Jonas El 'Adan |
Its all right Sigurd I don't think it started to bad at least we have the 4 engaged 2 of which are already dispatched thanks to our Amazonian whirling dervish of death Celeste.
Maybe we can capture or eliminate the other 2 outside the gate in the up coming rounds I doubt they where ever going to enter the fort anyways. With the 2 down in the initial assault and our forces quickly moving in to capitalize on those loses we are doing pretty well for a first strike.
I figured that eliminating half of the initial force would be about the absolute best we could hope for so 1/3 of them isn't bad at all.
Jonas El 'Adan |
Jörmungandr is there a setting or something that works best for viewing the maps I can open it but it seems to give me trouble showing the whole thing. It currently won't slide far enough to the right to allow me to see where Jonas is standing. Have you came across any problems like that before.
Jonas El 'Adan |
I wanted to know what your policy is on researching personalized spells and magical items. I had a few ideas on potential spells I wished to research in the future or possible take at a new spell level. Let me know what you think.
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Flurry of Arrow's
Conjuration
Level: Sor/Wiz 2, Ranger 2
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: 1 Ranged Weapon or Ammunition
Duration: 1 Hour/ level
Saving Throw: None
Spell Resistance: No
Description: When cast this spell enchants a single thrown weapon or ammunition of master work quality. When the projectile is used it multiplies creating a number of missiles equal to 1 + 1 per 3 lvls of the caster (maximum of 6 at 15th). The missiles make a single attack role to hit the target and any critical hits or precision based damage is only applied once. All projectiles are treated as magical for what they can hit and may bypass one other damage resistance from the following list, based on the level and alignment of the caster. At 3rd level Silver or Cold Iron may be selected. At 5th level alignment based damage reduction can be selected (Lawful, Good, Evil, Chaotic), but may not be in direct opposition to the caster alignment. Finally Adamantine may be selected at 8th level. The type of damage resistance is picked upon casting the spell. Any other magical properties of a missile used are suppressed with the casting of Flurry of Arrow's. The original missile or weapon is destroyed if used in a ranged attack. The Focus of the spell is the Master work weapon or ammunition enchanted.
Plentiful Quiver
Conjuration
Level: Druid 0, Sor/Wiz 0, Ranger 1
Components: V, S, F
Casting Time: 1 Standard action
Range: Touch
Effect: Creates 2d4+2 bolts, arrows or bullets
Duration: 1 min
Saving Throw: None
Spell Resistance: No
Description: When cast this minor magic temporarily creates 2d4+2 bolts, arrows or bullets. The ammunition is the same type as the focus used in the casting of the spell; However this does not impart any special qualities due to magic, construction or materials used. Focus one arrow, bolt or bullet.
Weave Rope
Transmutation
Level: Druid 0, Ranger 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Rope or Ropes Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description: Weave rope allows a caster to form a piece of rope or several different but similar pieces of ropes so they form an unbroken whole. The ropes need to be tied in the desired shape once the ties are completed the caster need only touch the rope and invoke the spells power. All knots tied become a part of the rope without any breaks or joining apparent. The spell effects up to 50 feet of rope touched transforming the nearest knots first. Multiple castings may be used to affect the same project to complete a job. When used in conjunction with binding someone the spell provides a further penalty of -5 to escape artists checks bringing the total to a -15 to escape because the ropes no longer have any knots that can slip or loosen.
Unseen Mapper
Conjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Short (25 ft + 5 ft / lvl)
Target: One invisible, mindless, shapeless servant
Duration: 1hour/ level
Saving Throw: None
Spell Resistance: No
Description: When cast this spell creates an invisible mindless shapeless servant that is made for a single purpose to create accurate maps for the caster. The unseen mapper follows close by the caster and records what it see's on the parchment with the quill pen that are the focus used in the spell. The unseen mapper has the equivalent of normal human sight and 60' dark vision and will make search cheeks automatically when passing within 5 feet of secret doors in a similar manor as a elf. The unseen mapper has a search check equal to the caster int modifier plus 1 per level to a max of 20 at 20th level. The caster may direct the unseen mapper to move within its range to better determine the area mapped and find any possible hidden doors. The caster may also dictate to the unseen mapper any notes he wishes to leave on the map. The notes may be in any language the caster knows. In all other ways the unseen mapper is treated as an unseen servant and is subject to the same limitations and abilities of that spell unless otherwise noted. The focus of the spell is a quill pen and the parchment provided by the caster.
Jonas El 'Adan |
one more to look over. I can understand if you don't wish me to use any of them due to game balance or lack of play testing etc but I figure I would share and see what you all think.
Lightning Stroke
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Short (25 ft + 5 ft / lvl)
Target: 1 or 2 Creature
Duration: Instantaneous
Saving Throw: Fort 1/2
Spell Resistance: Yes
Description: When cast the spell creates a bolt of electrical energy that streaks from the casters hands and does 1d4 points of damage per level of the caster to a maximum of 10d4 points at 10th level. The spell strikes one target out to the range of the spell or can hit 2 creatures if they are within a one 5 foot square of each other. Each creature struck may make a fortitude save for half damage. The spell causes the target to jerk and spasm uncontrollably from the electricity causing muscles to tear and rip and some targets have been known to break their own backs from there violent spasms.
Jörmungandr |
Okay, so honestly I bit off more than I can chew with taking on four games and sadly I’ve been reflecting and I think I’m going to have to shut down all but one of the games so I can focus my effort and be the GM my players deserve. Apologies to all involved and if places open up in my game I’ll be sure to call on you guys first.
Jonas El 'Adan |
If you guys would like to continue I would be happy to try and DM I have a lot of experience doing it just not through play by post. It will take me a few days to look over stuff and get acquainted with the material. The biggest thing is that I will have to research into the map tools. If you all are interested let me know.
