(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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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

The scroll would be arcane because he scribes it. He can only do that with spells that are both divine/arcane, and it ends up coming out as the arcane version (including spell level), so that affects crafting. Example, if a spell is a Cleric 2, Wizard/Sorcerer 3 spell, then a cleric casting it for him let's him craft the scroll, but it's a third level scroll, and takes that much reagent. However, if it's a Cleric 2, Wizard/Sorcerer 1, then it's a second level scroll. Now, he can adjust the caster level up or down as he wishes, as long as it's set to the minimum caster level required to cast the spell in it's arcane version.


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

@Protection from Chaos - good to know. It doesn't seem as if we will have time to fix that now however. Good to know for the future :P

@Yelling! - It turns out empathic link has some drawbacks ... :P


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

Hows THAT! for a general.


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

+1

(I'll just slink away and put some skills in some social skills at 7 ... :P)

Edit: Hmm. I should add Raiment of Command to my daily rotation of spells. I have it in my book already and, combined with my stick of extend spell, it could keep Fhârn from putting dice in his mouth on all social checks. Well help somewhat atleast.

Besides, the flavour of the spell is simply awesome. Especially the stealth part : )


Male Human Oracle 3 (Seer)

Oblivious to reality but boy can she talk.


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

haha at that Felix.

Side note I did time myself and that schpiel takes about 55 seconds to yell if you really lay on the burn.


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

LOL, I'll assume he took a couple of breaths to glare along the way. :)


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

Gathering magical reagents to craft said tokens shouldn't be that hard inside a fey forest, the question is just how to justify that gold disappears out of ones purse. Sure, some (most) were probably magical supplies to start with but ... Perhaps each enchantment require some parts of gold to work =)?


Male Human Oracle 3 (Seer)

Gold is a natural conductor, it is assumed that you electro plate every magic item.


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

@Felix - So the so called 'Christmas tree' effect should really be called the 'bling effect'? Works for me :P

@Dice - I think 'Her Emeraldness' has decided to curse my dice too. On the bright side, if I can get a 5 as well as either a 1 or a 6 before this encounter is over I'll have a straight (flush? All the [Dice] is green ... :P).

Edit:

@mdt - I'm thinking that the current events might be the perfect catalyst for the familiar shenanigans I had planned.

Munin isn't of much help in these areas and keeping him exposes to whatever foul energies that are afoot is gnawing on Fhârn's conciousness. So sending him back home for some RnR feels pretty much IC. That would also give him time to bond a bit with my cohort, if she happens to swing by while we are away. Or maybe Munin just takes the time to make the trip all the way up to Issia - catalysing my cohorts arrival.

The current situation is also a perfect excuse for Fhârn to look into summoning a Mephit as an familiar, since it would most likely be unaffected by whatever curse/antipathy spell the forest is under.

However! All this require level 7 to pull off. And as you mentioned in the recruitment thread, that might be far far away. And I really like having my little bird around - I could live without him for a while yes, but if level 7 is six months (in real time) away I'm not sure I'd want to go that long without him no matter how much sense it makes IC or OOC...

So, between the thumb and the index finger, approximatively how long-ish do you foresee until we gain a level : )? (in real time, of course!)


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 think it's a good catalyst, but I doubt it will be all that soon. Six months might be a good guess. The reason being that you're already overpowered as it is, for the start, and I'd like to keep you no more than 50% higher than the level, to make it easier on me upping encounters (for example, this is a much easier encounter for Level 4's than I have it now for level 6's, I've had to add in Her Emeraldness to make it more challenging across the board in the forest).


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

Good to have a timeframe, even it is a bit distant. Thanks :)


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 - random thought of the day - are trees considered objects?

Make Whole can only target 60 cubic feet at the time, but with a few castings one might be able to 'repair' a tree ...

Thoughts :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

They are objects once cut down. The spell might get the tree standing again, but it'd just be a dead tree left to rot where it stands.


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 coating several entire trees in Unguent of Timelessness might not be cheaper then just using feather-tokens. Not to mention how pissed the Nixie would be once she realizes what we have done : )


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

The nixie wants the trees hauled off. The loggers want to haul the trees off. That problem seems to solve itself.


