(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


451 to 500 of 642 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Sorry to hear things are so rough, MDT. I hope things in your home life grow less hectic. :) Thanks for keeping this game, it's much appreciated.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Well here's to a less hectic life, thanks for keeping this one open, was the first pbp I got chosen for.

It seems something in the name got changed so if people have put this game as a bookmark like me, they have to bookmark it again.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

yes, sorry about that. I keep the names with numerics so the games I run show up first in my campaign tab, makes it easier to make sure I post to them first.

When I shut down games, I renumber the games so they go 1, 2, 3, etc. OCD


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Wednesday Update :

GM Waiting on Pruett to attempt to kiss up to the kobolds.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Go Pruett!


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

And if Pruett kisses them up real good maybe they decide to go for a new king instead of their old queen. But then he might need a paintjob and a tail - shouldn't be *that* hard to fix right ...?^^


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Sorry, work was cray cray the last couple of days.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Note to Pruett : You didn't say anything wrong, but the Kobolds started out hostile, trying to calm them down requires a DC 25. Unfortunately, none of the checks hit the DC, so they are still hostile, and bound by honor. Dice are not liking you guys with the diplomacy thing.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

We're badly hampered by the language barrier it seems.


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

That's what I had assumed the situation was, MDT.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Hmm. So some 'Aid Another' rolls may be prudent for us that do speak the language. With the situation being what it is, it probably won't make things much worse :P

I'm gaming a bit with some friends at the moment but I'll make sure to drop by in a while and try my luck : )


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

All right; new plan: aid another the aid another roll? We'll build a glorious pyramid scheme of aid anothers until we can succeed with the skill-check :P

On topic of hostages if that really is the only way to (peacefully!) fix this Fhârn would be willing to go. He does at least speak the language and isn't critical to the function of the kingdom.

And I'll get to take my cohort for a little quick spin I suppose.

But hopefully we can fix this some other way :P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

There's not really a 'good' solution here.

You've got a Lawful Neutral with Lawful Evil (or Lawful Evil with Lawful Neutral) leanings people that has, as far as they are concerned, a potential regicide/kidnapping and evidence that points toward Wilhelm.

If Wilhelm had been kidnapped and the Kobolds were implicated, there would be a push to 'bust heads' as well.

Add in that there's a faction of the Kobolds who believe and want Wilhelm's word to be worthless and you've got political instability and orders to the Kobold Guards to return with the 'Pretend King' to answer the charges. All talk about the Kobolds was as a client kingdom, not an actual part of the kingdom, thus their laws applying in their lands (as opposed to Wilhelm's law applying, which would if they were actually part of the Kingdom).

Throw in something stirring up trouble...


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Oh yea, there's no good "easy win" here but it does get interesting as it reveals how characters respond to a nuanced moral situation. Specifically this was partially a good vs lawful thing for Wilhelm, where he recognizes some of the anti-human anger the kobolds are espousing (based on translation/sense motive) and has to weigh his desire to adhere to law where it is just. So he's balancing the need to protect his subjects (disarray in his barony now is bad) with desire to avoid bloodshed and so on. I think I'm fairly happy with the balance from an RP point of view (as a paladin specifically).


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

The kobolds have not yet responded to Pruett's latest proposal. 'Course the dice didn't like us... Again.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think it was the good choice to leave the kobolds and find Wilhelms cousin without shedding kobold blood.
Shall I toss a pouch of powder to distrate them?


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Or a ball of fire?

I'm helping I swear!

.

...

On a serious note I got Haste for our horses : )


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

A display of force is not such a bad idea. They will think us weak for running away. If we kill most of them, they will know we left because we wanted to, not because of fear. ;)


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Should we knock them around for a bit first and just run?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Giving you a bit to discuss it since you're still talking it out.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum is all for knocking them around, but will follow Wilhelm's lead. He's trying to learn.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

We don't have to kill them if we decided to go that route, just get them a few knocks on the head but leave them alive as the merciful people we are somewhere deep inside.
But I'll let the baron have his final say


Male Ratfolk
VITALS:
AC: 18, T: 14, FF: 15; HP: 10/10; F:4, R:3, W:1 (+2 vs Disease); CMB +2, CMD 14 ; Init: +3; Perc: +5
Artificer Magus 1
SKILLS:
Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, K. (arcana) +8, K. (engineering) +10, K. (planes) +8, Perception +5, Spellcraft +8

Ditto. Either way. Ikit is ready. The tricks up hia sleeves... if he had... are very useful

-Posted with Wayfinder


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm thinking fighting withdrawal while trying to avoid lethal damage where possible. Wilhelm doesn't want to antagonize the kobolds more than they are already given there's obviously someone trying to stir infighting and chaos.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

So I get to bring out my sap for a change.


