(6B) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Group A

Group B

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 Combat


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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

Fharn? You're not at Table B, did you click on the wrong discussion thread by mistake? :)


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

No, I'm keeping my eyes on both : P And I saw a question I had input on, so I simply went for it ^^


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

We're on our last few days of deployment so posting has been limited now that my internet has been shut off. I'm fine with you botting as necessary. I'll be back to posting regularly as soon as I'm back in the US. =)


Male Human Oracle 3 (Seer)

Seems to be the best plan at this moment.


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Hey folks, I finally have reliable internet in France, if only via phone. Sorry for the extended absence :/ Give me a day to catch up on the gameplay thread and I'll be back in. Je suis trés desolé!


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 problem Corwen, I've been guilty of not pushing the last week or so (job and real life have been very very busy).


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Hi GM, is it just me or is the "Current Combat" link going to the incorrect map? It's taking me to the map "Forest!". Apologies if I've just missed something obvious :/


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

Not sure how that happened. Fixed now.


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Also, I've managed to find a computer for the moment, but at the top of the map it says "View Only", which is why I've detailed my movement for you rather than moved myself... Does everyone have the ability to edit the map, or just you mdt?


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

Gah, not sure why that's happening. It should be fixed now. I re-did the edit link.


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Yep, whatever you did fixed it :) Have just moved myself, and am now waiting nervously for the outcome of at least one attack from this nasty son of a gun :/


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

Had a game where the PCs were known for using alchemical flasks on everyone they fought. They made the mistake of telling the latest big-bad they were coming for him.

He hired 4 1st level casters (sorcerers and wizards) and set them up in sniper spots, with gold in their pocket and permission to run after they fired off all their magic missiles.

During the climactic fight, they targeted the alchemical items hanging all over the PCs. One poor PC rolled a 1 on his saving through, and one of his other flasks exploded, then he rolled a 1 on that save, and rolled a hit on his tanglefoot bag. :)

Only one person had a shield spell memorized. It was a nasty fight, and they had to reincarnate one person who got burned to death (the aforementioned double 1 roller).

Of course, now that I think of it, I don't think this would work in Pathfinder, as I think pathfinder is creature only. Either that, or they insisted it should work on objects so we house ruled it. But either way, the idea of targeting stuff hanging from people's belts is still valid, even if the specific spell might have to change.


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

Corwin. I have an escape plan for us if needed. An explosive smoke bomb =^^=

-Posted with Wayfinder


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11
mdt wrote:

Had a game where the PCs were known for using alchemical flasks on everyone they fought. They made the mistake of telling the latest big-bad they were coming for him.

He hired 4 1st level casters (sorcerers and wizards) and set them up in sniper spots, with gold in their pocket and permission to run after they fired off all their magic missiles.

During the climactic fight, they targeted the alchemical items hanging all over the PCs. One poor PC rolled a 1 on his saving through, and one of his other flasks exploded, then he rolled a 1 on that save, and rolled a hit on his tanglefoot bag. :)

Only one person had a shield spell memorized. It was a nasty fight, and they had to reincarnate one person who got burned to death (the aforementioned double 1 roller).

Of course, now that I think of it, I don't think this would work in Pathfinder, as I think pathfinder is creature only. Either that, or they insisted it should work on objects so we house ruled it. But either way, the idea of targeting stuff hanging from people's belts is still valid, even if the specific spell might have to change.

That's nasty alright - clever, but nasty!


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

Had a game where the PCs were known for using alchemical flasks on everyone they fought. They made the mistake of telling the latest big-bad they were coming for him.

He hired 4 1st level casters (sorcerers and wizards) and set them up in sniper spots, with gold in their pocket and permission to run after they fired off all their magic missiles.

During the climactic fight, they targeted the alchemical items hanging all over the PCs. One poor PC rolled a 1 on his saving through, and one of his other flasks exploded, then he rolled a 1 on that save, and rolled a hit on his tanglefoot bag. :)

Only one person had a shield spell memorized. It was a nasty fight, and they had to reincarnate one person who got burned to death (the aforementioned double 1 roller).

Of course, now that I think of it, I don't think this would work in Pathfinder, as I think pathfinder is creature only. Either that, or they insisted it should work on objects so we house ruled it. But either way, the idea of targeting stuff hanging from people's belts is still valid, even if the specific spell might have to change.

Having the casters stay only for a limited time is a page right out of Nathanael Greene's playbook. The colonial militia were notorious for fleeing in the face of the British regular's bayonets. Nate Greene told them they could leave after firing three shots. (I may have the exact number of shots wrong, but it's in that range.) At any rate the militia was willing to do that, it was the bayonets they feared. Of course Greene's true genius was in making the British march all over North Carolina, stretching their supply lines to the breaking point, and causing them to burn their own baggage train, at one point. (To lighten their load so they could march faster.)


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

Hope we dont have 2 new werewolfs next month =^^=

Well. Werewolf and Wererat

-Posted with Wayfinder


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Just wondering, do we want to kill this werewolf, or subdue it? It may be unaware that it's that it's a lycanthrope at all, and there seems to be a fair chance it's a villager... And if it is a real villain, as the right hand of the government wouldn't a trial of law be a better idea too?


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 Corwen is it when it comes to Kn(Local)


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

I isnt local...

