Kingmaker: A Tale of Doom and Destiny

Game Master pinvendor

Exploration Rules:
Brevan Charter for the Greenbelt wrote:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands.

In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than
simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables above. For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Exploring the Stolen Lands:

Traveling (Time to cross 1 hex)
Party Speed. . . .Plains. . . . All Other Terrains

  • 15 feet. . . . .11 hours. . 16 hours
  • 20 feet. . . . .8 hours. . . 12 hours
  • 30 feet. . . . .5 hours. . . 8 hours
  • 40 feet. . . . .4 hours. . . 6 hours
  • 50 feet. . . . .3 hours. . . 5 hours

    Exploring (Time to fully explore 1 hex)
    Party Speed. . . Plains. . . Forest or Hill. . Mountain or Swamp

  • 15 feet. . . . 3 days. . . 4 days . . . . . . 5 days
  • 20 feet. . . . 2 days. . . 3 days . . . . . . 4 days
  • 30 feet. . . . 1 day . . . 2 days . . . . . . 3 days
  • 40 feet. . . . 1 day . . . 1 day . . . . . . . 2 days
  • 50 feet. . . . 1 day . . . 1 day . . . . . . . 1 day

  • Quests!:
    You have unlocked the Quest feature! I will place a new spoiler in the header for you to keep track of quests. Please be aware that some quests may be expected to range over a long span of time in this campaign while others will be more time sensitive and require quick action. Any time you wish me to add a clue to a quest, please call it out and I will place it inside the header. See example below.

    Quest: Deliver a fair amount of fangberries to Bokken.

  • Clue: Fangberry thicket 50 miles or so to the southwest of Bokken's hut.

    Quest: Locate Bokken's "crazy" brother.

  • Clue: Man turned bandit may have encountered someone fitting this description. Rumored to be part of Kressle's gang.
  • Clue: Last rumor places Bokken's brother somewhere to the south.

    Quest: Special (Ali) Locate a dragon gizzard and a golem keystone.

    Quest: Wanted: Bandits! The bandits in the Greenbelt need to be shown that their actions will not be tolerated!
    Reward: The Swordlords of Restov are offering 400 gold once proof that bandit activity in the region has been driven down.

  • Clue: Capture or defeat several to help cull the threat of banditry in the area around Oleg's Trading Post.

    Quest: Find the lair of the Sootscale Kobolds and ensure that they aren’t going to continue being a threat any way necessary.
    Reward: The Swordlords of Restov will provide a reward of 800 gp once the kobold activity is under control.

  • Clue: The Sootscale Kobold Clan dwells in a cave somewhere in the Kamelands.

    Quest: Wanted: Tatzlwyrm Head!
    Reward: 600 gp for a relatively undamaged tatzlwyrm head.

  • Clue: Grub claims to have seen one in the forest to the southeast.

    Quest: Wanted: Slay the legendary Tuskgutter!
    Reward: My prized masterwork longbow and the last of my enchanted arrows for hunting to whoever can finally kill Tuskgutter. If you can bring me the monster's head, I promise I'll even share the head cheese I plan to make out of this trophy.

  • Clue: (?) Every Greenbelt hunter has a story about Tuskgutter, each wilder than the last! Look at me! I lost my leg to the accursed Hog from Hell. Whoever manages to kill the ill-tempered beast will get a nice reward from me old, retired Vekkel Benzen.

    Quest: Oleg’s been under a lot of stress lately, and Svetlana would love to cook him his favorite meal (moon radish soup) to help him relax. Unfortunately, moon radishes are relatively rare. Bring Svetlana a basket of moon radishes.
    Reward: Svetlana is ready to pay a 250 gp reward to anyone who can bring her enough moon radishes to make soup.

  • Clue: A whitish radish which locals say glows during the lunar equinox. This is just a myth.
  • Clue: A patch grows somewhere between 15-20 miles south of the trading post.

    Quest: Although his wife claims it’s not a big loss compared to what the bandits could have taken, Oleg knows the theft of her wedding ring has distressed her. She’s forbidden him from risking life and limb to recover it, but if anyone else can find the ring and return it to him, he’ll be very grateful.
    Reward: Oleg promises 1,000 gp in trading post credit if his wife’s ring can be recovered.

