Kingmaker: A Light in the Dark (Inactive)

Game Master JDPhipps

Roll20 campaign link!

Day 14


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Male I am a meat Popsicle

I think I, too, will have to pass. I am involved in more than enough games as it is...


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Let me know when you guys are ready to get moving again, and where you're headed. I think the consensus is to go to the hermit first, since he's only a hex away? I don't want to cut short in-character interaction, but I also want to move along when you guys are ready to do so. I'm fine with OOC discussion being hand-waved as in-character as well if you want to do more planning here. Once I know where we're going, I'll get us moving.

Also, would guys prefer if I kept a list of the 'rumors' and such that you guys are told about in the Campaign Info tab? Anything I can keep over there that'll be helpful for you all just let me know. I'm amenable to stuff like important NPC lists and such as well.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Yeah, I think that's best. We can learn about the kobold threat and deal with the smaller encounters when we're out traveling.


Male Android OC18. Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision
Annika Valarius wrote:
Yeah, I think that's best. We can learn about the kobold threat and deal with the smaller encounters when we're out traveling.

Agreed.


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

Sorry for the delay in posting I am a little all over the place with finally moving in with my brother and his family.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

Works for me.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Cool. Does anyone have a preference for information I could add to the Campaign Info tab? I can put up pretty much whatever you guys want, I just need to know what you're interested in having (if anything).

I'll get you guys moving to Bokken's some time today.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Keeping a list of sidequests and objectives would be helpful. There's a lot to do since this is a sandboxy kind of AP.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

The campaign tab sounds like a good solution.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Added all your current side quests to the campaign tab. If you think of any I missed, let me know. I obviously left your main quest off as I figured you've got a pretty good grasp on that one.

Let me know if there's anything else you guys want over there and I'll put it up.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

Can you add in the gold mine I found? We definitely want to set up shop there as soon as possible.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

The Gold Mine is actuslly a specific hex, so it's marked on the map for you guys. I have a list of all the marked locations underneath the map link. Specifically, it is Area L.

I can put a reminder or something though, if you'd like.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Hey all, posting this in all my games to let people know I'll be away for a few days. My family is headed to camp later today, and I won't have Internet or my computer while I'm there. I should be back and posting Friday afternoon/evening (Eastern Time), but please push the game as needed, botting my character if you need to do so. Thanks!


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Sorry for the lack of updates. I've been on the job search, and it has been both incessant and ultimately fruitless. I'll be updating this tomorrow when I get online. One of my other games got... very exposition heavy, more so than I kind of intended, and that sapped my energy for posting every time I put something up. Between that and job hunting, just fell behind. Sorry!

On another note, if anyone can get me a job, hit me up.

I'm kidding. Well, mostly. Man, job hunting sucks...

Grand Lodge

Male Human || (HP 15/15) | AC:17 | T:13 | FF:14 | CMD 16 | Fort +4| Ref +4 | Will +6 | Init +8 | Perc: +7 | Speed 20ft) Inquisitor of Erastil(Sanctified Slayer) 2

I'll be starting job hunting again tomorrow after a long time studying... and with a long time of studying coming again after september.

To put it simply, I can see myself on Mount #63 in Job'nam, except I'm firing CVs and the vietnamese are replaced by empty pockets, managers saying they'll call me and the avatar of financial decline.

So have my support, brave soldier, and return to the trenches.


Shadow's Status

What are you looking for a job doing and where? ;-)


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

The Trenches of Job Searching:
Preferably a job in which I can exchange my surplus of labor for money. In all seriousness, I've been looking for things in my hometown but it mostly offers seasonal work and many of them don't want to hire college graduates. I think they feel we expect more pay and they can't exploit us the way they exploit local teens into working long hours without overtime.

At the moment I'm looking into telecommuting jobs. Preferably I would love to do some work that involves writing, but more freelance writing jobs are impossible to make money on. In my experience, professionals are undercut by cheap labor, which is poor quality but quickly churned out. I'm still throwing my hat into that ring on freelancing websites, but... well, I'm not holding out a ton of hope. Anything telecommuting is my preference as I'm currently living at home for the express purpose of saving money. If I could have people to live with it would be different, but I don't for the time being.

