DM JD's Kingmaker- Stolen Lands! (Inactive)

Game Master Jack Daniels


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Welcome and congrats to all selected! Let's try and have some fun! Please finish any details on your characters and let me know any questions.


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Can you let us know where the first scene will be? (Still in Restov already on the way to the Stolen Lands, etc)


There will be a short prologue in Restov to start to set the political mood and urgency of the mission. You all will have to edit your backgrounds as you have not yet received the charter when the game commences but you received notice that you could apply.

You know, I found it weird that no one applied with a paladin or cavalier concept; seems the type of PbP that screams shining knight type! I was curious about that.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Thank you for selecting my character. First time playing Kingmaker and the Wizard class so I will do my best to not disappoint.

Can you elaborate on the low magic nature of this game? Are there any overarching changes to the way spells and magic items are acquired? For example: I once played in a RL game where all magical items cost twice as much so everyone had to take crafting feats to keep up with the wealth-by-level chart. Things like that can drastically affect the progression of a character so it is best to know in the beginning.

Jack Daniels wrote:
You know, I found it weird that no one applied with a paladin or cavalier concept; seems the type of PbP that screams shining knight type! I was curious about that.

Haha that and the fact that we have not an aspiring Swordlord either.


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

My cleric could end up multi-classing into paladin (if she has a change of alignment) or cavalier at some point. There's enough hero-dream in her to want to be a shining knight. But meta, only if the party needs more melee and less healing.


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Reportin' for duty! Thanks for picking me, looking forward to getting started.


Athenasius Darrow wrote:

Thank you for selecting my character. First time playing Kingmaker and the Wizard class so I will do my best to not disappoint.

Can you elaborate on the low magic nature of this game? Are there any overarching changes to the way spells and magic items are acquired? For example: I once played in a RL game where all magical items cost twice as much so everyone had to take crafting feats to keep up with the wealth-by-level chart. Things like that can drastically affect the progression of a character so it is best to know in the beginning.

Spells, potions, and scrolls are not affected. My idea is that the arts of crafting magic items and arms have been lost to the "Old World". So +1 swords are not very common at all and no one knows how to craft them. Perhaps in your adventuring of some old ruins, you may find books on crafting that will allow you to take item crafting feats in the future. The WBL charts will largely be ignored. It does not mean either that you will have only +1 sword at 10th level. Have faith!


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Appreciate the clarification Jack. I shall have faith! :)


Everyone please post your relevant stats (see Grimath's stats below his name) in the Race/Class sections of your profile, so they are clearly visible to me without having to click on your character. Also list in these tabs abilities, usable x times per day, like channeling, blessings, foresight, etc.

Also in your profile, indicate your favored class and what benefit you took (+1 hp, +1 skill, etc.).

I roll for initiative and perception checks for party to keep things moving. I roll saves, unless I think a failed save will kill your character (then I let you roll).

Anything else, let me know.


Male Human

Hi, many thanks for selecting me; late, I know - my page was late with the coffee again.

You say we've not yet received the Charter? How do you want us to set up?

I am at your disposal - I just need to finalise the details of my gear.

Also: do you want us to put spells/orisons etc into the profile bar?


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

sounds good to me. stats add to the summary line, spoiler section added to profile for level progression/favored class.

I still need to up date the summary line with trackable powers. I'll probably spoiler box them (channeling, domain 1/day, and spells) so they take up less space, if that's agreeable.


Male Human

Spoilering - now there's an idea! Thanks


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Probably still good to have ACs/saves/init/perception always visible.


Spells are not necessary on the profile line. I'll ask casters to post spells memorized each day in game. I do want to see Touch of Good and Channel Energy though, if it fits.

Damrak, in the intro post once the PbP thread is set up, I will set the stage of how you will volunteer for the charter. There is an event in Restov and you are all in the crowd. All I can say, so as to build suspense. LOL!


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Sounds mysterious :)

When do you expect that to happen? Over the weekend or monday?


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

Hey everyone! So excited to be chosen! Thanks so much JD!
Posting now to check out my profile line. Olo still needs some gear, and I want to polish up the formatting of his profile a bit, as well as add physical description etc.
Should be all done tonight and ready to go!


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Checking in. I had checked early on and saw I was selected but at that time there was no link to this spot. The I got busy at work until I received a PM from JD. I am here and ready to play.

Only thing I can think of out of the ordinary is Den's favored enemy bonus. Init is +4, but +6 versus humans. Your call of course when this applies. Same with many other skills like perception and stealth, and tracking.


