(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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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

Sure, take your time, but that sounds great.


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

Could be interesting

-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

It would be good to know the city!


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

Mkay, I'll try and whip something together.

Do note that the exact location and nature of each building and NPC introduced/greeted/toured might vary, since I don't have a perfect grasp of the city either :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

That, at least, I can help with. I meant to reply with some stuff on this last night, but got caught up. Anyway, here is our capitol:

Zatoska in all its glory!


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

There, something is up!

It is basically a wordy version of Wilhelms map, but hopefully it should give a somewhat useful picture of our fair city. (Since I realized we don't actually have that many NPCs yet, that I can puppeteer at least ^^)

Also - note that some parts were not on the tour. Namely the granary and the stockyard, which were too boring - and the 'dance house' - which you get to find for yourself :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
Kingdom Building wrote:


Some buildings require that you construct them adjacent to at least 1 or 2 of a specific kind of building or feature of the settlement. For example, a Shop or Tavern must be adjacent to a House or Mansion. The required adjacent building can only count toward 1 building that requires it. For example, if you have a House and a Shop, that House can't be used to meet the requirement for another Shop or a Tavern; you have to construct a new House and use it to meet the requirement of the new Shop or Tavern.


(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

@MDT: If I understand you, we need to be building another house to make the inn/exotic artisan thing ok? Everything else is in compliance. I missed that rule when I was doing the kingdom building earlier. We'll have to change our plans a little bit to accommodate that. Thinking about it.

Edit: Just saw your notes in gameplay. Taking all that into consideration and looking at solutions.

Edit2: We should be able to build 2 houses and deal it this way without actually needing to demolish anything. If we build one north of the 'dance hall' and one south of the inn then that should cover us. The stables would be covered by the one previously 'covering' the dance hall and the exotic artisan can be covered by the other newly constructed house.


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, that would be fine. Note that diagonal is still 'adjacent' as the streets don't count as lots. So, catty-corner to the stable also counts as adjacent.


(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

It won't deal with the complaints about the 'stockyard' stink, but that inn can start serving merchants and other transients who have business in the area instead of just visitors. :)

In keeping with our bastardized Slovakian names, I propose Jeleňhrad as our new city name. Dante is the one who inspired the name and google translate tells me it should mean roughly "Stag/deer castle". I welcome other ideas.

Also, I wanted to clarify, will you be running the NPC cohorts or will they be played by us?


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

If they are in the same party as you, I will be playing them.

If they are in the second thread with the slower posters, you will be playing 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

@Wordy introduction - And as I forgot to mention - feel free to jump in at any spot and ask questions or make comments or whatever . )

@Oleg's Complaint - Would it be okay to assume Will will be dealing with that, since he is the great and mighty leader and Fhârn is a mere simple bean counter :P?

@Cohort command - Roleplay too or merely combat actions? (Writing a character so deep and clear that two people can have it act and think and speak the same way will be a challenge, at least for me!)

@New name - I like that. Pretty. Anyone know how ñ sounds like ?


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

Bravo to the new name! I like it! Even if Gorruum will have an awful time pronouncing it.


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

Okay, I'm back home. Should be back to normal posting frequency. I think I need to update Anastacia's profile to 7th level and I'll get an IC post up shortly.


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

@Cohort - Depends on how things go. Let's play it by ear for now.


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

Anastacia's profile is updated.


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

Completely undecided on which feat to take. Anyone have any suggestions?
I was considering Leadership so that I could create "Rowan's Riders" to help deal with issues throughout our lands. Or maybe another crafting feat... What do you guys think?
Profile is mostly updated, just have three skill points to spend depending on my feat selection.

I like the name for our next settlement!


(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

@Rowan: Leadership is good if you have something you want to do with that. Other options might be: Combat casting, Spell Focus(Conjuration) to lead into Augment Summoning, or Improved Initiative. There are likely others, but those are off the top of my head.

As far as Wilhelm's Leadership stuff goes, I'm still playing around with options, but I can't seem to find a way to make a cavalier that I like. I was thinking about doing something similar with a knightly/good order with the cavalier cohort being the leader. Many/most of the rest would eventually be drawn from Wilhelm's misc other followers. If I can't find a way to make that work for me, I'm intrigued by the idea of a more court savvy cohort who can do support stuff and have decent knowledges. Wilhelm's older sister is a solid candidate, but I'm bouncing around a few other ideas.