I'm looking into stuff like call centers or customer support, but anything I can do from home is ideal.

On a different note than my employment struggles, I wanted to let you guys know something. Between having effectively run three re-recruitments for this game (which entails bringing on people who took over pre-existing characters, too) and trying to finagle some later, conflicting ideas I had with the base AP, I'm getting a little fatigued with this game.

I actually have an idea for an alternate version of this AP that I've drafted up tonight that I'd be interested in giving a shot, but it would not take place in the Stolen Lands and would necessitate some people swapping characters or at least changing parts of their backstory if they're interested in continuing. If people are interested in hearing about it, I'd be fine with giving some more details. It's still Kingmaker in many ways, but a lot of villains and such are changed and altered to fit the new setting. I'd also not start it at Level 1 and probably merge Books 1 & 2 so we can avoid a ton of repeated encounters.

However, I know plenty of you signed on for THIS Kingmaker game, which is relatively vanilla in the grand scheme of things. It's entirely possible my fatigue will fade when we complete the first book and move on with the story, but I can't really say for certain. But, I'm certainly willing to keep up with this game and play it through instead of switching, assuming most people would rather not rock the boat, as it were. I'm leaving it mostly up to you all as I'm not so tired of this I can't keep running it at all, but if you're all up for a change of pace I wouldn't mind it either.

Just let me know how you feel, and if you want to hear some details about my alternate re-telling. I figured I would ask if people were even interested before diving into a long post on the subject, as if everyone told me "I'd rather wait and see how this plays out!" it would be a lot of wasted text.


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

I am actually fine with that. I am having issues connecting with this character. He is so very far from my normal style.

Grand Lodge

Male Human || (HP 15/15) | AC:17 | T:13 | FF:14 | CMD 16 | Fort +4| Ref +4 | Will +6 | Init +8 | Perc: +7 | Speed 20ft) Inquisitor of Erastil(Sanctified Slayer) 2

Honestly? The thing that rocks my boat about Kingmaker is the part where the party fights his way and struggles until they found a kingdom.

I like the peeps in the game, I love you GMing... so you can count on me in any case.

And even if we stay like this, I'd love reading about your ideas so please go ahead.


Male Human Crossblooded Sorcerer 2 [ HP 14/14 | AC 12/12/10 , Fort +2, Ref +2, Will +2 | Init +4; Perception +8 (darkvision 60ft.)]

I am fine with either option. I love your GMing style, and the others in this group have been fun to play with so far...


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

I'm in for whatever. I'm enjoying the heck out of Marcus and your Gming style.


Male Android OC18. Slayer (Sniper) 2 | HP 21/21 | AC 18, touch 15, FF 13; Fort +4, Ref +8, Will +0 | Init +5; Perc +7; darkvision 60 ft., low-light vision

If the DM is not having fun the players cannot have fun. Let's go with your new idea! As Creon is not my character any changes you want to make feel free. I think I have done the spirit of the original intent justice but as he is not mine I am not locked into the build or background (which is a mystery anyway) the way I might be with a PC I created from scratch.


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

I am inclined to agree with Creon 18, the GM needs to be having fun. The S&S live game went really bad and everyone was miserable, which was caused by the GM not having fun then coming to the game angry. I would probably want to make a different PC. I could still go Paladin, I love this class, but a different deity and different backstory.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

I would hesitate to say I'm not having fun, but trying to keep momentum going after so many bouts of shuffling and trying to add in new ideas as I go has been... challenging. Starting fresh with a clear set of ideas will, I think, help me keep my head clear and give us all an even better gaming experience. However, I do appreciate that you do all seem to really enjoy the way I run games. It's nice to know.