  • Clue: A plain brass wedding ring set with a single pearl.
  • Clue: The bandits were the last to have it, but they might have lost or sold it already.

    Quest: Capture Falgrim Sneeg, alive if possible.
    Reward: Kesten can arrange a reward of four masterwork weapons of the capturer’s choice if Falgrim is delivered alive. If he’s delivered dead, Kesten can only promise two weapons.

  • Clue: Falgrim fled into the Greenbelt to become a bandit.
  • Clue: Falgrim is described as an older Varisian with graying hair and an very unruly beard. He is a former mercenary, and those who fought with him say he possesses an unnerving calm in the face of violence.

    As you can see, definitive clues and uncertain clues shall be listed as black and light blue respectively. Once you're certain of a clue, tell me, and I will update the color.

  • Roll20
    RC Totals & Misc.

    Initiative:
  • Currently not in combat

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    Rat farts, somebody already made a Thing werewolf game. I link it here because it has some variant mechanics from original Mafia/werewolf games.

    Sorry for off topic. We need a Mafia thread.


    On a long drive tomorrow, so probably offline all day. I think I will have access there. If not, I will be back the 5th (or night of the 4th).


    Ephemeral GameMaster

    Chat is going through some weirdness today...I'm on the Roll20 chat if anyone wants to head over there.


    Ephemeral GameMaster

    Sorry for the epic delay. As some of you already know, I actually wrote a large post that I than forgot to 'Submit.' Then in a short span after I injured my back and spent the last couple of days prone and unable to sit at my computer work or home.

    I plan to get an updated post up, let's say, tonight at the latest. I might try and get something up even if it's garbage, so please bear with me, and if I forget to address something you have asked or posted about, please remind me, so I can do so.


    Someone said you were naming a frondy-plant after me, Mr Pin!


    Ephemeral GameMaster

    Lol! Nice. And probably!


    Ephemeral GameMaster

    Alright...I know I have said this a whole bunch in chat, but I'm determined to make this a reality. I am going to be making the corrections to the RC Rewards table regarding the ability score and a few other reward ideas that come up. Any suggestions or questions about current rewards is requested.

    I shall also be finally creating the divine equivalent to the magic fatigue system I created as well as a special fatigue system for Armin the Indefatigable.

    @Armin: Another thing I want to clarify for you since we have now had several instances which mandated dreams. Since Androids don't sleep, I want it to be clear that anything which requires one to be 'awake,' Armin is always considered to be so even if 'dreaming.' As a way of making this seamless, let's assume that his dreams are more like an Augmented Reality, so the dreams don't replace his consciousness as more overlay his senses. Make sense? Too corny? Other suggestions?


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    So Armin dreams of Pikachu?


    Ephemeral GameMaster

    Question: ‹Mahorfeus@work› Do we still have any faint memory of [Corinne], or would she be completely wiped from our minds by now?

    Answer: Anyone who talked with or saw her will have a faint recollection of their interactions of Corinne, but her face and name are exceedingly difficult to recall.


    Ephemeral GameMaster

    Post warning: Most likely before the end of today, I will be advancing the plot unless further nighttime discussion occurs. If you are RPing, I will pause; but if it stalls out, I will be pushing us forward.


    Ephemeral GameMaster

    After discovering the current state of heat in my apartment (it's hot!), I may hold off on my story advance until tomorrow. If we can successfully get the third A/C up and running, I may be able to get it written still, but no guarantee can be given at this stage.


    Ephemeral GameMaster

    Sorry for the delay of game (again), but the slight heatwave made being in my home office just a tad too unbearable.

    Also, I have been thinking about how to make sure I draw your attention to environmental or atmosphere which may not be super obvious especially if it's been awhile since the last post or something. I know you can not be feeling the tension or miss a detail from a long ago post. I was thinking I would start adding keywords kind of like the FATE RPG, but these would really just be to draw your attention to things in the scene which could or could be important, but otherwise are details which could be forgotten.

    What do you guys think?