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

The Nixie also wants five new fully grown live trees to replace the one the loggers 'killed'


M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

Man I want to kill these game playing Fae! Stupid Diplomacy! Stupid doing what's right!


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

Yeah, that part won't fix itself.

In the meantime maybe dispel magic on the two enthralled loggers. Obviously we still need to get the trees, if we want any kind of peace with the fey.

Would impress the loggers if we dispel the magic though. Would make the whole team look good. Would make Anastacia and Pharasma look especially good. A cleric has to consider these things. ;)


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

@Dante - I think this faë is merely kindof selfish, I mean it was sort of her home :P

Edit: Childish. I think I will go with childish.

I intend to save up all my faë strangling urges until we come across whomever is messing with the animals

@Ana - good thinking ! But I wonder how the Fae will react if we do that. And how the loggers will react once the Faë's bargaining chip is gone


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

I added a spellcraft die-roll to the detect magic post. I didn't think that skill applied to this particular instance.

So, the big question: Can anyone else cast dispel magic?
I'm thinking of a work around as well. Casting protection from evil would allow the loggers another saving throw. They probably have lame will saves though, and the spell has a range of 'touch'. A problem if one doesn't fancy being hewn at with an axe.

@ Fhârn: Don't know how the fae would react. The loggers had best do what we tell them. If they know what's good for 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

Take a look at the latest spoiler, we might have to reconsider. It would appear as if someone booby-trapped the Charms. Another meddling fae no doubt...

Sadly, Fhârn can't cast Dispel Magic until ~6 months :P

In my professional opinion as a mage, I think the loggers have a wis in the range of 2-5 or something. Charm Person to enact violence on your friends is a reroll at +5 and the idea of 'let's cut down the trees the faë explicitly told us not to touch' is just plain silly. So anything that relies on their saves is probably unlikely to work !


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

LOL :) Yeah, the AP doesn't explain how they manage to consistently fail their saves, it's a fait accompli.


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

Maybe they really don't like their friends ... :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

Oops, I just realized I forgot to answer your question about reagents Fharn! I'm sorry!

Just gathering the reagents isn't enough, you have to process them to turn them into crafting materials. That requires a crafting shop. Which means that is where the 'gold' goes even when you gather your own, into processing the raw ingredients. :)

I know, not logical, but otherwise people would spend extra time to make the ingredients for 1/3rd cost, then use them to make the magic items for 1/2 cost. :)


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

@reagents - Is that a no to spending gold on purifying/preparing reagents myself ? (Aka use the Craft Wounderous Item formula as usual

@faq - I also noticed this little gem when I woke up. However, with some tinkering, I think Fhârn works either way.

As a Fighter 1 /Wizard 5 I

Lose:
2 BaB (aoch, this is the worst hit!)
4 hp (using favoured class bonus for health)
1 combat feat

Gain:
+2 Will
3rd level spells
Familiar advancement to level 5
1 'magical' feat
8 free spells in my book (2 on the first level, 4 on the second and 2 on the third)
+1 Initiative*
+1 Round on Send Senses*

*Given my school. I might consider switching to Transmutation since my hope of Paizo creating more Pre-cog combat spells haven't come to pass (however, that might be solved using spell research), now that the early entry incitement is gone (I was on the fence on using either, but Bej picked Transmutation and I believe the other Faq was new and shiny back then :P).

Given that we might not hit level 7 in a while, just having third level spells now rather then later is very nice. And I can make up the BaB difference simply by adding Bull's Strenght to my book and taking some precautions.

The BaB hit causes an annoying drop in effectiveness for my ranged attacks (not that I use them much :P) and decreases the value of Furious Focus + Power Attack. Might switch them out for something funnier : )

Shall I go ahead and re-build : )?

Edit: Spell Focus (Transmutation) + Spell Specialization (Greater Magic Weapon) is tempting. It would give me a nice cosy +1/2 on my weapon and I can switch out Greater Magic Weapon for Telekinesis once I get it. And nothing says warrior-mage like propelling a large number of sharp objects trough the air!


(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'd be personally inclined towards just grandfathering the old ruling in rather then forcing a rebuild mid-game. If we went that route, We'd probably want to do the same for any new characters,obviously dependant on what MDT would like to do though.


