Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The Current Charter! | Avalon (test) | Party Loot Defunct | The Trading Post | Regional Map Folio | Tactical Map Folio | Ultimate Campaign | Ultimate Rulership


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Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Get him... stone him.. Gnome-pult him ... ;o)

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
Get him... stone him.. Gnome-pult him ... ;o)

Hey, if we can just get those catapults working Numalar won't need a fly spell!


Just posted the recap for round 1.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

I posted my next action as I may not be able to post so easily afterwards


You might have just saved everyone's bacon as well!!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Windy escape won't actually protect me from fire damage so Numalar will have taken the 1 from the alchemist's fire, and thus is at 3 HP. Numalar now knows to not cast the spell when hit with splash weapons! I take the next 1d6 fire damage at the start of Happs' next action, yes? (if I take it at the start of MY action then I wouldn't get a chance to put myself out)

And the round isn't over yet though, is it? Fronar and Bella go after the bandits and have yet to act.

Fronar, I know it's not in the plan but you might want to open the gate or climb over and go after Bren. Ride is a DEX skill so you might even be able to get on the other horse next to Bren! It would take fast mount, which is DC 20, so it's a longshot.

Fronar & Zokon: shoot the horse if you have to. If it goes down Bren needs to make a ride check or take 1d6.

Edit: just saw Zokon's post. Nice shooting!

Bella, you could go on the other side of Luna if you want to attack Happs, but Numalar is down to 3 and the alchemist's fire could take him out next round so if you have a cure light wounds that would be very nice. Or if you have create water you could put me out!

KDM: I see that Bren failed his fast mount attempt which is why I assume he is still in that space. Don't forget the DC 15 Ride check to use the mount as cover while riding it though.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Okay, I went ahead an posted my next action, though as I mentioned Fronar and Bella should act before me. Fronar shouldn't have much of an impact on what I do but if Bella's action changes things then I can adjust things - my behaviour will be the same, but if Bella ends up in my line-of-fire I have to figure out where I would stand.

My alternate plan is to delay for Valeska to move and then step into the spot just above where she was; from there I could have hit B1, B2, and B3. As long as people stay out of the squares below where Luna and Valeska are now I will have a clear line-of-fire.

@ Bella: if it is any simpler you could just delay until after Numalar has gone.

@ Zokon: Bren is still within 30 feet of you so point-blank shot should still apply; you would have done 1 more point of damage per hit.

Generally: we could use a prisoner, though we only technically need one. I don't think we should let Happs live though.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

afaik he got on a horse and did a move action probably 40 feet or so.. but if not it's +1 extra to hit and damage.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Well, his first action was to shoo away the other horses I think. Then a move action to get on since he failed his fast mount check.

But his position on the map is still 30 feet away even if he is in the square below the horse.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Valeska do you still need someone to move your "letter" on the map?

Also, if you move to the square below Happs you will take some attacks of opportunity unless you are using acrobatics (which you should probably do as your DEX is good). Or you could just 5-foot step towards Happs but you won't get to flank that way.

That attack should take Happs down. B1 is also down.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

If you could... Won't be at PC for a bit.

Oh, mis-remembered the map... conservative, 5-ft step please.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Is that good?

I don't think you can squeeze through two enemies adjacent at the corners but you have enough move to just circle around. Only Happs will get an attack of opportunity this way, and he is still shaken for -2 to hit.

Okay, just saw your last post so moved you five feet to next to Happs and B2. Is that good?


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

That's fine, she's focused on the one enemy, the leader... Sorta like a cavalier.

Thanks!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Actually, if Happs fails his save against the burning hands again, he will already have gone down, but you will also be next to B2 who is still alive.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Wow! Thought I broke the internet there for a bit.

Anyway, we are kinda waiting to figure out the result of my second burning hands spell. If Happs failed the save then he went down from the spell, then Valeska would have hit B2 instead. If Happs made his save he would have 2 HP left and then Valeska would have killed him.