Jonas El 'Adan |
I know I was enjoying the game and would be sad to see it end, But I understand jormungandr's position that is a lot to juggle.
James we may find that we loose people in the shuffle giving Pavel the opportunity to really shine. give it a day or two to see how things shape up before throwing in the towel.
Jonas El 'Adan |
That would make 3 with Jonas and with the selection of character abilities I believe that we would still be ok to continue. unless one more person agrees to join the group. I will bump everyone a level and think of a story to explain what happened to everyone.
I have started a page with the adventure information and some of the map info if everything goes well it will have a place to write party equipment, NPC's that the party has met etc. I can make it exclusive to those playing or open it to anyone. I mention this because contact information such as email address can be placed on the sight so depending on how everyone feels about that I can make adjustments. Here is an example of some of the stuff I was going to use.
Oleg
World Map
To let you all know the programs are still new to me so I am learning as I go and those that wish to impart any knowledge or insights are welcome.
Jonas El 'Adan |
A couple of things I wanted to mention on how I planned to run the campaign.
I will play up food and water tracking at least initially. Sigurd and Pavel where at home in the wilds and knew how to find food and water. People with the survival skill will be important to the success of the group and can't be under valued. Other wise carrying enough food and water for an entire trip will be necessary. Once the game gets farther along and the area becomes more civilized that should fall to the way side.
There are set encounters in the game at certain areas but I will also introduce random encounters and areas previously searched may change over time and introduce new challenges. Remember exploration is key in this part of the game and the group will be rewarded xp per area fully explored.
Hope to hear from everyone that is interested in playing soon.
I will give it till this evening to see if there is any other takers if not I will go to the message boards to find one or 2 more people.
Jonas El 'Adan |
We are missing healing magic there ...
It is true that there is no dedicated cleric however a inquisitor, paladin and ranger all have access to healing. Sigurd can cast cure light wounds at 1st and your character will have access to lay on hands next level, Pavel will be able to use cure light wounds at 4th. Including easy access to low level potions and other healing items. Makes me think that the group has decent access to healing, however if the others feel similarly I will endeavor to recruit a cleric.
martinaj |
Hey, I just spotted a post by a guy looking to join a PbP game, and he was especially interested in Kingmaker. I mentioned to him that we MIGHT be looking for someone else. What do you think? It'd give us 4 players, and it'd take the burden of another PC off of our GM (cause it's really, really hard to play a legitimate character while you're GMing)
genkumon |
Hello, all. I'll be joining the game once I'm done with a character.
I'll likely draw up two or so and then see which you folks think the part would need more. And be aware, my builds aren't always the most optimized, as I go for character concept over mechanics, though I'll try not to nerf myself too badly.
For the first character, I was thinking a Swashbucker Rogue, focusing on two-handing a longsword, and possible taking a feat to become proficient with the longbow as well. More of a rough and tumble wilderness sneak than the normal thief-type urban rogue. Likely a reformed bandit as far as background goes.
For the second, I was thinking Alchemist, though not sure on race. If possible, I'd like permission to play a kobold or goblin, though I can go with human if neither of those are viable. Either way, likely a standard build focused on my bombs and poisoned throwing weapons. Though the kobold or goblin would focus more on the bombs, while the human would have some melee capability as well.
Which would the party/DM favor?
Narrater |
I believe the party is more in need of the alchemist then they are a rogue and as much as I like to provide freedom in character creation I have to insist on the standard races. I will compromise this much you may select the adopted trait and say you where raised by goblins or kobolds and select a racial trait that would fit the race. Such as tunnel fighter for goblins as an example. There may also be situational bonuses when dealing with that race.
Dekem Sobel |
This is Gen
The adopted trait...not what I was going for. I'll just drop that whole angle, I guess.
Working on my build right now. Going with Pioneer and Hedge Magician for my traits. Stats will be done shortly, though I expect it'll take awhile hours to get all my gear chosen. Background wise...
Dekem Sobel was raised along the border between Brevoy and the Stolen Lands, was sort of...country gentry, as much as such a word can be applied to people in such an area. Well off compared to his neighbors, not much above middle class further north. It was, however, enough to buy him an education, via an apprenticeship with an alchemist in New Stetven. After several years, he gained enough skill to leave and continue his learning on his own.
He swiftly headed home, as he had not heard from his family recent. He arrived to find his home a burnt-out ruin, his family's fields little more than ash. Panicked, he went to the nearby village, where to his relief he found his family. They had been rendered homeless in a bandit raid. None had died, but their land was torched, all their belongings stolen or destroyed. They were destitute.
Soon after, he heard of the call for adventurers to help take the Stolen Lands, and he jumped at the chance. Not only would the income help restore his family's status, he might just get a shot as this mysterious "Stag Lord" who had been stirring up the bandits of the Greenbelt, and thus indirectly responsible for his family's current state.
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That sound good for a background?
Dekem Sobel |
looks good just needs the traits
Oh, yeah, forgot to list them. Already added in the effects though. Pioneer gave me +1 on my Handle Animal checks and a free horse. Hedge Magician knocks 5% off the cost of making any magical items, i.e. potions in this case. I'll add those in before the feats.
Narrater |
You can go ahead and enter the game you will start at Oleg's trading post with charter in hand. From there you are welcome to interact with the locals. I would advise waiting at the fort until the party returns but if you wish to try and track them that would be up to you. Just remember the wilds can be dangerous alone :)
To Kingmaker IC message board
Dekem Sobel |
I aggree with you that's not good for him to still be in the fort but given the situation we are in , there is no reason for us to go back to the fort now .
Frankly , I was thinking any new players would be captives of the brigands ....
Well, don't worry about me. I'll live. I just picked an awkward time to join, I guess.