Kingmaker AP - War of the Red River! (Inactive)

Game Master Haldhin

Running the Kingmaker Adventure Path - Part 2
(Shared Resources Link)


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Opening the Discussion thread.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Dotting

I'm curious as to who got selected?


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

dotting as well


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Woot!


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

::Does the happy dance with a little james brown thrown in::

Oh yeah!

Hello I am the newbie, nice to meet you all. ;)

Edit-Oh yeah if my skills are overlapping anyones let me know. I am flexible on knowledge skills and can change them to cover those no one has any ranks in.


Male (Oni-Spawn) Tiefling Inquisitor 3

Dot!

Good evening, folks.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

Looks like I'm the only female again.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Welcome to our new Wizard and Inquisitor.

And Bridgette, let's be careful complaining about that... the DM might slip a girdle of opposite gender on one of the guys for yucks ;)


Male (Oni-Spawn) Tiefling Inquisitor 3
Bydar wrote:

Welcome to our new Wizard and Inquisitor.

And Bridgette, let's be careful complaining about that... the DM might slip a girdle of opposite gender on one of the guys for yucks ;)

I never asked for this!


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
Bydar wrote:

Welcome to our new Wizard and Inquisitor.

And Bridgette, let's be careful complaining about that... the DM might slip a girdle of opposite gender on one of the guys for yucks ;)

How did you know that was my subtle hint ;p


It's more likely that I'll slip a girdle of opposite gender on all the guys for yucks. :)

I'm working on getting all of my "handouts" finished and uploaded into the shared folder. I'll have a link to the folder on the Campaign Info tab for reference.

I'll open the Gameplay thread tomorrow, and hopefully have my first official story post in there on Monday. I'll keep everyone updated here as much as possible.

New characters, I'll have some minor tweaks/additions for each of you to add to your backgrounds. Mainly just a few specific names and places that each of your characters would know.

In the meantime, if anyone has questions, please feel free to ask them here.


Male (Oni-Spawn) Tiefling Inquisitor 3

Sounds legit. I'm good to go whenever you are, boss!


Male Human Ninja 1 | HP: 11 AC: 18 FF: 13 Touch: 15 | F: +2 R: +6 W: +0 | Init: +4 Perc: +3

Dotting in. Thank you so much for the selection!


HP: 11/11 AC: 12 Init: 2 Per: +3 Spells: L1 4/4

Varnius Vol, dotting in! Hello to all members of the "New Brevorian Treasure Liberation & Bandit Readjustment Committee". Thank you for the selection.


Glad everyone has made it to the Discussion thread, welcome!

Gua, Varnius, Temerith, Arumil
I'm looking through your character details and backgrounds with the goal of having information to you no later than tomorrow.

I expect to have you in the Gameplay thread in the next few days, hopefully no later than Wednesday

-----

Raxus, Bydar, Bridgette

I've read through the former thread a couple of times, and here is what I have understood regarding your current situation (please correct any errors):

1. You made it to Oleg's, ambushed the bandits, captured all of them. Happs has agreed to work with you (for pay) while the others are currently building a small shrine to Shelyn (for pay). Happs is earning his money by guiding the group to the Bandit River Camp.

2. Kesten Garess has arrived at Oleg's with three soldiers. They were sent to provide additional protection for the Trading Post.

3. En route to the Bandit River Camp, the group encountered Bokken, an alchemist who lives as a hermit. He offered to make the group some potions if they can procure fangberries.

4. The group encountered and defeated a large trapdoor spider.

5. The group encountered a large intelligent wolf-like creature that can speak common. It provided some information to the characters, then left the area, dragging its kill with it. (This was a worg, but don't think the characters know that yet)

6. The group assaulted the Bandit River Camp... and the game ended with one of the allies fighting a wounded Kessle.

Assuming all of that is (mostly) correct, I need to have a couple of things happen before the group returns to Oleg's Trading Post. Please let me know what you think about the following:

First, the resolution of the combat; what I would like to do is simply have the ally (Flit?) and Kessle kill each other. Once Kessle goes down, the other bandits surrender (much like those at Oleg's when Happs when down). This is not much of a stretch since Kessle doesn't have many hit points - it's actually a way for me to explain the death of your companion. Is this acceptable?