So, as I said, this new game would still be Kingmaker at its core. You're venturing into an unknown location and looking to eliminate the necessary threats to establish not only a colony, but eventually a true kingdom (not that you might know that at the time, of course). However, one big problem I've always had is I never really felt that the Stolen Lands felt... foreign enough. On the whole, they're not all that exotic or interesting, and it just feels like mapping out a forest. Sure, a ton of people have gone there and failed to colonize it, but it always felt a little forced. Instead, I'd like to explore somewhere truly exotic and foreign to modern-day Golarion. Bear with me here, but my idea is Kingmaker... but the place you've gone to establish a colony is the lost continent of Azlant.

"But Jon, there's an AP set in Azlant that's about to come out!" Yep, and it is, I can almost guarantee you, nowhere close to game I'm planning on running. I'm sure by necessity there will be some similarities. Both games will, obviously, explore Azlanti ruins and the fallen civilization. I can only imagine that both games will have to involve aboleths at some point. However, I won't be taking anything from that adventure path (other than maybe some battle maps, possibly). This game will not just be Kingmaker mapped over Azlant, either; huge parts of it will be adapted to match the new setting, but there will be pieces pulled out and custom adventures inserted in order to give it a truly unique feel. Most of the metaplot will be adapted and not thrown out entirely, although some parts will certainly be completely trashed because they fail to fit in with the rest of the game. I'm still forming some of my ideas to a degree, but from the basic description of Ruins of Azlant from the book blurbs, it is understandably going in a very different direction. The only real similarity is that both games will begin with you traveling to a new colony on the broken continent of Azlant. After that, it seems the games will diverge significantly. This game will run close to much of Kingmaker, as I said.

So, there will still be the struggle of overcoming odds to keep your fledgling colony (and later nation) afloat by combating the unknowable dangers of Azlant. There will still be unknown and powerful forces conspiring against you for reasons that are their own. However, unlike the base Kingmaker you will actually be exploring an exotic locale with an unknown history. Fledgling colonies must fend off attacks from pirates and raiders destroying their precious resources. Ancient ruins hold secrets that could bring prosperity or ruin. Strange magics rack the lands even millennia after the continent's destruction.

The thing is, even though Ruins of Azlant will have little to no bearing on this game, there ARE some materials for the AP that I'd... kind of like. Obviously some of the battle maps would be nice as they'll be built for the area. However, the map folio advertises a nautical map of the islands of Azlant; while the map folio isn't due out until January, that map will almost certainly be in one of the first books. I'm going to guess the first or second, personally. While I could play it by ear, more setting information would be nice. So, I'd prefer to wait to run this until I get my hands on that stuff. It also gives me time to really flesh out my changes and story plans for the future, augmented by stuff that I get from those books. What I'm saying is, this campaign won't be getting off the ground for a little bit. That said, I don't really want to leave you guys without any kind of game...

So, I could keep running this until we're ready to play the new game. Alternately, I could run some modules or something to fill the gap, or an even shorter adventure. I'm amenable to pretty much anything as long as it's pre-written. While normally I actually like to mess with stuff, if I'm plotting this new campaign out I'd prefer to have something I can mostly run out of the box. So, if you have ideas for that, let me know. If we just want to wait, we can also do that. Up to you guys.

Other than that, I'll also set up a game so we can get a Discussion page up and people can discuss character ideas and we can iron out build rules. I think I'll start you guys around where you are now, so probably level 2-3. I generally enjoy the Auotmatic Bonus Progression system with a few tweaks, and it'd make not having a magic-mart around a little less stressful. It also gives me license to give you guys cool ancient Azlanti stuff as treasure rather than a cloak of resistance or some boring thing like that. Last thing... this campaign will *probably* be mythic. It'll be toned-down, not full tier mythic, but I dig adding a splash of mythic rules. Obviously, that means a high-powered campaign. Other things will be scaled up to keep it challenging, but sometimes you will get to be the big damn heroes.

Wow, that was a long post. Anyway, that's my idea and everything with it. Let me know what you think, and if there's either stuff from base Kingmaker you would love to keep or something you think should definitely be included due to the change in scenery.