    Confession time: I don't read the Arielle posts anywhere near as thoroughly as GM posts. So if you're sticking important info in there, I'm liable to miss it.

    I've been in 2 FATE based games via pbp and don't know what keywords you're referring to, unless it's the conditions placed on a scene by a player. The conditions are generally highlighted to help us notice that they have an affect on our gameplay.

    I find myself recapitulating a LOT as a GM. Once posting slows, I have started doing a brief scene description with some action that draws PC attention towards the item in question, or ask specific OOC questions about things they haven't discussed. For the shutter, it might be noise drifting in, then a question about security for the night - watches, doors locked/blocked, and shutter open/closed. Kind of housekeeping things but include the important stuff in there without making a huge deal of it.

    Hope this helps. :/


    Ephemeral GameMaster

    It helps a bit, I suppose, the knowing you don't really read Arielle posts. :-/

    And yes, I'm referring to the various phrases and other keywords that a GM would add to the scene in FATE. And perhaps the difference in your discussion comes from the Dresden FATE being a different version than the current edition of FATE which has keywords and phrases generated by both the GM creating a scene and players using FATE points.

    However, you didn't really answer the question. You merely told me what I already know. That PbP GMing often means repeating yourself, quoting past posts, or otherwise having to rewrite things while still attempting to be subtle. :P


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Forget it. Sorry I was insufficient.


    Ephemeral GameMaster

    I didn't say that! :O

    I merely meant that my question was about using the phrases and things to help draw attention to things which I'm hoping your player posts will address. You didn't really express an opinion on whether that would be helpful to you or otherwise comment on that other than to acknowledge you had some familiarity.

    I'm not sure how I offended you, but I'm sorry, Treppa.


    1 person marked this as a favorite.
    Female Elf Ranger/2

    So, I don't really pay attention to the discussion thread, lol. But I wanted to post the night watch: 1st - Glen, 2nd - Miyari, 3rd - Armin and 4th - Kalica. I want Kalica to go last because she can break down camp and get everyone on the road quickly!


    1 person marked this as a favorite.

    OK, I'm off to the hospital this morning. I expect to be up and posting by Saturday, but that might be optimistic. Roswitha will probably sleep through everything because a 20 DC perception will be tough for her, even with a +8 for yelling and sounds of fighting, given how the Paizo board RNG hates me. :)

    Not sure why DC is 20 when DC for sounds of battle is -10, but that's not my call! :P

    Later guys. Take care.


    Back enough to post a little.


    Ephemeral GameMaster

    @Kalica: DSX mentioned you were wondering about movement. Don't forget the Pathfinder Reference Document has all the basic game rules available to you for free! You can find it on the left side of every paizo webpage under:

    Pathfinder® > Pathfinder Roleplaying Game > Rules Archive (PRD)

    PRD wrote:
    Move Action: A move action allows you to move up to your speed or perform an action that takes a similar amount of time.

    Kalica, your speed is the basic speed of all Medium creatures at 30 ft. which means you can move 6 squares (1 square = 5 ft).

    PRD (Measuring Distance) wrote:

    As a general rule, distance is measured assuming that 1 square equals 5 feet.

    Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

    You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.

    You can also move diagonally past other impassable obstacles, such as pits.

    Don't forget that if you take any Move Action which is not actually moving, like pulling a potion out of your backpack, drawing a new weapon, or pulling a lever, you may also take a free 5 ft move action as long as there is not difficult terrain.

    If you need any more clarification, please post your questions here! :D


    Thanks for that Pinvendor that totally clarified things for me, lol


    Ephemeral GameMaster

    Miyari's action will close out Round Four whenever you have a chance, Meowselsworth.


    Ephemeral GameMaster

    Chat died...


    Ephemeral GameMaster

    I think everyone is kind of used to using the bold for speaking in all the other games, so I guess we should just start doing it here, so people don't have to try to turn it on or off in their brains.

    If you oppose this, please speak up, otherwise I'll just assume that's what we're now doing. :D


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    Eheh. Kinda did it on accident in my last post. Whoops. It's my preference, but it won't bother me if someone else objects to it.


