We be Goblin(?) Kings, Kingmaker

Game Master Freddy Honeycutt

What happens when the heroes chartered to explore the Stolen lands make treaties with locals and end up dead with the charter passing into the hands of goblins???

The Old map of the greenbelt

Hex map for exploration


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M somewhat akin to a kender Y / MA

Anyone know anyone who wants to play a kobold. I will take over for him in the meantime.

I will post his action tomorrow.


M somewhat akin to a kender Y / MA

Yraalik
Kobold Male {Mysterious Stranger} Gunslinger 2
LN Small Humanoid (Reptilian)
Alternate Racial Trait: Beast Bond
Init +4; Senses: Darkvision 60', Light Sensitivity; Perception +5
_______________________________________________________________________
AC 16, TAC 15, FAC 12
(+1 size, +4 Dex, +1 NA)
HP 16 (2 HD)
Fort +2, Ref +7, Will +2
Base Atk +2; CMB -1; CMD 13
Abilities: Str 6(-2), Dex 18(+4), Con 8(-1), Int 14(2), Wis 10(0), Cha 14(2)
Speed: 30 ft. (6 squares)
_______________________________________________________________________
Ranged 2H: Mwk. Musket +7(vs TAC, 1d10+0, x4, 40', B and P)

Grit 1|2 Cha-Based, +1 on Crit/Kill

Skills: Hide

Acrobatics +8-X (1 rank, 3 class, 4 Dex, -XACP)
Craft:Alchemy +6 (1 rank, 3 class, 2 Int)
Handle Animal +9 (2 rank, 3 class, 2 racial, 2 Cha)
Linguistics +3 (1 rank, 2 Int)
Perception +5 (2 rank, 3 class, 0 Wis)
Profession:Miner +4 (1 rank, 3 class, 0 Wis)
Ride +12-X (2 rank, 3 class, 1 trait, 2 racial 4 Dex, -XACP)
Stealth +12-X (1 rank, 3 class, 4 Dex, 4 size, -XACP)
Survival +4 (1 rank, 3 class, 0 Wis)
ACP: 0
Character Stats: Hide

Languages: Taldane Common, Draconic, Undercommon, Sylvan
Feats: Point-Blank Shot+1 Atk/Dmg w/Ranged=30', Gunsmithing Craft Ammo/Guns, Repair Guns
Traits: Pioneer +1 Ride
Fate's Favored +1 to any Luck Bonus
SQ: Grit, Deeds
Lucky +1 Luck vs Will
Deeds: Hide

Primary Selection:Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Soggy: Hide

Male Krenshar
N Medium Magical Beast
Init +6, Senses: Darkvision 60', Low-Light Vision, Scent; Perception +5
_______________________________________________________________________
AC 15, TAC 12, FAC 13
(+2 Dex, +3 Natural)
HP 18 (2 HD)
Fort +4, Ref +5, Will +1
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Melee Bite +2 (1d6), 2 Claws +2 (1d4)
Abilities: Str 11(0), Dex 14(+2), Con 13(+1), Int 6(-2), Wis 12(+1), Cha 13(+1)
Speed: 40 ft. (6 squares)
_______________________________________________________________________
Skills:
Intimidate +1/+5 (1 Cha/+4 to Demoralize, Racial)
Perception +5 (1 rank, 3 class, 1 Wis)
Stealth +10 (1 rank, 3 class, 4 racial, 2 Dex)
Feats: Improved Initiative +4 Initiative
Languages: Sylvan (Can Not Speak)
SQ: Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


Mite Cleric of The One Below 2; 25/25 hp

Sorry, all. Just when I thought I could afford to be back in the saddle, I realized that I had overlooked a fairly major project for my class and down the rabbit hole I had to go.


Ratfolk Human Warpriest 1 - Summoner 1

Bad week for me as well.

This week should be a bit better from Tuesday on. Then I can start checking in at work again.


M somewhat akin to a kender Y / MA

No worries you two, I am still looking to either get our kobold back or get another kobold in on the action.


Ratfolk Human Warpriest 1 - Summoner 1

Will be updating tonight!


Hello!

I actually saw this in that little box at the bottom of the page, and thought it would be interesting to see what you had going.

Then, I see you're missing a kobold? Can I assume that one in the middle of the page there was the previous player's stats?

Kingmaker is one of my favorite APs, and this thing you're doing with the characters is pretty cool. I don't see a recruitment up yet, unless I accidentally hid it, but I wouldn't mind filling the spot. I'd even roll with that character presented, though I'll have to look it over and see if there's anything I'd want to modify a bit. Assuming any of this is cool.


M somewhat akin to a kender Y / MA

Welcome Aeroden. Yes feel free to come in as our kobold, play as is and modify as we go.