Shadow's Status

Ok now I am 10000% positive we made the right call :-)

Grand Lodge

Male Human || (HP 15/15) | AC:17 | T:13 | FF:14 | CMD 16 | Fort +4| Ref +4 | Will +6 | Init +8 | Perc: +7 | Speed 20ft) Inquisitor of Erastil(Sanctified Slayer) 2

*Clears throat* I F+@*ING LOVE ABOLETHS!

Excuse my bout. I will simply say that the game concept sounds superb, that I loce games about 'conquistadores' and that whatever you do or decide in the end please, pretty please, count with me.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

At the moment I have six people who have said they'd be fine with switching, so I think I will switch. I was texting Annika last night when I thought of this idea, so they also are on board. Prophet hasn't seen the group texts but I imagine he'll be okay with it. We haven't heard from Gallidren or Kahurangi yet. However, I was already leaning toward this idea and with most of the team already signing on I'm pretty happy with this.

Obviously some people are already thinking about modifying or outright changing characters, and that's fine with me. However, if your character can pretty easily be transferred to this game, feel free to keep the same character more or less. I figure that I would have you guys leaving from somewhere off the coast of Avistan. Absalom seems like kind of an obvious choice, but pretty much any nearby country could have people coming to make the voyage. It's a lot of misfits as well as explorers, so characters seeking to escape something about their former lives are perfectly welcome. The general span of people could easily stretch from Varisia to the Shackles, and as far inland as Galt. If you want to be from somewhere farther away that's fine, but I'd just like to know why you were here and all that.

As a head's up, campaign will not revolve around aboleths. I kind of assume they play a big part in Ruins of Azlant, and I wanted to showcase some other unique things about the area. Rest assured they will be a player, but not the main antagonist or anything like that. Of course, you can only poke your nose into so many holes before a monstrous fish being enslaves your entire species.


Shadow's Status

I'll leave Creon as is unless you want changes to him JD.


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

Sold. I'm in, with Marcus as-is. It would be pretty easy for him to decide to leave. All it would take is for some noble he robbed once to put a sizable bounty on his head or something, and he'd want to bug out. Going somewhere that the bounty couldn't catch up with him (like ancient ruins) is a good call.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

@Storyteller Shadow: Feel free to do so, but I know you mentioned potential interest in building someone new. As I said, this probably won't start for a little bit, so you've got plenty of time to think on anything that comes to mind. I just want people to know they're welcome to keep the same characters if they want to. If you would like to change Creon or swap him for a completely new character, I'm cool with that! Some people were super cool about taking over characters for the sake of continuity, but that continuity is gone now. Go wild if you want to!

@Marcus: Sounds good! Robbing some Brevian noble or something could easily result in a bounty that would be less worrisome with an ocean between you. You wouldn't be the only one running from a bounty or at least debt, I'd imagine. I have been very much enjoying Marcus so far, so I'm glad he'll be sticking around. I may take us up to Level 3 in which case he'll need a level up, but everything was good before so it's good now. Only thing I'm gonna change is point-buy for characters. I'm going to switch it to 20 point-buy, still on a point-for-point basis, as opposed to the original 15. Not a huge power boost, but it rounds out stats a little.

As a note to anyone who is rebuilding a character or making a new one, it's worth noting that this campaign will feature at least some amount of sailing and naval combat. It won't be as much as something like Skulls & Shackles, but given that Azlant is a large series of islands you'll need a boat to get around.


Shadow's Status

Hmmm. Alright. Current ideas:

Psion (assuming you allow Dreamsscarred Press) or a Bard with a few Archtypes.

Grand Lodge

Male Human || (HP 15/15) | AC:17 | T:13 | FF:14 | CMD 16 | Fort +4| Ref +4 | Will +6 | Init +8 | Perc: +7 | Speed 20ft) Inquisitor of Erastil(Sanctified Slayer) 2

Ooooh, well, I can deal with the loss of aboleths by applying to Storyteller's AP when he starts recruitment (Which I was going to do anyway), not like it will stop me from having a hell of a good time.