The PbP Thread is up! PbP Thread

This is the prologue, so feel free to dot and rp. You are in the crowd somewhere. I don't know your posting rates on the weekends, but we can start now casually and full-swing on Monday.


FYI: I will post pics of NPCs and maps of region as well as other relevant info in the Campaign Info tab.


Male Human

Hope the post is ok - my initial concept was someone who is in the Stolen Lands reluctantly, so I've kept to that.

Let me know if you want a conversion to sudden enthusiasm...


Damrak, that's what I liked about the concept, the reluctant hero. And a fish out of water too. But a change to your back story: The orders from the Church were to go Restov and sign up for the Mayor's expedition. You don't have to be happy about it but they are orders.


Male Human

Understood, thanks - I'll plug that into the narrative; although he's actually from Restov, so he didn't need to travel there.

Also, I have made a minor change to his crunch: the sword scion trait now gives him a duelling sword rather than a longsword. Hope that is OK.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

We should brainstorm some items we may need for winter/wilderness.

Personal: (assuming you have basic adventuring items)
Cold Weather Outfit 8gp (+5 fort vs. cold exposure)
Skis 5gp (normal movement over ice and snow; 5' over anything else; full round to put on/take off; no acrobatics required)
Bear Trap 2gp (2d6+3 dmg and 1/2 speed or immobile, sturdy and reusable, good deal for 2 gp)
Fishhook 1sp

Group:
2X Pack Animal: Yak (CR4 creature for 24gp each... sign me up! 27 str, can carry/pull a lot through even deep snow, at home in the cold due to mountain habitat, don't fright easily, built like a tank with 42hp)
Animal Feed 1cp/day
2X Compass 10gp
2X Barrel 5gp (can hold both solids and liquids)


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

All good ideas. Cleats and snow shoes would also be options.

That climber's kit is 80 gold - likely too pricey for us for now. But +2 to climb, if the group needs to climb is nice.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

A grappling hook (1gp) with knotted rope is DC 5 as long we can hook it. There are also bow/x-bow fired variants of the grappling hook with greater range increments.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Instead of buying separate tents we should pool and get 1 large tent (30gp) (4 man + Olo) and 1 gets to sleep in the carriage. Save some money.


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Yaks or Oxen are both great choices for pack animals. Any gear that will make survival checks easier will be a bonus for sure, but we'll need an idea of how much we've got to spend. Just the yaks themselves are 48gp, although I imagine someone more silver-tongued than Grimath might be able to talk the price down by pointing out it's for the safety and stability of Brevoy.

Perhaps someone with Knowledge: Nature or Local could give us an idea of what kind of snow accumulation we expect in an average winter in the Greenbelt? If we're talking about feet, then skis or snowshoes would be a must. On the other hand, if it's just inches, it's probably not worth getting pairs for everyone.

We might also want to bring along some chickens and small livestock like sheep or goats, they can function as daily ration factories and emergency stores of food.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den has survival so can do that roll in game. If we are going to operate out of the trading post, and already know that then it would change our needs a little.

That may very well be player knowledge though. Its just that I have started this AP twice and both time we based out of the trading post. But I have never read the AP, and even if its written into it, it might not be what happens with this game. I am only asking IF we know it in advance.

I tried to see what info was included on the Map of the Greenbelt but I get a "page not found" error when I try to open that link. Does it work for anyone else?


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

According to my calculations, a light load for the Yak is 393,216Ibs. That is almost 20 tons! Plus it can drag 4X that. One is enough but we should get 2 if we can to preempt injury or other occasions.

I'll roll Knowledge: Local as well. Also good idea about the livestock. Olo and I can try to bargain for better prices once we decide on what to get.

The Mayor supplied us with a map so we can figure out that the Stolen Lands is about 33,000 square miles, so we'll probably be out surveying for long stretches at a time. We should prep. for wilderness living.

I'm getting 404 as well with the map of greenbelt.


Try this link then: Map of Greenbelt 2


A yak has the same stats as a bison, which has 27 Str, so max carrying weight is 3120 lbs. So a yak can push or drag 5x max weight or about 15000+ lbs (7.5 tons!). Not shabby for 24 gp.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

We must also take into account that it is a large quadruped, which makes its effective strength for carrying 27 X 3=81. 81 give us 3 X 4^8 = 196608Ib for light load, then X 2 for large size = 393,216Ibs.

Also I discovered weather is Knowledge Nature and maybe Survival, so no roll for me.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

That link is much happier. But the map, as I am sure the DM knows, is totally devoid of legend or marks indicating any locations.

As pointed out, there is a lot of territory to cover. Being mounted can be a great boon, letting us explore up to twice as much areas for those hexes not fully forested. So, eventually we will all want at least riding horses.