If that is acceptable, Happs takes you aside and says that these men were the worst bandits which is why they were still in camp. If offered the opportunity, he is pretty sure they would be willing to leave banditry behind for honest work like those your captured at Oleg's. Sense Motive checks indicate he is being honest. Do you make the same offer to these bandits and begin taking them back to Oleg's?


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I see some stuff went on and we will be jumping in. Will you have a map of the greenbelt up to see any mapping progress?


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Just so I'm not rude, hi to Gua and Vol as well!

DM Haldhin wrote:

Raxus, Bydar, Bridgette

I've read through the former thread a couple of times, and here is what I have understood regarding your current situation (please correct any errors):

1. You made it to Oleg's, ambushed the bandits, captured all of them. Happs has agreed to work with you (for pay) while the others are currently building a small shrine to Shelyn (for pay). Happs is earning his money by guiding the group to the Bandit River Camp.

2. Kesten Garess has arrived at Oleg's with three soldiers. They were sent to provide additional protection for the Trading Post.

3. En route to the Bandit River Camp, the group encountered Bokken, an alchemist who lives as a hermit. He offered to make the group some potions if they can procure fangberries.

4. The group encountered and defeated a large trapdoor spider.

5. The group encountered a large intelligent wolf-like creature that can speak common. It provided some information to the characters, then left the area, dragging its kill with it. (This was a worg, but don't think the characters know that yet)

6. The group assaulted the Bandit River Camp... and the game ended with one of the allies fighting a wounded Kessle.

The poor game was plagued with turn overs and delays so I think at this point you probably have the details down better in your head than I do. :) But yes, that sounds right. What you have would certainly put us on the same page which is what we need. Thank you.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Haldhin wrote:


Assuming all of that is (mostly) correct, I need to have a couple of things happen before the group returns to Oleg's Trading Post. Please let me know what you think about the following:

First, the resolution of the combat; what I would like to do is simply have the ally (Flit?) and Kessle kill each other. Once Kessle goes down, the other bandits surrender (much like those at Oleg's when Happs when down). This is not much of a stretch since Kessle doesn't have many hit points - it's actually a way for me to explain the death of your companion. Is this acceptable?

If that is acceptable, Happs takes you aside and says that these men were the worst bandits which is why they were still in camp. If offered the opportunity, he is pretty sure they would be willing to leave banditry behind for honest work like those your captured at Oleg's. Sense Motive checks indicate he is being honest. Do you make the same offer to these bandits and begin taking them back to Oleg's?

At this point, (Speaking just for Bydar) it would depend in part on how many survived. First, they'd have they would have to turn over their weapons. Even then, if too many surrendered, it still might be a problem of swarming Oleg and wife with bandits that could turn on them. While Shelyn strikes me as pretty pro redemption, that doesn't mean Bydar feels he has the right to gamble with other lives. He still doesn't fully know if Happs can be trusted (though the man appears to be willing to 'stay bought') and giving him a dozen bandits, even with weapons removed, might be too much to ask of Oleg and wife. But that's a big if. The ones who give the most information on the Stag Lord would probably be given a bit more trust in return.

He would probably suggest taking them all back to Oleg's for now ,and later (When he could get new spells) use Detect Evil liberally as he questions the men.

He would also warn the bandits, with a gentle humor, that they might hear a sermon or two about Shelyn and the other goodly gods. And if any seemed sincere in their interest, he'd be happy to share some of the spiritual teachings he knows.

He does work for a goddess, after all.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

No one is opposed to Nethys, I ask sense their building a shrine to Shelyn. No need to step on the cleric's toes. ;)


Wanted to elaborate on a couple of questions/concerns.