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

Oops, sorry, no, it's not a no to doing it yourself. :) Just saying you would need to spend the gold to purify them is all.


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

Honestly, I don't feel that bad about it. Having more magic to play with is always nice - and I like tinkering with characters.

But there is of course the continuity aspect of it all but luckily the changes would probably not be that drastic. The only thing that would be a major change is if I switched schools - then the one or two times I used my Send Senses spell like ability would have been 'cheating'. On the other hand, I could cast the real Clairaudiance/Clairvoyance


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
mdt wrote:
Oops, sorry, no, it's not a no to doing it yourself. :) Just saying you would need to spend the gold to purify them is all.

No worries, this usually happens when I nest my questions together :P

Edit: And Rowan got Craft Wonderous Items too, so we can even get 'Druid approved' feather tokens : )


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

RE : New FAQ

Existing characters can continue using the old rule (because they are already in), but new characters would need to use the actual ruling as it is now.

RE : Fharn & New FAQ

Rebuilding is entirely up to him. If he wants to use this as a reason to rebuild, that's entirely up to him. I have no objection to it. He could retrain his character to the rebuild if he wanted given some time, so it's rather moot other than the time/gold cost. But given the rules change, I don't penalize people for rebuilds on rules changes. So, basically, it's up to him.


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
Fhârn wrote:
mdt wrote:
Oops, sorry, no, it's not a no to doing it yourself. :) Just saying you would need to spend the gold to purify them is all.

No worries, this usually happens when I nest my questions together :P

Edit: And Rowan got Craft Wonderous Items too, so we can even get 'Druid approved' feather tokens : )

Yep, why I was breaking the replies up, to avoid the same thing. :)


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

@Nesting - I try to break mine up too, but sometimes the train of thought just races on without care or finesse :P

@Flubbing with Char-sheet - Given that I am already mucking about, would it be okay to siphon a few points from my Str to my Int?

Such a change doesn't really have to do with the faq (much) but I have been feeling a thirst for even more skillpoints lately (as usual!).

And nice shiny things such as Knowledge is Power and Telekinetic Volley likes a bit of Int.

The later spell is a new-ish one, and I was considering using it heavily. With Bej gone I can encroach a bit on the Ranged Mage-Knight and that spell synergizes very well with the defensive positioning + reach weapon gameplan I have.

@Group - How would you feel about Fhârn becoming a bit more magical + ranged attack?

Edit: I was wondering why it censored 'faq' ...


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

Eh, I'd rather avoid changes to stats. There's no real way to transfer stats. Sorry. :(


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
mdt wrote:

Eh, I'd rather avoid changes to stats. There's no real way to transfer stats. Sorry. :(

I was thinking of merely switching where my racial bonus applied, but I can live without : )


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

As a reminder, since Fharn couldn't remember names.

Other Chartered Explorers

The PCs’ party is but one of four groups chartered by the swordlords to explore and settle the Stolen Lands.

Glenebon Uplands: The swordlords sent a relatively experienced band of adventurers known as the Iron Wraiths into the Glenebon Uplands, charging them with purging the hills of the Tiger Lord barbarians and, eventually, to make diplomatic contact with Pitax to work out border issues. Current leader unnamed unless I missed it

Nomen Heights: The centaurs of the Nomen Heights have always been trouble, and in an attempt at a show of force, the swordlords sent a group of mercenaries led by one of their own, a low-ranking but eager-to-impress swordlord named Maegar Varn to establish a town and make peace with the Nomen centaurs.

The Slough: The East Sellen River runs through the swamps known as Hooktongue Slough. As the most vital trade route from the south, this area has been the most important to Brevoy—as a result, a large group of diplomats and high-ranking soldiers has been sent into this area to ensure the trade route is open and safe. Drelen is in command of this outing.


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

I'm assuming that Felix and Fhârn share the entire conversation with the nixie, so we can discuss it.


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

@Faq/rebuilding - After the initial shock/confusion/wonder/joy has passed and I slept on it, it seems that sticking to the way things already are is the best and easiest choice. : )


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

I thought I'd list our options for our current situation here. It might make it easier for us to decide upon a course of action. Feel free to add your thoughts!