Athenasius Darrow wrote:

We must also take into account that it is a large quadruped, which makes its effective strength for carrying 27 X 3=81. 81 give us 3 X 4^8 = 196608Ib for light load, then X 2 for large size = 393,216Ibs.

Also I discovered weather is Knowledge Nature and maybe Survival, so no roll for me.

Actually, you multiply the values on the table x3, not the Strength score! That's how I arrived at 3120.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned
Jack Daniels wrote:
Athenasius Darrow wrote:

We must also take into account that it is a large quadruped, which makes its effective strength for carrying 27 X 3=81. 81 give us 3 X 4^8 = 196608Ib for light load, then X 2 for large size = 393,216Ibs.

Also I discovered weather is Knowledge Nature and maybe Survival, so no roll for me.

Actually, you multiply the values on the table x3, not the Strength score! That's how I arrived at 3120.

Thanks for setting me straight. Was wondering why the carrying rules seemed out of wack.


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day
Dendarial the Ken Hunter wrote:

All good ideas. Cleats and snow shoes would also be options.

That climber's kit is 80 gold - likely too pricey for us for now. But +2 to climb, if the group needs to climb is nice.

I'm thinking it's likely Olo will need to climb some places in order to scout. RAW Climbers kit for small creatures is sized differently, so he's probably got to buy his own. I've got enough GP left for it, but not much else. And no else could use it. But Olo could always climb up first and secure a rope for others. (Also he's nearly at max capacity so perhaps Master Grimath won't mind holding onto it for him?)

I was kind of worried about his slow speed compared to others and was thinking of getting a riding dog or pony. You guys think that's necessary? Do we ride in the wagon for overland travel or is it just for storing goods? I guess since Grimath is also at 20ft speed it may not matter too much for now.

Snow shoes or skis are a good idea.As does some livestock if we think we can keep it healthy and well.

Other then that his personal gear + what we've been given should cover things for now. Let me know your thoughts on if I should spend all my gold on the climbers kit.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I've never thought about a different sizes for a climber's kit. Makes no sense. It consists of Crampons, pitons ropes, and other tools. But you may be right.

I had a riding dog in my first run that ended pretty early on. It was indeed very handy so I recommend that over the climber's kit. Also Masterwork Thieves tools, if you don't have them.


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Looking at the map a bit more, and given the initial charter, the furthest out we'll be is 72 miles. A cart does 16/day, so 4.5 days. Worst case would be through the forest with no trail (x1/2 rate) and heavy snow (difficult terrain, 1/2 rate), which would be 18 days out from Oleg's, not counting fording two rivers. While for short trips we could certainly operate out of Oleg's, I think we'd be better served just using it as a resupply point and returning only when we need to restock, unload spoils, or report something. The longer we can manage out in the wilderness at once, the less time wasted returning to town.

With that in mind, I'm for picking up the two oxen/yaks to go with the horses. Then we can use the horses as mounts for short excursions and scouting trips from the wagon. Also we should plan on carrying something like 3-4 weeks of rations for starters, and returning to town when we hit about a week's worth.

Olo: I imagine Olo and Grimath will ride on the wagon for most of the trip since that'll be the best way to keep the pace up. Given the pulling capacity of two oxen (15 tons), we could put the horses on the cart with the rest of the group and we'd end up breaking the wagon before the oxen. Also it's not a problem dumping more gear on Grimath, he's at 20' whether he's down to his skivvies or under heavy encumberance, so a few extra items here and there aren't going to make a difference.

As for whether we should buy the kit, if you've got gold and think it'll be useful, I'd go for it now. A 25% discount is a pretty good deal to start with, and we've just been gifted a very large chunk of the things we might have been purchasing otherwise.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Party gp pool: 77g5s

Purchases:
2X Yak - 36gp
28 days of trail rations for 5 - 52g2s
28 days of feed for 4 - 1g1s4c

We are a little short. Can anyone pitch in?


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

A donkey is only 8 gold…


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Technically I've still got 24 I can throw in.

Shouldn't that be 28 days x 6 for feed though? Also we're starting with 10 x 6, so we'd only need 18 days. We'll have extra if you consider most of us have kits with trail rations already. For the pack animals, we're starting with 10x2 (or 5 x 4), which means we need 23 x 4 for animal feed.

36 gp - 2 Oxen
40 gp 5 sp - (6x) 18 days trail rations
3 gp 4 sp 5 cp - (4x) 23 days animal feed

Total: 76gp 9sp 5cp

I'm not sure if I've got the right price for feed though, mine's coming out quite a bit more expensive than yours did. It's 5cp/day (before discount) right?