Bydar wrote:
At this point, (Speaking just for Bydar) it would depend in part on how many survived. First, they'd have they would have to turn over their weapons.

Four survivors. They agree to turn over their weapons, agree to be tied up (and/or together), and offer to help you carry the "treasure" you found at the River Camp. Some of what you found include boxes of furs that have Oleg's mark on them.

Basically, if you offer them the opportunity to make money honestly, they jump at the chance.

Bydar wrote:
Even then, if too many surrendered, it still might be a problem of swarming Oleg and wife with bandits that could turn on them. While Shelyn strikes me as pretty pro redemption, that doesn't mean Bydar feels he has the right to gamble with other lives. He still doesn't fully know if Happs can be trusted (though the man appears to be willing to 'stay bought') and giving him a dozen bandits, even with weapons removed, might be too much to ask of Oleg and wife. But that's a big if. The ones who give the most information on the Stag Lord would probably be given a bit more trust in return.

It would be eight total, and you also have Kesten Garess and his men at the Trading Post in addition to Oleg and Svetlana.


Male (Oni-Spawn) Tiefling Inquisitor 3

As long as you stick to the "magic is for the good of everyone" part of Nethys and away from the "MAGIC IS FOR DESTROYING EVERYTHING" I think we'll be good.

Temerith will be working for the Church of Ragathiel, small as it may be, but will be on his best behavior when dealing with members of other religions.


Arumil asked about maps...

I plan to have a couple of them available. I'm working on the first one now, and hope to have it up tonight, but it may be tomorrow.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Oh yeah that reminds me, how are the new PCs compared to the old ones in terms of exp and loot?

@Temerith
Was just checking for crusader types. Arumil is LN and Nethys is N, so good and evil dont really play a part. ;P


Old characters are ahead in both loot and xp, but it's going to even out relatively quickly.


Male (Oni-Spawn) Tiefling Inquisitor 3

Nethys is a nutjob, though, he can go from gentle old wizard to TIME TO RAPE THE MAIDS WITH MAGIC in a couple seconds flat.

His followers generally stick to one side or the other, though, from what I've read, so as long as you're on the Gandalf side of the equation, we should get alone splendidly!


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

@Temerith
I think your very misinformed about Nethys, dont know what you have read sense his article does not make him as you discribe. He is just unconcerned with anything outside magic, he is also indifferent to the use of magic. So really its the person, the god has little to do with it.


Male (Oni-Spawn) Tiefling Inquisitor 3

Of course, just saying that Nethys himself is crazy, and some of his followers, by that extension, are also crazy. Neutral Evil people worship him, and they are not known to be very friendly to the forces of good.

I was mostly being silly, calm down.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

I dont take offense I just want to avoid misunderstandings in my character. Thats how an undercover mage guard nearly wiped out a PC party, story for another time. So was explaining more then anything.

P.S. Never tell anyone to calm down if they are annoyed in the least. Thats like putting out a fire with gasoline, your asking for an explosion. Never works, not even a little, its like one of those mind tricks for people. ;3


Male (Oni-Spawn) Tiefling Inquisitor 3

Trust me, Temerith has no intention of starting crap with you just because of your religion. He's had way too many people pick fights with him just because of his horns and tail, for him to turn around and do the same thing to someone else.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Arumil Amaim wrote:
No one is opposed to Nethys, I ask sense their building a shrine to Shelyn. No need to step on the cleric's toes. ;)

Certainly no objection here. Maybe you might eventually help fund a wizard school or something


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Haldhin wrote:

Wanted to elaborate on a couple of questions/concerns.

Bydar wrote:
At this point, (Speaking just for Bydar) it would depend in part on how many survived. First, they'd have they would have to turn over their weapons.

Four survivors. They agree to turn over their weapons, agree to be tied up (and/or together), and offer to help you carry the "treasure" you found at the River Camp. Some of what you found include boxes of furs that have Oleg's mark on them.

Basically, if you offer them the opportunity to make money honestly, they jump at the chance.