    Ephemeral GameMaster

    It's not just you; a recent mafia poll turned up that a few of you prefer to use it. :)


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    Level 2 Hit Die: 1d10 ⇒ 2

    Ow.

    Armin, Level 2:
    Male android bloodrager 2
    CN Medium humanoid (android)
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

    DEFENSE
    AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
    hp 18 (2d10+6)
    Fort +5, Ref +2, Will +1; +4 vs. paralysis, poison, and stun effects
    Defensive Abilities uncanny dodge
    Immune disease, exhaustion, fatigue, sleep

    OFFENSE
    Speed 30 ft.
    Melee greatsword +5 (2d6+4) or handaxe +5 (1d6+3/x3)
    Ranged javelin +4 (1d6+3)
    Special Attacks bloodrage (8 rounds/day), destined strike (+1, 3/day), nanite surge (+5, 1/day)
    Bloodline destined

    RAGING STATISTICS
    When raging, AC 15; hp 24, Fort +8, Will +3; Melee greatsword +7 (2d6+7/19-20), handaxe +7 (1d6+5/x3); Ranged javelin +4 (1d6+5); CMB +7; Skills Climb +10, Swim +10

    STATISTICS;
    Str 16, Dex 15, Con 15, Int 13, Wis 12, Cha 13
    Base Atk +2; CMB +5; CMD 17
    Feats Empathy, Power Attack, Raging Vitality
    Skills Climb +8, Knowledge (nature) +7, Perception +8, Spellcraft +6, Survival +6, Swim +8
    Languages Common, Hallit
    Traits Arcane Temper, Nanite Revival, Pioneer
    SQ constructed, fast movement
    Gear scale mail, greatsword, handaxe, javelins (2), backpack, belt pouch, blanket, chipfinder, flint and steel, iron pot, riding kit (bit and bridle, riding saddle, saddle blanket, saddlebags, horse feed [2 days]), rope, scroll case (charter), soap, torches (10), trail rations (5), waterskin, 18 gp


    16/16 HP | Init +3

    Arielle's Level 2 Hit Die: 1d8 + 1 ⇒ (4) + 1 = 5


    Bubbles' Level 2 Hit Die: 1d10 + 1 ⇒ (8) + 1 = 9


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Roswitha's L2 HD: 1d6 ⇒ 4


    Female Catfolk Time thief / 1

    Didn't realize that we are rolling HD, I guess I had forgotten about it...

    HP L2: 1d8 ⇒ 5

    But at least I rolled average.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    I'm ecstatic with average!


    I am lazy therefore DSX will be doing my rolls for me concerning my leveling up. hehe


    Female Elf Ranger/2 ()
    NG medium humanoid (Elf)
    Init +5; Senses (Low-light Vision), Perception +8,
    Languages: Common, Elven, Sylvan, Orc
    Favoured Class Ability: +1 Skill Point
    RC: See Meows Spreadsheet
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 13, flat-footed 12 ACP= 0
    HP 10+1d10 (2HD)
    Fort +3, Ref +6, Will +1
    Resistance:
    --------------------
    OFFENSE
    --------------------
    Speed 30 ft.
    Melee: Elven Curved Blade +4 & Dam 1d10+3 Crit:18-20/x2 S
    Power Attack Curved Blade +3 & Damage 1d10+6 Crit: 18-20/2 S
    Space 5 ft. Reach 5 ft.
    Ranged: Short Bow +8 Damage: 1d6+1 Crit:20/x2 P (Within 30 feet)
    Base Atk +2; CMB +4; CMD 17
    Favoured Enemy: Humanoid (Human) +2 to Hit & Damage (+2 to Survival, Bluff, Knowledge, Sense Motive & Perception)
    --------------------
    STATISTICS
    --------------------
    Str 15, Dex 17, Con 11, Int 13, Wis 13, Cha 13
    Feats:
    - Point Blank Shot (+1 to Hit & Damage in 30 feet)
    B - Power Attack (-1 to Hit but +2 damage)
    C - Cleave (bonus attack to adjacent enemy), -2 AC
    --------------------
    SKILLS
    --------------------
    Acrobatics/1 + 4
    Appraise/0 + 0
    Bluff/0 + 0
    Climb*/2 + 7
    Craft*/0 + 0
    Diplomacy/0 + 0
    Disguise/0 + 0
    Escape Artist/0 + 0
    Fly/0 + 0
    Handle Animal*/2 +6
    Heal*/0 + 0
    Intimidate*/1 + 5
    Knowledge*/0 (Dungeoneering) +
    Knowledge*/1 (Geography) +6
    Knowledge*/1 (Nature) +6
    Knowledge/0 (Planes) +
    Perception*/2 +8
    Ride*/1 +7
    Sense Motive/0 + 0
    Spellcraft*/0 +
    Stealth*/2 +8
    Survival*/2 +9
    Swim*/1 +6
    UMD/0 + 0