As for my intentions regarding character for the game, which I'm going to call Atzlant's Story for now, it will depend on sources allowed as well as the presence or absence of firearms.
I like Jon, and he sure would fit that game with a couple changes to backstory, yet I'm unsure. I might keep him as he is, change his class, change his weapon (a crossbow or musket perhaps) or I might go with a completely different animal.

Hell, if PoW is allowed I might go with a Privateer Warlord and go to town rocking a pistol and cutlass, corsair style.

In any case, I am getting curiously hyped.


M Elf Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)
Tracked Resources:
3/3 3/3

I'm good with switching. Let's do it.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Right now I'm thinking that I'm going to keep Annika, but switch out some of her backstory. Instead of being the child of an elven adventurer from Kyonin, she's a Spireborn from Varisia whose father is one of the rare and mysterious traders from the Mordant Spire. She grew up in the Docks District of Magnimar and received yearly birthday gifts in the form of weapons, armor, scrolls of knowledge, and books on the arcane from her father. She gets hired onto the expedition as the closest thing to an expert that can be found on modern Azlant.

She'll be a Magus, probably a Kensai to make her a more martial type. I think I might use the new Elven Thorn Blade to give her something a little weird to play with.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Actually, I already have a name for the campaign. It's gonna be called Kingmaker: On the Shoulders of Giants. I figured it was fitting, and also it sounds pretty epic.

I don't think I'll allow any classes from Dreamscarred Press. I have always felt that psionics balances oddly with other caster-style characters. Path of War is much the same. It was also intended to give martial characters nice things, and I like to think I make my games pretty martial-friendly anyway. If anyone really wants to play an initiator class or use some specific form of maneuvers, I may allow the feats that let you pick up maneuvers or work out an archetype with you that would allow you to initiate. It's worth noting that I'm fine with pretty much every feat offered in Path of War, so the books themselves aren't off-limits.

Shadow, if you're interested in the flavor of a psionic character and could replicate it with one of the new psychic classes/archetypes, I'm fine with those. Otherwise, I'm always a big fan of bards. My girlfriend plays a horrifyingly capable Bard/Swashbuckler in my home game. What archetypes were you thinking of taking?

For the time being, we'll use the Commonplace Guns rules. Early firearms are accessible if you want them, and I will make it possible to eventually craft modern firearms if people are interested in doing so.

For the time being, anyone can bounce around character ideas as they feel like it. I know Marcus has now said he'll keep the same character and Annika is looking at a Kensai magus. I'm okay if the party ends up being lopsided in some way, but if we want to try and put together a very balanced party we can do so. Since we're starting from scratch I more want people to play characters they want to play rather than to balance a party or take over for someone else.


Shadow's Status

That's fine, I like the idea of the Bard I have in mind.

(Arcane Healer – Soundstriker).

An interesting combination and two that can be taken at the same time.

A Swashbuckler dip could be interesting to have at least some martial ability.

Absolom eh? I can come up with a Background there!


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

That was a lot to read and I am so freaking excited for it! Your plan sounds so wonderful. I originally thought Kingmaker was in the Sodden Lands and that sounded fascinating, but then I read up on it and learned that I cannot be trusted to understand what I read when I am the slave of insomnia. The River Kingdoms are an interesting place but there are so many better brilliant locations this adventure path could have taken place in.

I will also second the whole love of aboleths but I am fine with other critters. So many of the critters I like no one wants to deal with, hydra's get no love.

I to am excitedly waiting for Storyteller Shadows recruitment.

Is there a short module you are wanting to run? If not the wait is fine by me.

No clue what I want yet so the delay is great for me. I honestly will wait a bit to see what others want to play and fill a void if need be. Unless inspiration hits me :)


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

I love bards!