The Nixie & her missing trees

A - Kill/leave the lumberjacks

This is the simplest thing we can do. It costs us nothing/very little except a heavier conciousness. Probably wouldn't look so good if the story got out...

B - Kill/subjugate the Nixie

'Solves' the problem, sort off. Will probably earn us the goodwill of some of the more xenofobic humans. Opposite effect on the faë and perhaps the kobolds.

A bit harder then A since the Nixie has her unseen guardians and is in a pool of water.

C - Craft Feathertokens

I and Rowan both have the Craft Wondrous Items feat. Due to the cap of 1 item per day, this would take 3 days. It would cost us 1000 gp in materials.

Perhaps mdt can be convinced to let the party help out by gathering reagents (using Downtime to Earn Magic). Diplomacy (asking the faë neighbourhood for some help) or Know (Nature)/Survival (gather supplies) or Intimidate (conscript the lumberjacks to gather stuff) seems appropriate, but many other skills are also suggested in the Downtime rules.

This is easy in that it doesn't take much effort - but it actually costs us something.

D - Ask the Dryad Tiressia of the Oak for Feathertokens

This will most likely involve some sort of quest. On the bright side we get to network more in the forest. On the flipside, we would have to indulge in the vanities of another faë


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

For C, people can certainly help you gather supplies. You'd need to gather enough to turn them into raw materials. Note you'd need to process them into raw materials first, then craft, so the 3 days is probably more like 6 days, maybe 7.


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

I tend to favor option D. At least until we find out what the dryad wants. Maybe she can tell us something about Her Emeraldness.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

"A thin slice of our souls and our firstborn childs (sorry Dante). *Caw*!"
__________________________

While both A & B are tempting in their own ways, I support option D too : )


(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

Going to reply around 5 PM PST when I have a real keyboard. No desire to type a lengthy reply on my tablet with the real thing so close.


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

To both new and old PCs, if you could make the following changes on your profile (if you havent' already) it would make my life easier.

In your Race entry on your profile, please put the following :

<Race> HP (<HP MAX>) {Spoiler=Stats}AC/Touch/Flat ##/##/## | Fort/Ref/Will +#/+#/+# | Init +# | CMD #{/spoiler}

But replace the {}'s with []'s.

For example :

Human HP (42) {Spoiler=Stats}AC/Touch/Flat 22/16/15 | Fort/Ref/Will +8/+5/+4 | Init +4 | CMD 18{/spoiler}

Which will then look like this :

Human HP (42)

Stats:
AC/Touch/Flat 22/16/15 | Fort/Ref/Will +8/+5/+4 | Init +4 | CMD 18

Then, in your Classes/Levels entry, put this please...

{Spoiler=Skills}Bluff 5, Climb 0/6, Diplomacy 9, Intimidate 6, Linguistics 7, Perception 7, Sense Motive 7, Swim 0/6, Kn(Arcana) 6, Profession (Sailor) 5{/spoiler} Cavalier (Honor Guard/Emissary/Musketeer) 2

Obviously, replace the {}'s with []'s, and put in your skills and skill level, and your classes (with archetypes in parenthesis) and levels. You may need to play with the skills if you're a skill monkey, using abbreviations for skills for example, or only picking your higher skills or commonly used skills.

This will help me tremendously. Thank you.


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 is the unspoiler way also okay (ie what I have now ?)

I'll add my skills in a spoiler : )


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, as long as you have the skills and the stats.


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

@mdt - You mentioned earlier that picking up a trait using a drawback was okay, assuming they made sense. I was thinking of student of philosophy, to lessen the times where Fhârn puts his foot in his mouth : )

I shall try and find a good drawback too (kindof thinking of the Warded Against Nature one, but I'm not sure ... I like animals and it just seems so harsh :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

Yep, I'd be fine with that. Warded against nature is a two edged sword.


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

*dum-de-dum*

*Adds Alarm and Bed of Iron to his list of spells to prepare*
______________________________________________________

Also, I *think* Shimmerscale used to be exempt from keeping watch. However, our standard procedure for camping was last updated when we where 2*6 so it is sort of very outdated at the moment. Perhaps something to look into : )?


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

Perhaps, but she's actually one of the better people to keep watch at night as a kobold (darkvision). Just that without perception, it's very hit or miss.

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