Bydar wrote:
Even then, if too many surrendered, it still might be a problem of swarming Oleg and wife with bandits that could turn on them. While Shelyn strikes me as pretty pro redemption, that doesn't mean Bydar feels he has the right to gamble with other lives. He still doesn't fully know if Happs can be trusted (though the man appears to be willing to 'stay bought') and giving him a dozen bandits, even with weapons removed, might be too much to ask of Oleg and wife. But that's a big if. The ones who give the most information on the Stag Lord would probably be given a bit more trust in return.
It would be eight total, and you also have Kesten Garess and his men at the Trading Post in addition to Oleg and Svetlana.

Then definitely, despite his doubts, Bydar would be happy to see them get a shot at better lives as better people. I think them returning some of Oleg's property would be a good start.


HP: 11/11 AC: 12 Init: 2 Per: +3 Spells: L1 4/4

Varnius doesn't have much time for the gods, but his adoptive parents were worshippers of Erastil so he has a bit of a soft spot for that religion comparatively. He is distasteful towards the more prescriptive religions suchas abadar, iomadae and asmodeus, seeing them as boring, narrow minded and oppressive.

He will more than likely just waive off anyone getting to theological with him in conversation. Anyone worth listening to can make up there own minds and use their own words; not someone else's scripture.


Hope everyone is safe with the hurricane hitting the Northeast US today.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9

I'm in a part of Canada that will get a fragment of the sucker.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

It already passed me, left some cold in its wake though. >.<


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I'm in calfornia. We had a 5.3 quake last week. I didn't even get out if bed.

Pretty sure a hurricane would make me lose my shit.


Varnius, here is some additional information I would like you to add into your background. Feel free to simply cut-and-paste it under "Things the DM told me to add" or similar.

I think all of this is pretty basic and shouldn't cause any problems, but please let me know if you have any questions.

Varnius:
Varnius' friend in the guard is named Lerav Throllsson, a burly and bald human who frequently would be the one who release Varnius from custody after a rousing night of "fun & games".

The commander of the guard is named Machald Llast, and older human with gray hair, a poor sense of humor, and a jagged scar over his right eye said to be from an ogre that tried to eat him.

Upon receiving the charter, Varnius was told to journey first to Restov and find a woman named Sandra Allemede, a clerk at a large teamster's office. Sandra informed him that a smaller group left a week ago, and he is traveling there with another group to help based on updated information about bandit activity in the area.


Raxus and Bridgette, if you have time, please review my post above about getting you guys going again. Bydar responded and largely agreed with what I have planned, so please advise if you have any issues. Thanks!


Temerith, here is some additional information I would like you to add into your background. Feel free to simply cut-and-paste it under "Things the DM told me to add" or similar.

I think all of this is pretty basic and shouldn't cause any problems, but please let me know if you have any questions.

Temerith:
Temerith received a charter via his Church pulling in favors, and he hopes to spread the faith of Ragathiel in the Stolen Lands, a notoriously prickly and chaotic region.

In his years of service, he has spent some time trying to figure out the identities of the bandits who killed his parents. Several years ago, he came across the name of a group who preyed upon people around where his family's farm was located. They were called "The Black Stags" and wore black leather helms with face guards resembling that of a stag. They seem to have been a short-lived gang, however, as only a few of the older locals had even heard the name.

In addition to his religions duties, Temerith has heard rumors of a powerful bandit chief in the Stolen Lands also using stag imagery. Simply coincidence, or something more? Either way, Temerith accepted the Charter, and was asked to journey to Restov to meet his contact, Sandra Allemede.

Sandra informed him that another group left for the area a week ago, but new information indicates the bandits are even more active than originally thought. He is to accompany three other individuals to Oleg's Trading Post and provide whatever aid is required to pacify the area.


Male (Oni-Spawn) Tiefling Inquisitor 3

Sounds fantastic, I'm antsy for Wednesday!