So what would the race options be? And would this be a campaign where a human would die of old age? I have figured out a few ideas. I should be prepping for my game tomorrow but that seems to not be happening. Luckily I improve well :D


Male Human Crossblooded Sorcerer 2 [ HP 14/14 | AC 12/12/10 , Fort +2, Ref +2, Will +2 | Init +4; Perception +8 (darkvision 60ft.)]

Jon, that sounds amazing! I am so on board with this. I think I will keep Jericho as is; it would be easy to create more pursuit from the River Kingdoms for the noble he killed as a prod to drive him into the sea.

I may look into changing his bloodlines with the minor nautical aspect of the new game.

I may also tamper with his race.

Alternatively, this may be a decent time to re-reincarnate him as a ranger...


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

No particular module in mind, but I figured I would offer a short module if people were interested. I'm sure there's one we could probably squeeze in somewhere. I could also keep running this if people want, it's all the same to me. If everyone is fine with the wait we can just use intervening time to work on characters. Additionally, people with similar backgrounds could easily have traveled there together. For instance, asuming Prophet keeps his character, he and Marcus could have both still been bandits in the River Kingdoms or something and fled from persecution. Stuff like that is always cool with me, or you can all be strangers.

That's a neat combination of archetypes. For the record, I'd count Arcane Healer as counting for Extra Channel. My girlfriend runs a Bard/Swashbuckler who flies around a lot. The two classes do synergize quite well.

For race options, I would like to keep it to stuff that's within reason. So, mostly Core and Featured races. Of course, feel free to come up with something out there if you can make it work. As a side note, I really don't care for gnomes... do with that what you will.

Jericho, I can easily see him fleeing the Stolen Lands for the same reason, but I can also easily see him as a similar figure from perhaps another kingdom in Avistan. Taldor in particular seems appropriate, if you're thinking about switching anything. Ranger would work just fine as a change, as could keeping sorcerer.


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

Is this going to call for a longer lived race or knowing that a pc will grow old and die?

Oh and if people are interested in a module I have something I have always wanted to try, since this would be a short game. Everyone plays the same class. Obviously no will make quiet the same character and there is a challenge to be had in this since there will not be the trap type, arcane, divine, and tank.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

Well, Storyteller Shadow has done that a couple of times and it seems to work out pretty well if you get creative. I'd be okay with a short module trying something similar.


Male Human Crossblooded Sorcerer 2 [ HP 14/14 | AC 12/12/10 , Fort +2, Ref +2, Will +2 | Init +4; Perception +8 (darkvision 60ft.)]

@Theodore - That is an awesome idea! I missed out on the all-fighter Ironfang Invasion ...

@Jon - I was not thinking of anything crazy for race, nothing more unusual than half-orc or undine.


Male Half-Orc Medium (Relic Channeler) 2 | HP 5/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)

Just posting in to say that I am indeed on board with this concept to switch to, and I'm also down with either waiting or playing through a short module in the meanwhile. The all-the-same class idea is always neat, but might I suggest opening it up to two: Bards and Skalds, in an epic saga about a truly awesome band and their journey to put on the greatest show in history (and I guess save the world doing it).

As far as the actual campaign, I'll probably switch off of Prophet, honestly. I was feeling a little stale with his RP, and his backstory doesn't work as well for heading off to Azlant... so I'll probably come up with something else. Maybe my Galt-born buccaneer, sailing west for a new start rather than trying to become a pirate lord?


HP 34/48, AC 20, CMD 17, Fort +11, Ref +6, Will +10, Perception +5, Initiative +4 Corruption 9/9, Channel, 0/7, Oath 2/2, Suicidal 1/1, Active effects:

With Johnathan also looking at being a pirate, you two could make a fun duo of skallywag explorers.


M Half-Orc Shaman / 2nd

Holiday had me out this weekend. The new setting does not ruffle any feathers with me. Story-wise, while I'd have to reroute Kahurangi's background, as his people were aquaphiles, he'd have no problem on the water. If anything, the celestial navigation capable through Chief Rongo gives him all the more ability to proceed successfully to uncharted areas.

