(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


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(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

Some (4-5) rogue or slayer levels (sneak attack vs the FF folk e.g. Wilhelm) and maybe some fighter levels (probably no more the 1-2) I would think.


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

Or there's something else... if you think about it for a few minutes, I'm sure you'll figure it out...

And nobody on either side was flat footed...


(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

Too much metagame for my tastes, I just wanted to add some idle speculation. :P They hurt enough for Wilhelm to want to protect himself some more.

Edit: Unholy or more likely human bane (inquisitors?) is my next guess.


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

With PBP I usually try to answer 'WTF?' questions in Discussion (after the fight if possible, during if needed) so people don't think I'm cheating or overpowering the bad guys.

If anyone wants to know what they attacked with, I can answer some after the combat.


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 just realised now that you didn't show the modifiers for the attack rolls and thought they hit Wilhelm on touch with the 14.
As to them not hitting could be you wanted to save thier grit points and not spend all to hit touch right off the bat :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.

@Kobolds/To Hit - They have a +1 Size mod too I guess : )

@2d6 Damage - Poison? Hmm. More speculation coming later!


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

@2d6 damage - Alchemists! It's fitting and there is a discovery to slap bombs to bolts. So level 3-4 alchemists with a +2 int mod? Hmm, could work : )

@Damage/readied actions: If Fhârn/Lumnia gets shot here are some concentration checks for them

Fhârn: 1d20 + 9 ⇒ (2) + 9 = 11

Lumnia: 1d20 + 8 ⇒ (2) + 8 = 10

Additionally I realized Haste gets 7 targets; Lumnia will get the last cast for that sweet 80' fly speed to hide with. Additionally her AC is now 19.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit isnt present? Didnt see initiative roll for him?

-Posted with Wayfinder


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. I don't see him on the map either - most likely an oversight. I would just roll initiative and plop Ikit down on the map somewhere : )

(Also Ikit/his mount would of course receive the seventh 'casting' of Haste)


(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

Ikit appears to be on the back of Natalie's horse. Not sure about initiative for him.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

gotcha! Incoming alch support... when i get home =^^=

-Posted with Wayfinder


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

Oh yeah that is true. He was just a bit tiny :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

Sorry, I forgot to add Ikit into my Init paste when he joined. I'll fix that and add Pruett as well.


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

I'm in there: Init, Pruett: 1d20 + 3 ⇒ (2) + 3 = 5


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, but you weren't in my copy/paste entry on the campaign page, I just happened to remember to add you after I copy/pasted.

Now you and Ikit are both in the copy/paste on the campaign page.


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

I realize some people get on from phone and work and can't move themselves on the map, but nobody is doing so, which leaves me to interpret the best I can where you put spells and where you are moving too based on text descriptions. If I have to do the work, you can't vetch out where you get moved.

Also, someone messed up the grid work. If you do, try to fix it please, thanks.


(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 it slipped my mind that I can actually interact with the map, added some guides for Wilhlm. I'll stop somewhere on that path so that I'm the last person leaving the battlefield. :)

Move speed for Triumph should be 110 feet or so (horseshoes of speed and haste which may or may not stack) for a single move.


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

I don't think the haste will stack with horseshoes of speed, both enhancement bonuses.


(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

Probably not on review (you beat me to it), so I'll just have to be content with 80 feet of movement per action. :)


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

Noob moment: I had no idea that I could move myself. I'll start doing so!


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

I should have Ubagub/Gorruum's movement set.


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

NP Pruett, sorry, thought you knew.

I've figured out a way to lock down the grids, so now we don't have to worry about you guys moving them.


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.

<- Is familiar and fighting is very relative here :P

But other then that you are right ^^
_____________________________________

I pro-actively added Lumnia to the map also!


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

Ikit form what I can see you can not add both Concussive bomb* and Smoke bomb* to the same bomb as they both have the (*) after thier name.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

In that case... just smoke

-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

I was a great idea and I wanted to use it myself, if I could


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 is a wind-wall between Ikit and the Kobolds, if he throws the smoke bomb, it will not make it through the wall (probably). Do you still want to throw one?


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Then no... heh. Just escape. Will uset if we are chased

-Posted with Wayfinder


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

So is Ikit holding his action?