If B2 failed his save and Valeska attacked him then he would be dead too, meaning that Celyne's eagle went after B3 and killed him; otherwise it would have attacked B2 who would have had one HP left. But if Valeska attacked Happs then the eagle would attack B2 who would have either 7 or 3 HP left depending on if he made his save.

BTW Celyne I made a letter for your eagle and put it on the map. Move it if you want him somewhere else.

Luna hasn't attacked yet either, nor have Fronar and Bella gone yet.

-----

@KDM: your decision to post the AC and HP of our enemies does give us a bit of an information advantage, but I can certainly see how it speeds up play. So my question is: do you want to post reflex save values for enemies as well? I expect to be using spells like burning hands a lot. If you post their saves I can roll the save as part of my action, and that will resolve the results of my action as much as with players making weapon attacks. I know that gives us even more information but it will speed things up.

Your call - I am good either way.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)
Numalar wrote:
@KDM: your decision to post the AC and HP of our enemies does give us a bit of an information advantage

this is where separation of what you know vs what your character knows, comes into play.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

not sure which letter is for the eagle, I don't see an 'E' and not sure what's meant to be it, but it will be behind Happs, next to b2 if at least one of those two is still up. otherwise, it'll be next to whatever enemy is still up on his feet. and Luna did attack - I just put in Celyne's action - I suppose since I made an alias for Luna, I should use it in the future, eh?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Fronar_Gossamar wrote:
Numalar wrote:
@KDM: your decision to post the AC and HP of our enemies does give us a bit of an information advantage

this is where separation of what you know vs what your character knows, comes into play.

I know, and it's hard not to act on it because it will at the very least be in your subconscious. Though frankly I think Numalar would use a fire spell like burning hands even against a high-reflex enemy. It will still do half damage at least (usually).

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

"A" is the eagle - when I put it in there I didn't know what kind of animal you were summoning. See the key on the left.

Putting him there means Fronar might get a flank.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

thanks!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Celyne wrote:
thanks!

BTW Happs will definitely be down before your action. B2 might be down or might not. B1 should still be alive unless Fronar took him out at the tail end of last round, since I think he missed his action.


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

ok... i moved the eagle so it can attack another bandit.


My goodness! I believe you did almost blow up the Internet there! ha.

A couple of quick things:

1. Bella's action in Round 1 was to call out the attack on the others. If you post after I call for the start of a new round then I will consider that your action. She didn't post anything else so that was it.

2. Fronar also acted in Round 1 by dropping the bar across the gate to lock it.

3. I probably will post the saves for the baddies along with AC and HP unless it becomes a problem. It does mean giving a lot of information but I would like to try this so that you can know right away the results of your actions. It also will mean everyone paying attention to what actions the others have taken and the results so that they can adjust accordingly.

4. It would also be nice if you could post in the order of initiative but I know that can't always be the case. If you need to post because that is your window of time available then please try to post your contingencies in spoiler tags so that you have a primary action if all is as it currently is and then a spoiler for "if Happs is down", "if b2 is down", etc. That way I can just go directly to the action that is appropriate and ignore the others.

Ok, so that was more than a couple... sorry.

Let me know if you have any questions on any of this. Otherwise, great job on our first battle!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
KingmakerDM wrote:
1. Bella's action in Round 1 was to call out the attack on the others. If you post after I call for the start of a new round then I will consider that your action. She didn't post anything else so that was it.

Ah, OK. I thought that was still part of the surprise round - after all, it was the signal to begin and would have needed to happen before everyone started attacking (except Zokon - way to jump the gun there buddy!). Also it's a free action to talk so she could have done other things that round.

KingmakerDM wrote:
2. Fronar also acted in Round 1 by dropping the bar across the gate to lock it.

Gotcha - I forgot that he had mentioned that in the first post in the surprise round. Still, that would have been only a move action and I figured he was waiting for his turn before posting the rest of his action.

KingmakerDM wrote:
3. I probably will post the saves for the baddies along with AC and HP unless it becomes a problem.