    If you could roll 1d10 for Kalica's HP


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Whereas what's mine? HP: 1d8 + 1 ⇒ (3) + 1 = 4


    Ephemeral GameMaster

    After discussing it with Meowselsworth, I have proposed the following adjustments to the Time Thief temporal talent Old Wounds (which can be read on the d20pfsrd at this link).

    The Genius Guide to the Time Thief wrote:
    Old Wounds* (Su): As a standard action, the time thief can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The time thief may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the time thief.

    A 3rd party company Rite Publishing had offered this as a feat to modify the Old Wounds temporal talent in their document 101 Renegade Class Feats:

    101 Renegade Class Feats wrote:

    Time Heals All Wounds

    You have unlocked the secret of accelerated healing.

    Prerequisites: Mote of time class feature, temporal
    talent (old wounds) class feature.

    Benefit: By spending a mote of time you heal you own
    and your allies’ wounds by manipulating time in a 30-ft.
    radius burst. The amount healed is 2d8 points of
    damage plus 2 points per time thief class level you
    possess (a 6th level time thief with this feat would heal
    2d8+12 points of damage).

    Special: You can take this feat as a temporal talent or
    as an advanced temporal talent so long as you meet the
    prerequisites.

    Analyzing these, Old Wounds rapidly becomes less than useful especially given the Time Thief's Mote of Time ability is at a fair premium. There will generally be better options and several which have a greater utility that does not decrease as level increases. The same is not necessarily true of THAW which starts off being extremely powerful at low levels mimicking mass cure moderate wounds from the divine set which is not available to the divines until class level 6 at the minimum.

    My proposed changes would decrease the healing die of Old Wounds by one step from 1d8 to 1d6, but the healing would persist for a number of rounds equal to the Time Thief's class level. Example Miyari/Time Thief 3 would be able to spend 1 mote to heal Glen for 1d6+3 this round, then at the start of Miyari's next turn, Glen would heal 1d6+3, and then the same the following turn. Naturally, any healing above his max life is wasted.

    As for Time Heals All Wounds, the major thing is how quickly it's available, so adding a prerequisite of Time Thief 6 level seems the best solution. I haven't decided if I will leave the ability text alone or change it to include a regen quality as well. If I do that, I will probably increase the cost to 2 motes or limit it to additional targets equal to 1/2 Time Thief levels.

    Anyway, what does everyone think? I would like your feedback as Meowselsworth and I test this out. At least, retconning a Time Thief's abilities is still easily explained in canon. :P


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Does the Old Wounds healing persist no matter what, or is the time thief engaged the entire duration and interrupting her interrupts the healing? I guess I'm really asking if it requires concentration on the part of the time thief.


    Ephemeral GameMaster

    My initial thought is no continuous engagement because that would be a ridiculous investment getting to higher levels. Unless you mean some kind of free action like bards get. I suppose that could be something to consider if it ends up playtesting more powerful than expected. Make it so the Time Thief can't expend other motes for as long as she wishes to continue the Old Wounds regen.

    When Meows and I talked about it last night, she had some concern the overall average healing number would be higher on a Regen Old Wounds than its divine equivalents, but burst healing is always going to be better in a clutch. Plus the divines' sheer quantity of heal/buff is still stronger overall. The Time Thief motes of time pool is tiny when compared to the casters' total spells. At higher levels the regenerative healing will not outpace enemy damage output, so the primary healer caster will still be necessary. This assumes Miyari even has motes to burn.