Male Ratfolk
VITALS:
AC: 18, T: 14, FF: 15; HP: 10/10; F:4, R:3, W:1 (+2 vs Disease); CMB +2, CMD 14 ; Init: +3; Perc: +5
Artificer Magus 1
SKILLS:
Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, K. (arcana) +8, K. (engineering) +10, K. (planes) +8, Perception +5, Spellcraft +8

Sonic smoke grenade :P

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Is that a pathfinder version of a flashbang? :p


Male Ratfolk
VITALS:
AC: 18, T: 14, FF: 15; HP: 10/10; F:4, R:3, W:1 (+2 vs Disease); CMB +2, CMD 14 ; Init: +3; Perc: +5
Artificer Magus 1
SKILLS:
Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, K. (arcana) +8, K. (engineering) +10, K. (planes) +8, Perception +5, Spellcraft +8

Pretty much. I believe there is a discovery that adds blindness too. =^^=

-Posted with Wayfinder


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

THink you can only add one of those to your bombs though


Male Ratfolk
VITALS:
AC: 18, T: 14, FF: 15; HP: 10/10; F:4, R:3, W:1 (+2 vs Disease); CMB +2, CMD 14 ; Init: +3; Perc: +5
Artificer Magus 1
SKILLS:
Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, K. (arcana) +8, K. (engineering) +10, K. (planes) +8, Perception +5, Spellcraft +8

Just quickly letting you know. will be busy from today till later this weekend. We are getting a kitten(Siberian), which wasn't due to happen till almost the end of the year. Change of plans made it possible to get him sooner. So today and we are getting ready to receive him, and tomorrow we fetch him.

=^^= so very excited

Will post during the weekend when i can


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Just to check, were you waiting for something else from me at this point, MDT? My plan of action IC was: 1.) Wait and see how the kobolds to Pruett's last attempt as diplomacy (ooc I know it's not enough), 2.) Start a fighting retreat (turning into full retreat) if they aren't going to listen to reason.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, I was travelling yesterday, and catching up on work today. I'll put up a combat map tomorrow.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Cool, no problem! I just wanted to make sure I wasn't holding up the show. :)


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

The dice roll was not high enough, but what was said should matter. If the kobolds accept, they can succeed at their mission, to a degree. If not, we fight, or run off. If they can beat us, then mission accomplished for the kobolds. The leader should probably have some doubt about the outcome of a fight, though. Of course, if we run off,the kobold mission is a complete bust. It turns into tedious tracking and a final confrontation against us with our army at our backs, if we so chose.

Or maybe they're loonie like that gnome. [shrugs]


Status: Blurred (20% miss chance) | Hp 31/31 | AC 24/14/21 | DR 5/magic | CMD 16 | Fort +6; Ref +5; Will +4 | Improved Evasion | Per +10; Darkvision 60 ft.

Hmm. Random distraction plan: we send them to the gnome - ought to be hilarious at least : P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

What was said matters, but the diplomacy roll handles how it was delivered.

You can't overcome a bad roll on diplomacy by being good at diplomacy as a player. Otherwise the skills become meaningless.

The information was conveyed, but it was not conveyed in a way that makes a difference to the emotion.

We've all watched the movies where the uncharismatic character has the best plan, and nobody listens, and then the charismatic person says the exact same thing and everyone listens (Hell, I've had that happen in RL). Delivery matters...


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

BTW: Should have us up by tonight...


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

What tell them the Crazy gnome has stolen the queen? :p


Status: Blurred (20% miss chance) | Hp 31/31 | AC 24/14/21 | DR 5/magic | CMD 16 | Fort +6; Ref +5; Will +4 | Improved Evasion | Per +10; Darkvision 60 ft.
Natalie Saratov wrote:
What tell them the Crazy gnome has stolen the queen? :p

Or tell the Gnome the kobolds took his marbles - ought to distract them at least ... :P


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, map updated. The terrain funneled you into an area that, while not perfect for an ambush, was more conducive to an ambush than it was to not being ambushed.

Let me know if you're attacking, running (and if so, which way), or surrendering.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

What does our great and fearless leader decide? :p


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Ditto, Pruett is waiting on direction from Wilhelm.


Male Ratfolk
VITALS:
AC: 18, T: 14, FF: 15; HP: 10/10; F:4, R:3, W:1 (+2 vs Disease); CMB +2, CMD 14 ; Init: +3; Perc: +5
Artificer Magus 1
SKILLS:
Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, K. (arcana) +8, K. (engineering) +10, K. (planes) +8, Perception +5, Spellcraft +8

Im back. Noone died so far it seems =^^=

-Posted with Wayfinder


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

They are chucking those spears at -4 to hit due to range, and still have wonderful to hit bonuses. We should be terrified and run like hell.

Also: Sorry Wilhelm, bored of waiting.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They do have half-way decent to-hit bonuses, but they are not outrageous. Anastacia has a 19 AC, and she was the only one hit by the spears, the rest bounced off armor (as in, enough to hit touch, not enough to bypass AC). The one that hit her was a 16, even with a -4, that one only needed a +7 to hit. At your party level, a +7 to hit is actually fairly low.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Anastacia's Ac is 18 without shield, 20 with. It's a +1 shield. Hmm, looks like my stat-block is out of date. And been that way for a long time.

I'll fix that after this combat, if Anastacia survives.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, I need them accurate. If it makes you feel better, he'd have just hit the 20 (which kind of lets you know what the to-hit bonus was). +3 Dex, +1 MW weapon, +4 BAB.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Anastacia wrote:
Also: Sorry Wilhelm, bored of waiting.

No worries, I had some unexpected issues with being able to post over the weekend and am just now able to get to it. I actually was a bit confused as I was waiting for the kobold's reaction to Pruett's words (probably bad), but this works too.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

are those kobolds bolt aces?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Why would you think that? (Especially missing as much as they did, LOL)

1 to 50 of 642 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / MDT / leinathan's Kingmaker : Dareon's Group Discussion All Messageboards

Want to post a reply? Sign in.