Okay, cool. Obviously there can be a retcon if my math is wrong.

BTW, did anyone make their save against my second burning hands?

KingmakerDM wrote:
4. It would also be nice if you could post in the order of initiative but I know that can't always be the case.

One thing I have seen elsewhere is initiative divided into "blocks" where the people on one side can go in any order as long as their initiative is all before the next enemy. For example, in the last fight, Numalar, Valeska, and Zokon could have been one "block" and if Valeska went before Numalar it would just mean that Numalar delayed a tiny bit. Up to you if want to do that.

KingmakerDM wrote:
If you need to post because that is your window of time available then please try to post your contingencies in spoiler tags...

Good idea! Will do.

One other question: does magical healing leave scars? Numalar would prefer to keep the scars he earned in battle. I don't think this is spelled out in the rules so I think it's just up to you.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

@Celyne: FYI Luna has the rake ability, which gives her (or is it a him?) extra attacks under certain conditions - mainly only when grappling. Not during a normal round of attacks.

Rake

So Luna wouldn't have been able to rake Happs there. Not that it mattered; she did a pile of damage already. At 7th level Luna gets pounce and is then also able to rake during a charge (because she jumps onto an enemy with all four paws).


In the surprise round Fronar closed the gate.
He stated in the next round that he would lock the gate, which he did.
He never had to take action in the 2nd round.

I am of the opinion that magical healing does indeed leave some scars. So I'm fine with Numalar proudly displaying and attempting to pick up the ladies with his scars. :)


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

I quote Numalar here ->Zokon KDM clarified we are in the surprise round so Happs won't get an action until next round. So you can go ahead.

I jumped no gun thankyou.


Female Human (Kellid) Warpriest 1 | HP 9/9 | AC 17 T 12 FF 15 | Ft +3 Rf +2 Wi +5 | Init +2 | Perc +3 l CMD 14 l Blessing 3/3

Sorry, super busy days lately. I'll have a post up shortly


In my games the enemy dies at 0 HP. The unconscious/dying category is only for the party and their allies. So the only one savable at this point is the one that kneels before you now. I probably should have mentioned that ealier... my bad. If you want to keep someone alive you have to convince them to stop or use non-lethal dmg.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:

I quote Numalar here ->Zokon KDM clarified we are in the surprise round so Happs won't get an action until next round. So you can go ahead.

I jumped no gun thankyou.

That's not what I meant - you took a shot at the bad guys before Bella could demand their surrender. Not sure if that influenced them or not but Happs mentioned it in his speech as part of the reason not to surrender.

In the end it doesn't matter though. We got a prisoner and dealt with the rest. One prisoner is a lot easier to deal with than five.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Gentlemen... Learning opportunity!

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Valeska Talanova wrote:
Gentlemen... Learning opportunity!

Indeed - though that seemed a pretty exciting fight to me so I'm glad they didn't all just lay down their weapons. I actually thought I was about to be killed. :)

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

Link to loot will be available above my picture. If the party would like me to allow all the edit it, I can do that. Right now it's just me. Simply post in discussion items you want to carry/keep, i'll note it on the loot sheet

Do we want a running tally of who takes what? Currently I simply put the character's name after the item they are taking.

I also posted the value of each item (new). Typically selling items will get you 1/2 the new value, but that will be up to the DM.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Tried the loot link but it doesn't work - it leads to a Google sign-in page instead. Can you make the document public so you don't need a google ID to see it? Like the tactical map was.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

try again, now

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Great, thanks!

It occurs to me that if they were carrying 10 days of rations, and there were 5 of them, then their camp is likely no more than 2 days away.

Also don't forget we got two light horses and two pack saddles (the ones that were stuck inside the compound).


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

How'd you know I'd want the bow? ;-)


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Alchemist Fire isn't really a... Valeska weapon. Swords, bows, yes.