Dendarial: Donkeys are handy, but they've got a lot less capacity than oxen.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

You are correct on all accounts Grimath. I should really stop trying to do math.

Do we still want the livestock to supplement our food? Chickens are cheap at 1 gp each.


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Looking at the details for chickens and such it doesn't seem like they've actually got any RAW regarding providing for daily rations. In the interest of simplicity I say lets go with the rations for now, and if we're really desperate we eat the horses. :p


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

I've got 35 gp to throw in. I still need to double check if I'm missing any personal good's first. If were going with oxen I can skip the mule I was thinking of....

Give me a couple of minutes and I'll post what I can contribute to the party fund.


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

OK as said in hte gameplay thread, 20 extra gp from me to the party fund.

I have a scroll case, map maker's kit, and compass in my personal supplies that can become party supplies. Already have 50' rope, not counting what the mayor granted. But didn't pick up an extra grappling hook. I think the two we have are good.


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

For the GM, just wanted to double check your interpretation of reach weapon rules (since I know they open up a lot of questions in some peoples opinions. And always better to ask before it comes up in combat.

I believe the following is the RAW:
1) A normal reach weapon (like my glaive) can only be used to attack enemies in 12 squares.
2) Enemies in those 12 squares are threatened, excepting normal things that negate threat (such as cover between me and the target -- most notably an ally of either mine or the enemy in the intervening square).
3) Reach weapons can flank, if they threaten the enemy and are on the opposite side for the enemy from another threat. (in the diagram below, if there was a non reach ally at C2, and an enemy at c3, I could threaten from b5,c5,or d5.
4) An enemy, two squares away, on the diagonal is not threatened (because RAW they are 15'), but they do trigger an AoO if they move directly in along the diagonal.

The 12 squares I could attack, from c3 are the ones that are letter/numbered -- the double xx would be unthreatened by me.
XX A2 A3 A4 XX
B1 XX XX XX B5
C1 XX C3 XX C5
D1 XX XX XX D5
XX E2 E3 E4 XX


Anibeth Ravenveil wrote:

For the GM, just wanted to double check your interpretation of reach weapon rules (since I know they open up a lot of questions in some peoples opinions. And always better to ask before it comes up in combat.

I believe the following is the RAW:
1) A normal reach weapon (like my glaive) can only be used to attack enemies in 12 squares.
2) Enemies in those 12 squares are threatened, excepting normal things that negate threat (such as cover between me and the target -- most notably an ally of either mine or the enemy in the intervening square).
3) Reach weapons can flank, if they threaten the enemy and are on the opposite side for the enemy from another threat. (in the diagram below, if there was a non reach ally at C2, and an enemy at c3, I could threaten from b5,c5,or d5.
4) An enemy, two squares away, on the diagonal is not threatened (because RAW they are 15'), but they do trigger an AoO if they move directly in along the diagonal.

The 12 squares I could attack, from c3 are the ones that are letter/numbered -- the double xx would be unthreatened by me.
XX A2 A3 A4 XX
B1 XX XX XX B5
C1 XX C3 XX C5
D1 XX XX XX D5
XX E2 E3 E4 XX

1. Yes

2. Yes
3. Yes
4. Unless the enemy takes a 5' step, since the first diagonal is 5'.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned
Grimath Hammerswrath wrote:

36 gp - 2 Oxen

40 gp 5 sp - (6x) 18 days trail rations
3 gp 4 sp 5 cp - (4x) 23 days animal feed

Total: 76gp 9sp 5cp

Baring any objections, I think we should go with this and let Anibeth keep her money.


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day
Athenasius Darrow wrote:
Grimath Hammerswrath wrote:

36 gp - 2 Oxen

40 gp 5 sp - (6x) 18 days trail rations
3 gp 4 sp 5 cp - (4x) 23 days animal feed

Total: 76gp 9sp 5cp

Baring any objections, I think we should go with this and let Anibeth keep her money.

I agree. Also, Olo will invest 75GP (25% off 100GP) for MW Thieves Tools, if they are also available at the discount. He'll then sell his normal set of tools away. If they're not available, he'll go for a climbing kit at 60GP (25% off 80GP). Either way he'll hold on to the rest of his gold.


Male Human

Gosh, you lot have been busy! Someone mentioned bear traps and I think that might not be a bad idea - they're not expensive after all, especially with a discount being offered

The only thing I can suggest that hasn't been considered are signal whistles - dead easy to use and great for communicating over distance without words.

Camouflage netting might also be of interest to some...

BTW, I notice some of you are talking of Oleg's staging post - have I missed something?

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