Awesome! I'll read through gameplay to see where you are, and at least name the alias; full disclosure, I've been working on applying to two campaigns, and I accidentally pasted a character under the wrong alias yesterday. So, while I'll just copy/paste the stats you have here, I'm going to finish redoing the character I destroyed before I do anything else to it. I won't change the base crunch(Class, scores), but it doesn't look like the player finished the equipment, and his skills seem a bit...wonky; I'll probably play with those, but it will be after I fix yesterday's mistake.

Are you dead-set on that Krenshar? I'm not sure I dig the idea, but if I find out it made sense when I read the threads here, I'll keep it.

And thank you! I appreciate the opportunity! I promise to keep my knowledge of the "plot" distinct from what the character knows, but Kingmaker's pretty good about being a sandbox, so it's not nearly as bad as some of the others.


Retired, Kobold

Are you going to work me into the story, or should I just jump on into the initiative order? I'm fine waiting until after the combat you're in, unless you're having trouble; it doesn't really look like you are, what with the swarm of rats and all.

I picked the same avatar as the last guy; there are only four Kobolds, and that's the only male. I hope that's not confusing or inappropriate.


M somewhat akin to a kender Y / MA

Just pick up and we will act as if you were the original kobold. Just like they did in the old TV series bewitched with Dick York and Dick Sergeant.....


Ratfolk Human Warpriest 1 - Summoner 1
KenderKin wrote:
Just pick up and we will act as if you were the original kobold. Just like they did in the old TV series bewitched with Dick York and Dick Sergeant.....

LMAO!

Welcome Kelvaalpaaz!


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

Good to have you along!


Mite Cleric of The One Below 2; 25/25 hp

Welcome, new kobold! Quuroog's not strong on names...

The krenshar was the former kobold's idea. I doubt there's a problem with swapping it out for something that appeals to you more.


M somewhat akin to a kender Y / MA

Agreed anything that you think is a better idea, that is also reasonable should work.


Retired, Kobold

I'm sorry, I haven't gotten around to catching up on the Gameplay thread yet; are we supposed to chase after the fleeing bandits? If not, we could easily gather up all the loot, horses included, and take them back to our lairs...probably for food...before we chase the baddies down again.


Mite Cleric of The One Below 2; 25/25 hp

It's up for discussion. The mite cleric suggests gathering up the fallen swag and finishing off any bandits that are still breathing before pursuing the fleeing bandits. She thinks they will come back and wants to have all of the goodies hidden and be waiting for them when they return.


Retired, Kobold

Gotcha; I saw Q rather upset when she saw the dead iconics (which was a great way of doing this btw), but this kobold didn't really seem to care. I haven't gotten much further than when this guy stopped posting, so I wasn't sure of the party's attitude.

New-Old kobold agrees with the mite, and really would like to eat a horse. I should have time in the morning to fix the alias here and get gameplay going; I'm sorry it's taken so long.


Retired, Kobold

Got him all fixed up, except for his equipment; the original recruitment thread isn't bound to the campaign, so I'm not sure how much gold to work with.

I'll keep the Krenshar, though he's not very useful in combat, or at least won't be for much longer. Does anyone else have a mount? I feel like that's what he's really being used for, especially with the Pioneer trait (which is, I assume, where it came from in the first place).


M somewhat akin to a kender Y / MA

The four nations have a pretty good base for gear and such....though Oleg's is the place to get anything beyond masterwork and minor magic.

Just gear up within reason and we can go from there.

You guys do know that horses are valued by humans and that Oleg has a stable. You can use skill to determine horse quality.....for mounts or for food......

The wagon can also be taken to either location with a couple of horses.


M somewhat akin to a kender Y / MA
Kelvaalpaaz wrote:
Gotcha; I saw Q rather upset when she saw the dead iconics (which was a great way of doing this btw).

I thought a lot about the set up and making it work....

....not to worry other important transitions are also in mind...


M somewhat akin to a kender Y / MA

I think the order of business was revenge on the bandits for killing your friends and then on to inform Baron Oleg of the heroes demise at the hands of bandits.....


Retired, Kobold

Oh, okay. I'll fix my actions real quick to say "go to Oleg" rather than the elders; I still say we need to dump off all of these horses, bodies, and the wagon somewhere before we go hunting down a bandit party.


M somewhat akin to a kender Y / MA

Basically the place would be close to where the bandits killed your friends......


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

OK.


M somewhat akin to a kender Y / MA

Poor Soggy. 8 points is a lot of damage......

Anyone want to go back through the threads and count poor Soggy's hit points?

I know he got hit before, healed some and now again!

I might have to roll and see if he stays in this fight or retreats to lick his wounds......


Retired, Kobold

Oh did I miss round 2? My bad; he'd have to reload anyway.

Edit: Also, the krenshar is at 9/18; he was 1 hp down after Q's healing, and then took 8 more.


M somewhat akin to a kender Y / MA

I assumed you were reloading...one reason the bandit came after you...