    I'm not discounting your question, rather I'd like you to expand on what your concern or reasoning behind asking is.


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    No concern; concentration or not is a standard component of spell definitions, and I was curious about this power.


    Ephemeral GameMaster

    I understand. My main thought process behind not having a continuous requirement was that the healing doesn't 'tier.'

    Divines go light > moderate > serious > critical with mass cast equivalents at a slightly slower tier progression. Since Old Wounds has no equivalent potency increase upon greater levels, I didn't see any reason to punish the level 14 Time Thief with having to maintain concentration checks or be interruptible for 14 rounds without increasing the power of the ability at intervals to make actually keeping up the concentration worthwhile.

    Additionally, this is more a "useful," in-a-pinch ability for the Time Thief. Her specialty is really in other things. This is just an added utility but helping to make it one that's still relevant in high-level game as well. Otherwise it's just a subpar choice when other temporal talents will stay relevant even into the late game. Since the Time Thief doesn't even have a third of the options most of the classes have after all the years of game support, I don't want to short change Meows playing this class for fun.

    But...that being said, I do want to hear concerns. Sometimes my concept of true balance in this game doesn't think in terms of how this might interact with magic items or other abilities that might 'combo' or whatnot from other classes. If you know of such, please point them out.


    Ephemeral GameMaster

    Merry Mahorfmas to all my mafia friends!

    And of course, super Merry Mahorfmas to Mahorfeus!


    Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3; protoplasm: 6/7, spells remaining: -, 5/4; RC 14; AC 18/t 14/ff 14 hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.

    Happy Mahorfmas!


    Legendary Merchant of Pins

    It is once again that time! Are we interested in doing a Skype game over the holidays?

    Also, any thoughts on system or requests for a module?


    Ephemeral GameMaster

    I'm not entirely sure how much or if any of the Kingmaker exploration rules actually appear in the Player's Guide, so I will work on getting something added to the campaign tab elaborating them.

    Also, the charter you all have is for exploration, so the idea of mapping and documenting the features you find is kind of an assumed duty. Expect a lot of random rolls for encounters and also the geographical terrain. There is no need to assume anything you find is significant...unless you want it to be.

    I have planned this to be very much a sandbox in your control. I am open to PMs and other feedback about what sorts of things you'd like to find or encounters that would interest your characters. I would obviously like to keep you engaged and make sure I keep your characters' goals for seeking this charter are included, so if I need a reminder here and there, don't hesitate to let me know if I have overlooked anything.

    I'm probably going to start keeping a journal of the actually findings of your hex exploration so I can cross-reference things that may be interrelated to your individual stories or even the progression of the kingdom you will eventually found. I'm expecting there to be a lot of stuff to keep track which I'm looking forward to doing.

    Full steam ahead!


    Ephemeral GameMaster

    Been pretty quiet...everyone up for continuing? Anyone wanting to drop out?


    Male Android Bloodrager 2 | HP 18/18 | AC 17, T 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 17 | Init +2 | Perception +8 | RC 5

    I hate the idea of dropping out of this game, but I think I am going to go ahead and retire Armin. I had a lot of fun coming up with his concept, but in practice, the character has never really clicked with me. I don't usually have too much trouble putting myself into the proper mindset for a character, but I always have that problem with Armin. As a result, even the most mundane responses I type up come out feeling bland and lifeless to me. Like a robot. And yeah, Armin's kind of a robot himself, but he's supposed to be a robot with feelings. :P


    Ephemeral GameMaster

    These moments happen. Thanks for playing, Mahorfeus.


    Ephemeral GameMaster

    Basic Exploration rules now included in the campaign info at the top of the page.

    I'll get an exploration map set up if enough people want to keep playing.


    Human Oracle of Life | HP 11/13 | AC 14, T 12, FF 12 | Fort +1, Ref +2, Will +5 | CMD 13 | Init +2 | Perception +1 | RC 17

    Wow, sorry to see you go Armin. Mahorf are you wanting to create another PC (one of Karess' soldiers?) or is this another person who doesn't get out of Olegs place.

    Unless he's staying to make friends with Ciri.... :P

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