Spoiler:
Just got back from voting, feels good that I don't have to worry about it on election day!


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Looks great to me. You listed everything I can remember.

Do you want the game threads from the other dead games as well?


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
Bydar wrote:

Just so I'm not rude, hi to Gua and Vol as well!

DM Haldhin wrote:

Raxus, Bydar, Bridgette

I've read through the former thread a couple of times, and here is what I have understood regarding your current situation (please correct any errors):

1. You made it to Oleg's, ambushed the bandits, captured all of them. Happs has agreed to work with you (for pay) while the others are currently building a small shrine to Shelyn (for pay). Happs is earning his money by guiding the group to the Bandit River Camp.

2. Kesten Garess has arrived at Oleg's with three soldiers. They were sent to provide additional protection for the Trading Post.

3. En route to the Bandit River Camp, the group encountered Bokken, an alchemist who lives as a hermit. He offered to make the group some potions if they can procure fangberries.

4. The group encountered and defeated a large trapdoor spider.

5. The group encountered a large intelligent wolf-like creature that can speak common. It provided some information to the characters, then left the area, dragging its kill with it. (This was a worg, but don't think the characters know that yet)

6. The group assaulted the Bandit River Camp... and the game ended with one of the allies fighting a wounded Kessle.

The poor game was plagued with turn overs and delays so I think at this point you probably have the details down better in your head than I do. :) But yes, that sounds right. What you have would certainly put us on the same page which is what we need. Thank you.

That's a pretty accurate idea of what went on.


HP: 40/40 AC: 17:13:14 Saves:6:5:5 Init: 2, Dip+11 Per: +11 SenMot +9
DM Haldhin wrote:
First, the resolution of the combat; what I would like to do is simply have the ally (Flit?) and Kessle kill each other. Once Kessle goes down, the other bandits surrender (much like those at Oleg's when Happs when down). This is not much of a stretch since Kessle doesn't have many hit points - it's actually a way for me to explain the death of your companion. Is this acceptable?

Sounds good

DM Haldhin wrote:
If that is acceptable, Happs takes you aside and says that these men were the worst bandits which is why they were still in camp. If offered the opportunity, he is pretty sure they would be willing to leave banditry behind for honest work like those your captured at Oleg's. Sense Motive checks indicate he is being honest. Do you make the same offer to these bandits and begin taking them back to Oleg's?

Also sounds good,

Bridgette may dislike the trouble they caused, but if they are willing to walk down the path of redemption, she'll forgive them.


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

Geez I joined up with a bunch of goodie goods, guess Arumil will be the mistrusting and cynical one. xP


Male (Oni-Spawn) Tiefling Inquisitor 3

I'll have you know that all the cool kids play Good. Neutrality is for hippies!

Spoiler:
I don't have any LN/TN characters, what are you talking about? That's not the case at all! Honest!


Bridgette, Bydar, Raxus, the first gameplay post is up, so you guys are active.

Raxus, did you have something specific in mind from the other threads you want brought into this game? I'll be happy to read through them again tomorrow to see what I missed.

-----

Everyone else, I'm making progress, and I think we'll be good for Wednesday.

I am working on the map, but it's not ready just yet. I'll have it in a day or so, well before you need it.


Arumil, here is some additional information I would like you to add into your background. Feel free to simply cut-and-paste it under "Things the DM told me to add" or similar.

This is a fairly significant addition, but I don't think it really changes much. Please review and let me know if it's acceptable or not, and we'll move forward accordingly.

Arumil:
In his travels, Arumil was befriended by a wandering elven bard calling himself Iaeben the Magnificent. Surprisingly, he lived up to the name. His songs were composed well, and he possessed a large vocal range, able to hit high and low notes at his discretion. Iaeben enjoyed Arumil’s company, and found himself a partner with whom he could drink and slander in his native elvish, which, as every elf knows, is the best language to use when hurling vicious insults and slights.