Retired, Kobold

Sorry; I've been fighting with my wife for about a week now, I kind of neglected stuff. I'm back now though!

And I also need to decide if Soggy is a male or female; I think I've switched its genders 3 or 4 times now, lol!


M somewhat akin to a kender Y / MA
Kelvaalpaaz wrote:
And I also need to decide if Soggy is a male or female; I think I've switched its genders 3 or 4 times now, lol!

I keep imagining the names of Soggy's litter-mates.....

"Moist, Damp, Drenched, Dry, and ....."


Retired, Kobold

Lol! I'm still not sure why the original guy picked the name Soggy; I kind of wish I knew, but I'll keep it anyway.

I've been very slacky with keeping up with inventory (and literally just now remembered that I'm supposed to equip this guy, but IIRC there was a post about "leaving it at home" and we've not been there yet...), especially since we've just been loading up horses/the wagon. Do we have any more potions? I'd like to feed one to Soggy.


M somewhat akin to a kender Y / MA

If you guys decide to wait and watch let me know in either the game thread or this one and I will carry forward.....


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Ratfolk Human Warpriest 1 - Summoner 1

I moved forward, with a Charisma of 18 and a Trait for re-rolling Diplomacy checks Colvin would be the best "face".


M somewhat akin to a kender Y / MA

; )

And ratfolk are the closest neighbors to humans of the four nations....


Mite Cleric of The One Below 2; 25/25 hp

I was hoping Colvin would be the face, but I wasn't going to push anyone - and I didn't snoop on the character sheet. By all means, please proceed.

(Quuroog will come along if you wish to have an ugly little blue sidekick. Not everyone has a smurf on call, you know.)


M somewhat akin to a kender Y / MA

You guys can either go in Oleg's or conduct all your business at the gate.


Ratfolk Human Warpriest 1 - Summoner 1

I will be unavailable the rest of the day and weekend and likely posting again at some point on Monday, please Bot me as necessary. Thanks.


Retired, Kobold

I kind of like setting the precedent for our "monsters" not really dealing with money. Obviously Kobolds trade mined materials, but I doubt any of our societies have coinage; Gufi might know, since he's smart and not really goblin-like, but beyond that, we can just "trade" our services to Oleg in exchange for free access to the loot we'd bring back to sell.

Obviously once we're a "kingdom," our attitude would change, though we could always hire Oleg to be our financier! If he makes it with us that far, anyway. Or Svetlana, I don't recall if they're statted or either of them are still around by then.


M somewhat akin to a kender Y / MA

No worries I see very little difference other than semantics between taxes, tribute, or protection paid to the four nations. Also farmers and ranchers will likely be paying in produce and livestock directly....

If we run the kingdom like the mafia that still works. Kingdom is in the background anyway....


Retired, Kobold

Shoot, I was 8 minutes too late.

I forgot to mention; I don't want to detract from Colvin's role as the "face" by any means; Kel clearly can't Diplomacy. But as a Lawful-Neutral Kobold, I kind of feel like he's going to go along with whatever, as long as he can make it sound like it was his idea.

He is a "dragon" after all! xD


M somewhat akin to a kender Y / MA

If you want to play up the rumor we can do so....

.....if you ask Oleg....he will tell you...

Spoiler:
Breeg Orlivanch, a foul-mannered trapper, ran into a man who was running for his life, and talked about this...the meeting took place near, and the trapper just mentioned it today....

Meaning

Spoiler:
a bandit escaped ran crossed paths with the trapper and talked...


M somewhat akin to a kender Y / MA

I am starting to think that I need a random meal generator for Oleg's so I know what Svetlana is cooking.....

Though she is no three meals a day gal, sometimes cold breakfasts and lunches are served at Olegs. (Since they can't always know how many guests will be in)....

Are you guys going to use Oleg's as a base of operations???


Mite Cleric of The One Below 2; 25/25 hp

I'm OK with that. I know of no place better unless one of the other players wants to detail out his kingdom's main settled area and use that.


Retired, Kobold

Oleg's is a solid spot, I'm cool with it, too.


Ratfolk Human Warpriest 1 - Summoner 1

Agreed will update tomorrow....


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

That makes all of us!


M somewhat akin to a kender Y / MA

Hey Oleg's is a busy place! What can I say!

Plus lots of campaign ideas are literally posted on Oleg's wall!


M somewhat akin to a kender Y / MA

On the up side Oleg's is the RP hotspot in early KM!!!


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

Very cool.


M Goblin Unchained Rogue 1/Admixture Evoker 1 | HP: 18/18| AC: 18 (16 T, 13 FF) | CMB: -2, CMD: 13 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +3

I think if we just go back and look for him, we'll probably run into some of his mooks.

The temple thing might be better to get some xp and level before we go after him. He could be a bit much for us right now.

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