’s House Surtova supplanted them as Brevoy’s rulers.
Now a labyrinthine political landscape plagues the nation,
full of secret alliances, provincial loyalties, and nefarious
plots; civil war seems inevitable. In Rostland to the south,
the swordlords see in many of Issia’s recent political moves
the swift approach of such a war. They rightly fear such an
event, for Rostland is smaller than Issia, it has fewer armies,
and its rolling hills and grasslands offer very little in the
way of natural defenses. Worse, unlike Issia, whose northern
border stretches along the Lake of Mists and Veils, which
offers some defense, Rostland’s southern border lies along
a stretch of wilderness infested with bandits and monsters.

If Brevoy falls into civil war, it won’t be long at all before
the violent, opportunistic vultures to the south move to take
advantage of Rostland’s problems.

This southern region of wilderness is called the Stolen
Lands. While these lands are technically a part of the
River Kingdoms, several of which have advanced claims
in the past, Rostland has long viewed them as “stolen”
from it by bandits and monsters. Many attempts have
been made to settle the Stolen Lands, but to date, none
have succeeded, making these 33,000 square miles of
unclaimed wilderness the largest swath of unclaimed
land in the entire River Kingdoms. As tensions mount
in Brevoy, some of Rostland’s swordlords hope to change
that fact; they have issued charters to several groups of
adventurers, sending them south into the Stolen Lands.

These initial charters are simple enough: re-open the
old trade routes along the rivers and scatter or defeat the
bandits who have made them too dangerous to use. Beyond
that, it seems apparent that Rostland wants to encourage
new nations to grow in this region—and believes that by
supporting these nascent kingdoms as allies, it’ll gain
loyal support in any coming conflict with Issia. It’s a bold
and brilliant political move—for if Rostland turned its
own resources to the task, not only would such a move
weaken its defenses against the north, but the blatant
power grab would certainly force Issia’s hand. By sending
free agents south, the swordlords of Rostland hope to
create new allies without sacrificing their own position
of power in Brevoy.
Yet as with most complex and brilliant plans, there are
plenty of opportunities for disaster.

TL/DR = Brevoy is a nation divided.
Ashmoors are apparently followers/supporters of House Surtova now.

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