Arumil was further surprised when Iaeben mentioned an associate, one Mylbaen Mistweaver, an elf originally born in Kyonin, but making his home in the grand city of New Stetven in Brevoy. Arumil was familiar with the name, as Mylbaen had been a powerful diviner for many decades before leaving Kyonin under a cloud of suspicion and discord.

Arumil made his way to the city, and soon found himself meeting with Mylbaen, an old elf whose face seemed frozen in a perpetual frown. After being interrogated for several hours about his abilities, lineage, and plans for the future, Mylbaen spoke in a harsh tone.

”Those fools do not know what I have seen! Those tradition-bound sycophants in Kyonin won’t listen to my warnings! I have grown too old to go out into the world as I used to, so I find myself in need of youth, exuberence, and all those other qualities that come with being young and hale. Arumil, I believe the threat that plauged us so long ago is stirring, despite its bonds. I have forseen danger involving the Sovyrian Stone, that if allowed to pass, may doom the elven race, and even all of Golarion!”

”I need you to be my eyes, ears, and legs in this matter. I will send you away into a chaotic land, full of danger. But while there, you will also find hope – allies to fight beside, a strong staff to call your own, and the true understanding of fighting for something you hold dear. In your travels, search out any existence of dangers from other planes or worlds. My sight is not clear on this issue, but I know that our ultimate foe is not be of this world – be vigilant against incursions, no matter how slight they may appear. Even the smallest link between our world and another may be the start of the end times!”

The old wizard slumped back in his chair, exhaustion clearly evident in his face, ”I cannot make you accept this charge, Arumil, but I hope you understand the importance of what I speak. We actually have time, for if my visions are true, the threat is just now beginning to put its plans in motion, and it may be years or decades before the final act has started. I would only trust one of our blood to delve into this mystery, for only we truly possess the patience to see this through. “

”If you accept, I have secured a charter to venture into the Stolen Lands. You must head to Restov where you will meet your companions. I will be in contact with you from time to time… May Nethys watch over you.”


Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)

First off MY EYES! just got spoiler slapped. ;)

DM:

Anyways it seems interesting but I do see a few problems, I would have liked if his own goals of making a place for his people outside Kyonin was thrown in, sense this kinda seems like he is helping save Kyonin not so much changing it or anything else. It also brings up the subject why save a homeland so set in their ways that they disregard their own peril, more so when Earthfall and their return is very much fresh in their minds (due to such long life spans). Not to mention Treerazer is a constent reminder of their position concerning such things, so they should be more vigilent about planar incursions not less. Just seems to me like this would be better suited to someone who is tied to Kyonin, not broken ties with it. Just seems completly at odds with how Arumil is and you asked earlier. Feel free to correct me if I misunderstood anything.

On a side note, at the risk of sounding like a broken record. What did you think of the priestess PM I sent you. I guess I just like the idea of romantic chaos, if you have chosen to just dismiss it then I am fine with it. Just wondering.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Well, the first GM introduced the beginnings of a plague story hook. Don't know if that's part of the AP or not. There was a dead village. The game died shortly after.

I incorporated it into my mental backstory by deciding that a possible plague was important enough new to turn back and make a report for.

Also, there was a wiry fellow who got away at the end of This Fight, who might be one of the lieutenants of a bandit chieftain called Ox. He'd probably remember Raxus.

Warning: There's a few very NSFW posts from that game's Calistrian Bard.


HP: 11/11 AC: 12 Init: 2 Per: +3 Spells: L1 4/4
DM Haldhin wrote:

Varnius, here is some additional information I would like you to add into your background. Feel free to simply cut-and-paste it under "Things the DM told me to add" or similar.

I think all of this is pretty basic and shouldn't cause any problems, but please let me know if you have any questions.

** spoiler omitted **

No problem boss. Works well for me.

One question, if the new additions are travelling down together should we draw up some idea of what we now think of each other in advance of joining the gameplay thread?
Just seems a little unlikely that we would force march ourselves all the way down there without talking!
This is aimed more at the new recruits than the DM.

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