Skills:
Perc:+10|Stealth:+12|Acro+10|Climb/Swim +7|SM+9|Sur+9|Heal+5|KN Dun/Lo +5|Bluff/Diplo/Intim+4|Ride+8||Disguise+6|UMD+2|BGS:Craft:Bow+5|KN Geography +5|Kn Nob +10| Kn Hist +2| Appraise +2| Lore:Kobold +5: Ling:Draconic|Ha +4
HP:51/51|AC:19|T:14|FF:15|CMB:+8|CMD:22|Fort:+8|Ref:+7|Will:+3|Init:+4 | Slayer 3 Fighter WM 2

Ok my slaying can extend to burnination


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Sell the old comp longbow, I prefer the xbow threat range.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

I think the old one was just a regular longbow. Composites are expensive for Lvl 1 guys. So if you like the X-bow you have then that's fine. Don't think anyone else can use the longbow.

As for the alchemist's fire, it's good when you are a non caster wanting to hit something that is resistant to weapon damage. Better to keep it than sell it. Maybe Fronar will want it? He is the best thrower after Zokon and Valeska.


Updated the Campaign Info tab at the top with some stuff.

Also, added the Party Loot link at the top.

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

Re: Loot

Maybe we should be doing things by the sell value of things we find, rather than purchase price. After all, that is what it costs the party if the item is not sold, so it is effectively the "price" to buy it off the pile of loot.

Also, why don't we ignore the price of consumable items we find, as they ought to get used up anyway (unless we sell them of course).

BTW Was I able to appraise the amulet?


Yes, amulet is worth about 20 gold crowns.

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

did anyone detect magic on the amulet or check any of the other items?

I personally prefer to keep the items value marked as "new" full value. It's easy enough to figure 1/2 value if sold per usual. "new" value is easy to look up, and different modifiers might affect "sell" value. (i.e. condition, supply/demand, availability, ect.)


No one checked but nothing is magical...

It would be good to keep it at the full value as you suggest because you are right, values are going to be subject to modifiers at times. Plus, you can't count on it until you actually sell it anyway.

On another note, just wanted to let you know that if you ever roll the benefit from a cure spell or potion and you roll a 1. Re-roll it. I hate rolling a 1 on those...


hp 27/27; AC 18/ff13/t15; F 2, R 6, W 6, bab 3 melee 3, missile 4, cmb 3, cmd 14, init +1; moonbeam 5/5; wclw 8 | half-elf oracle/4
skills:
acro 5, bluff 5, craft leather 6, craft alch 7, diplo 16, handle animal 9, heal 6, intim 5, kn nature 6, ling 5, perc 11, perf sing 7, prof seamstress 7, sm 9, splcrft 8, surv 8

Just as an aside, but I have been in 4 KM games so far and every one has gone just like this: encounter at Oleg's, party rushes off to the bandit camp, tpk, end of game.

That's why Celyne is recommending we explore close to Oleg's and maybe get some experience under our belts before running off to take on the bandits inside their armed camp.

Sorry if that's using a little ooc info, but I don't want this game to end in another tpk.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Oh, but have any of them been with Valeska Talanova?

Sovereign Court

Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame

OK, KDM, question here:

You posted the save that Felton made. Clearly he made the save and the spell should not have worked.

Yet the symbol of Abadar appeared over his head anyway, indicating that the spell worked. Normally that only happens on a failed save. Did he then willingly submit to the spell?

Dark Archive

Forest Gnome - Male Wizard/4: HP (22/22): AC (12): Saves (Str=-1/Dex=2/Con=1/Int=6/Wis=2/Cha=1): Initiative +2: Perception +0 (15 passive)

I think it was more for dramatic effect. I took it as:

spell was cast, surroundings were affected by the casting of the spell, but our character's are not aware of his save, thus...

we either believe it worked and don't know that, in fact, it had no influence on his answers. Perhaps if he was trying to act as if the spell succeeded, the DM might have him roll a bluff check, if needed.

Or also on a failed sense motive on our part, again we are not suspicious of any possible mis-information.

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