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Yes. He will ready an action vs being followed

-Posted with Wayfinder


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

Looks like we have another kobold before Gorruum, but Gorruum is most likely going to just ride off the map.


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

Careful Gorruum it might be the end of the world you ride off of


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

Ha, he'll probably just fall into a swamp and be able to happily splash around. All these confusing politics. Aren't you just supposed to smash people that shoot at you?


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

I can do some more channeling, if needed. I'm not sure what everyone's current hp is.


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

Should probably get a feel for the local terrain. I'm guessing not swamps and that it is either plains for forested. The latter is a favored terrain so Gorruum can grant a +2 to allies within sight on Stealth and Survival and we leave no trail ourselves. OOTO if its plains, we're out of luck.


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

Hills & Forests


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

Should I assume you tie Anastacia to her saddle and then continue on until you can find a safe spot? That'll require some Survival checks.


(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

That's my current thoughts. Multiple watches at once, preferably. Wilhelm can pray in the morning for a few castings of Lesser Restoration to help out.


(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

Haven't had the time to sit and look at the watch order. Probably want multiple people on watch at any given time. I can look tonight (7 hours or so from now), but if someone else has thoughts, feel free to chime in. :)


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 have thought on some but had a busy week so havn't be able to put them to word yet.

I've thought on one rotation, but with the people who needs a certain amount of rest time to get spells and stuff back, I would like to people to tell me what they think and how many spells they have used if any.

1st: Wilhelm, Natalie
2nd: Gorruum, Ikit
3rd: Fharn, 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

Got

1st- Snowball, Bed of Iron, Liberating Command, Feather Fall, Crafter's Fortune
2nd- Mirror Image, See Invisible

left up with Bed of Iron probably going away during tonight.

But if it comes to it Fhârn can also hit people somewhat ok with a pointy stick so his rest may not be as important as the other casters.


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

I'm fine with that order. Gorruum doesn't have spells. Ubagub hasn't used any.


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

Looks good to me.


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

Map

Let me know where you want to camp at. There are multiple good places to camp on the map. If you pick somewhere near the edge, I'll have to add some more to the map.

Each good place also has downsides to it. Top of the hill, you can see farther and have a defensible position, but you are also more visible.

In the gully you are less visible and more defensible, but things can sneak up on you easier.

Ruins restrict line of sight, which is both good and bad.


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

I put a triangle where I think we should camp. There is a sunburst where it would be good to have a faux camp. If we had an illusion, or could keep a dancing lights happening there some. Anastacia could cast light on a stone that was wrapped in red cloth. Might make them think it wa a fire, but only lasts 70 minutes/casting.

It would be nice to put some punji stakes in the water approach too. I don't know how much time we would have for such preparations though.

We need cover from their ranged attacks, so the trees would be best, I think.

Anyway, that's my take on it.


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 either the area Anastacia has chosen or the ruins so we have something to prevent them from attacking from all sides at ocne.


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 everyone else time to comment.


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

My main worry about the suggested spot (triangle) is that the terrain around it is sorta rough and that if the kobolds find us they can shoot at us at will. But on the other hand, we could probably just leave again in that case ...

Consider my vote split between the ruins (better cover for a shootout) and the suggested spot (lots of terrain - both good and bad).

Fhârn should have a silent image scroll or two and they last for as long as he concentrates. It is totally possible for him to maintain it for his watch (creating a decoy camp at dawn at least [as it probably won't help much in the middle of the night!]). But that also means he is sitting almost in trance - and will probably not be that helpful for actually watching...


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

If the trees around the triangle spot don't provide cover, then it's no good at all. Same goes for any place we might choose. If it doesn't provide cover, then it's no good. We should probably avoid ranged combat with the kobolds, and try to meet them in melee.

I wasn't sure if a false camp would be possible. If not, we shouldn't bother with it.

Questions for MDT:

Is the forest pretty wet around here? Or, is it drought conditions. We encountered flooding earlier...
Survival to know wild fire danger level: 1d20 + 3 ⇒ (8) + 3 = 11

How deep is that stream near the triangle?


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

I have a wand of Silent Image with 50 charges, so we're good there.

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