The nexus of our characters' convergence is the thing that would need to be determined primarily from the exposition perspective. That clarity would require people knowing what/whom they're playing though!


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

But roving barbarians! Or all paladins? All squishy casters could be fun. But I do love bards.

So this game will start with us getting on a boat, right? How would you all feel about a stowaway? And do you have an issue with a youngish character?


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Sure, I could run a module with everyone being a singular class. Is there any particular desire for a specific class/module? I'm amenable to pretty much anything you guys want to do.

As for characters getting old and dying... not really? However, much like the original Kingmaker the AP will realistically take place over years or decades; kingdom-building turns last for a month each, and it typically expects that you'll take at least a year off between books, often closer to 18 months. There are also plenty of times where you can easily take some time off from active adventuring and grow your colony before heading back out into the fray. This is one reason why I suggested people pick longer-lived races originally. However, I could just as easily waive age penalties for characters if desired and we could have your aging adventurers fighting into their fifties or something. I have also heard of games where every ~2 books was a single generation of heroes. So, by the end of the game, they were finishing off the threats that had first been encountered by their grandparents. That isn't something I'm necessarily thinking of doing here, although we could if people wanted to.

Prophet, are you speaking of the infamous Captain Jake Finch? I'm pretty sure he was originally from Galt... wasn't he?

Actually, I can tell you exactly why all your characters have met, at least immediately before the campaign begins. You'll all be on the same boat, which I'm determining will have left from Absalom. You can be from pretty much anywhere, of course, but that's where you the ship itself is sailing from. I thought about having it leave from... well, pretty much everywhere else near the Inner Sea, but realistically I felt Absalom was the best jumping off point for your voyage. I haven't yet decided if the game will begin just before you disembark or immediately after, but I'm leaning toward the second.

I have the immediate beginning of the adventure after that planned out pretty well. I have some broad sweeping ideas, but I'm waiting to map some of it out until we get the inevitable wealth of information from the newest AP. They always flesh out stuff like locations, and that'll be very helpful. I'm planning to hopefully use the nautical map in order to fashion up some new hex maps for exploration. If that doesn't work out how I hope, I'll have to fashion up some stuff for us to use, but it is what it is.

As for a stowaway, I don't know that you'd need to be one? People aren't asking a lot of questions on this voyage, as all of you are effectively leaving your lives behind. I personally have no real problem with young characters, especially since you'll grow up as the game goes on.


Female Half-Elf (Spireborn) Magus (Kensai) 2 | HP: 17/17 | AC: 18, Touch 16, Flat-Footed 12 | CMD: 15 | Fort: +6, Reflex +5, Will +7 | Init: +4 | Perception +8 | Arcane: 5/5, Stamina 3/3

I don't have any specific ideas for modules or classes that I would want to play. I have a few character concepts that I haven't had a chance to play that would be cool, but I'm down for just about anything. It would be nice to do a higher level module so we can do more powerful or more interesting characters for a short side game.


Half-Elf male Lvl 2 Hospitalier Paladin Of Sarenrae Init +3; Senses Perception +7 / Aura of Good is a moderate aura / Detect Evil is move action, 60ft, as if studied for 3rnds / Smite Evil is swift action, +2 att, +2 dmg / Lay on Hands x3 per day 1d6 HP:20/20 / F+7 / R+5 /W+5 (+6 vs. Fey) / AC:19 / T:13 / FF:15 / CMB +2; CMD 15 / Stamina Pool +4

Curse of the Riven Sky is 10th level.

Tomb of the Iron Medusa is for 14th level

Academy of Secrets is for 13th level]

The Moonscar is a 16th level.

The Witchwar Legacy is 17 which I think is the highest.

I would love to say all cavaliers but a module that is friendly to mounts is hard to find, sadly. Roving barbarians in the Witchwar Legacy sounds cool. A bunch of wizards trying for the Academy of Secrets could be fun. Though high level play does call for a bit more work on the GMs part. But I have never made it above level 13

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