Nope. Unfortunately not. Didnt think it would be fluffy for ikit to have it

-Posted with Wayfinder


Half-elf Rogue 6 | HP 7/33 | AC 23 T16 F18 | CMD 18 | F +3 | R +11 | W +4 | Init +9 | Per +11

Ok, on with the show then; I'm sure it's nothing to worry about :)


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

Just a heads up. at a con this weekend. Local VC so ill be running a few games and making sure all the PFS stuff is correct etc. So if i reply it may be short... if at all
=^^= //^^\\

-Posted with Wayfinder


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

Con is done. Will be more active tomorrow. Now i need sleep :P

-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

Things have slowed down a lot over here. I'm just imagining you guys talking until the man wakes and slips off to plot revenge. :)


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 Ikit blows him up. Yes yes

-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

Yeah, I'm waiting for posts myself. If anyone feels they could post daily, but this game is too slow for that, let me know if you want to transfer to the other thread. I'll work something out.


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's new host is here, so Ikit stays.

But if other group later decides they need the help of a Alchemist Ratfolk, they can just ask =^^=


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

Poke Poke?


Male Max HP 38
Stats:
AC/Touch/Flat: 19/13/17 | Fort/Ref/Will +5/+4/+9 | Init +2 | CMD 17
Druid of Erastil 7
Skills:
Bluff 2, Climb 3/5, Perception 22, Sense Motive 4, Stealth 15, Swim 3/5, Kn(Geo/Nature) 8, Profession (Cartographer) 8, Survival 14

I wouldn't mind transferring in a few weeks. Right now my son is staying with me until he goes back to his mom's for the school year so I've been spending as much time as I can with him. I do apologize for the inconvenience, I'll start checking the thread at least daily again.


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

Once again. From a player perspective... apologies.

-Posted with Wayfinder


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

How's everyone doing?


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

Still here

-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

FYI MDT has posted in the discussion for the A thread. He's currently slammed at work, hence delays there. :)


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, work, then internet failure this week, new modem on order, later this week. Using emergency hot spot to connect enough to do e-mail post apology.


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 everyone, work's been killing me, and my wife fell down and dislocated her knee this weekend. That blew my weekend. :( I'll try to keep up better going forward.


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 didn't know Kelish was the original tongue in these parts, but I might just have missed it.

Do you think it would be a good language to learn for a spymaster?
I'm planning on dumping a point two in linquistics when we get a lvl just to pick up some fitting languages to know :)


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

I had a SM in a game. It is a good idea to know and speak the local language ;)

-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

Sorry, mixed up my languages. I was thinking about Hallit (which is the language of the Kellid). I was under the impression they were a large constituency in Brevoy and the River Kingdoms.


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 Hallit, Skald and Varisian would be good choices to pick.


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

Varisian and Skald speakers are pretty far to the west (although due to the wandering nature of the Varisians, they at least make it to Ustalav). Its possible that there would be visitors from there, but Common and Hallit would be most common in the River Kingdoms. Iobaria is also directly to the east of the River Kingdoms, but I don't remember what they speak. There are also definitely some "monster" languages that would be common in this area.


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

Some parts of Brevoy do employ the Skald language, so they aren't that far off either : )


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 looked up Brevoy and River Kingdoms in Inner sea world guide and found those languages being most used in these areas :)


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

Derp - Fhârn even has that spell in his book. And a scroll to boot.

Are we curious as to hear his curses :P?

If we squint a bit and ignore the 'no personal potions'* Ikit could brew a comprehend language potion, then we could have actual useful communication : )

*It's the law. But I know I have seen plenty of Potions of Shield during my time ^^


(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

We can understand him, thanks to Felicia, but we can't speak back to him which is the trick. We'll have to see if he understands anything I say (doubtful).


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

I think he speaks some Taldan (common).


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

Some, but not a lot. About like Gorruum.


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

Actually, Anastacia has comprehend languages prepared. She just has not cast it.

What is the duration of Shimmer's spell? It might still be in effect.

Guess I could cast comprehend languages and catch some of what he has to say.


(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

Aside from legalities (which may end with his death for the murder of guards/kids/etc), curing him should cost something like 360 gp [level 3 Remove Curse spell x CL 12 priest x 10 gp] + travel costs for a high level cleric (if we can find a willing one). There is also hazard to be considered in that cost, but if he is bound and a metamagic rod of reach (or a gem) are provided, then the danger cost should be minimal. He would be bound in a sell and tied down. That's roughly less then 2 BP converted to cash if we use the kingdom's coffers. That's obviously not info that any of us know IC right now, but that's roughly how it seems to work out to me. Any priest may have additional requirements/demands (tithes?) beyond the above, of course.


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

I suspect that the travel cost might not be that cheap, unless the cleric is particularly generous. So we might have to make the trip (or send someone to do it for us).

But the budget/morale point is more like 'oh no, our lords spent the equivalent of 300+ chickens to cure a criminal' or something : P


(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

True, though some of that will go down to how this would normally be handled in the setting (I assume the werewolf would be killed while in bestial form normally). Wilhelm's view also depends on how much the man contributed to the killings at his bestial side's hands. If he was 'conscious' and could have stopped then he's obviously at fault. Depending how much he ignored facts, he's going to be liable to other varying degrees. Another way to spin it (though Wilhelm wouldn't actually put it this way) is "Benevolent lords remove a terrifying and debilitating curse from an innocent man who agrees to work to pay restitution for the deaths he caused (get them raised) and the resources spent healing him."


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

Yeah, true. We should really appoint someone minister of PR :P

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