As to the kingdom, we're missing a Warden if Vors has left. What NPCs could we viably draw from, MDT? Are there any of the guard captains left over from near the start? Long term a cohort makes sense, but it doesn't make a ton of IC sense to do that right off the bat (trust and stuff). We can build the castle and 2 houses (1 extra building built per turn that must be a house). That leaves a bit of gold leftover to build a road on a tile we don't have one on yet. We can also potentially claim more hexes, but I think pooling gold (around 17 BP) to build more next turn is a better plan. I was thinking it might be good to get city walls up around Zatoksta soonish...


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

I like the name! I still need to level as well.

Also, in case anyone is interested, Alliah Surtova, Dante's daughter and cohort is a marriageable person. If anyone wants to do that sort of development.


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 would prefer the former player NPCs be phased out if possible, as that makes it easier on me. They don't all have to be done immediately, but I would prefer them out as they represent significant power above and beyond the NPCs the game itself has. Cohorts make more sense, I think, when they can be moved in (one reason I leveled you up).

I believe you're already using Oleg & Svetlanya, yes?

Beyond those two, if Akiros Ismort survived the Stag Lord's purge, and ended up friendly toward you (I remember someone did, but not if it was him or not), then he would be a suitable choice.

Kesten Garess, the mercenary who wanted Sneed, should you have captured Sneed, would have been a good choice as well.

However, both of those events were before I joined the game or after I left, so I'm not sure how they played out.


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

@MDT; which modifiers would currently apply for the Leadership feat? I'm assuming we have great renown as the founders of this new nation. Fairness and generosity I'm uncertain about as well as special powers. Rowan isn't the type to show off his abilities but I could imagine a few people having seen him turn into an animal before. And I suppose from a villager's point of view spell casting may count...

@Everyone else; Assuming generous bonuses I think Rowan would have 15 first level and 1 second level followers. I would really like to purchase horses and eventually barding for all of them. Could our kingdom afford to cover that?

I'm thinking of creating a Ranger as my cohort. Unless someone has a better suggestion?
Sorry for the rambling, I've been thinking of all the different options all day and feel like I haven't made much progress. Thanks for the help!


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

@Leadership

Reknown yes.
Fairness & Generosity are dependent. You actually have that with non-human cohorts, but not with human cohorts (your group has gotten a reputation for not being racist to non-humans). However, that has also developed into a slightly negative reputation with humans (you know how it is, if you're friendly to A, B takes it as being not friendly to B).

Special Powers, no. Unless you are a rare race with supernatural abilities, or something like a level of Mythic, or something, nobody has special powers. PC Classes don't count as 'special', as there are people in the world with those scattered all around. Golarion is a high magic world, so every village has someone who can cast spells (adepts).


(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 an FYI, Anastacia. There's a problem with our current building layout (we don't have enough houses), so we can't build the temple this month unless we don't build the castle.

I think getting that fort claimed and garrisoned (we can stick an army in it), is pretty high priority. The rest of the party should chime in if there's disagreement with the following plan: I had been planning on switching to building the castle (for 1/2 cost) and 2 houses (to make sure we match building requirements in Zatoksta). I also was thinking we should build a road on the one claimed hex we have that doesn't have one (as it's cheap). All that maxes out our ability to build buildings in the kingdom (2 + 1 additional house) and leaves us with 17 BP (for next month).

Our kingdom looks like this if we follow through with the plan. Note: Warden position is vacant in these stats, but it's not a particular worry as we have good stats. Also, it's worth noting that some of the bonuses from the ruler positions may require updates depending on who ends up taking leadership.

Domierov - Planned next month:

Domierov
CN Size 14 Kingdom
Control DC 36
--------------------
Statistics
--------------------
Economy 37; Loyalty 34; Stability 32
Consumption -1; Income Modifier 7; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
--------------------
Leadership
--------------------
Ruler Baron Wilhelm Orlovsky
Councilor Felicia Shimmerscales
General Dante Skyborn
Grand Diplomat Lanya Beladon Medvyed
High Priest Anastacia Sotrmwing
Magister Ikit the White
Marshal Rowan
Royal Enforcer Gorruum
Spymaster Roan
Treasurer Fhârn
Warden Vacant
--------------------
Hexes
--------------------
Gold Mine Hills (D19 - Hills southwest of Zatoksta)
Improvements Mine, Road
Greenlands hills (F18 - North of Stag Lord's fort)
Improvements Quarry, Road
Greenlands hills (E20 - Mite hills north of Sootscales)
Improvements Mine, Road
Greenlands hills (D20 - South of Zatoksta)
Improvements Quarry, Road
Jeleňhrad (G19 - Along Tuskwater lake) Defense +8
Improvements Fishery, Road
Northern Greenlands (C20 - South of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A19 - North of Zatoksta)
Improvements Farm, Road
Northern Greenlands (A20 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B20 - East of Zatoksta (Bokken's))
Improvements Farm, Road
Northern Greenlands (A21 - Northeast of Zatoksta)
Improvements Farm, Road
Northern Greenlands (B18 - Northwest of Zatoksta)
Improvements Farm, Road
Sootscale Caves (F20 - East of Stag Lord's)
Improvements Mine, Road with Bridges
Thorn River Crossing (E19 - Northeast of Stag Lord's fort)
Improvements Quarry, Road with Bridges
Zatoksta - Formerly Oleg's (B19 - Along South Restov Road)
Improvements Farm, Road
--------------------
Settlements
--------------------
Jeleňhrad
CN Small Town
Corruption +0; Crime +1; Law +0; Lore +1; Productivity +0; Society +0
Danger +0
Demographics
Population 1000
Marketplace
Base Value
0 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor Items —; Medium Items —; Major Items
Buildings: Castle

Zatoksta - Formerly Oleg's
CN Small City
Corruption +2; Crime +2; Law +0; Lore +3; Productivity +1; Society +2
Danger +0
Demographics
Population 5500
Marketplace
Base Value
1,500 gp; Purchase Limit 25,000 gp; Spellcasting 6th
Minor Items 1 ring, wand, or wondrous item; 1 potion, scroll, or wondrous item; Medium Items —; Major Items
Buildings: Dance Hall, Exotic Artisan, Garrison, Granary, House, House, House, House, House, Inn, Jail, Library, Noble Villa, Shrine, Stable, Stockyard, Tavern
--------------------
Diplomatic Agreements
--------------------
Restov Embassy, Treaty +8 (Unbalanced against you)
--------------------
Armies
--------------------
Domierov Defense Force XP 1200
N Medium army of human (Kellid) (Fighter 1)
hp 1; ACR 4; Morale +5 (Flexible Tactics: +5 to change tactics during battle.)
DV 14; OM +4
Speed 2 Hex; Consumption 2 BP

Dante Skyborn
Charisma Modifier 2
Leadership 11
Profession (soldier) ranks 6
Commander Boons Flexible Tactics, Loyalty


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

Actually surprised you havnt built the castle yet. But i think currently the building stuff looks fine.

Ikit doesnt have any input yet. Way too new. Later maybe once his "role" has sunk in better and hes on better terms with the rest of the people =^^=

So he can haz basement room?

-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

@ Wilhelm
Improvements looks good.
I do have a quest as to if I'm going to become the spymaster later or you have some other role on your mind, that you think I could fill in the kingdom?


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 spymaster position is cursed. Partly because Wilhelm is a paladin and get's his guts into garters over things spymasters do (like assassination, 'interrogation' etc), and partly due to it being cursed. :)

I used to be spymaster...


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

That sounds promising! I could settle for co-ruler in the long run, but I think I'm best suited gathering intel, "requsition" stuff and so forth :p


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

Everything looks good to me. Sorry if I'm a little slow over in gameplay. Got a big set of work meetings this week.


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

A temple is kind of a luxury item, I never asked for one. :)

Fhârn mentioned a chapel in IC, so I was just going along with that. I used some of my 6th level WBL to buy a monastery, but that has no effect on the kingdom resources. I hired some NPCs to staff it too, but I don't recall exactly what.


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, I sorta assumed that the 'shrine' was something more then a simple shrine, given the scale of the city (it has ~5000 inhabitants spread trough ~10 houses - so I assumed each square block represented a quarter of that character [aka the House blocks are residential areas, the Inn blocks are areas with a few more inns ect]). Just my interpretation of course : )

Also, I shall endeavour to put the last mechanical touches on my stuff and present it, as well as an IC post tonight : )


(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
Natalie Saratov wrote:
I could settle for co-ruler in the long run

You might have some competition if your goal is to woo Wilhelm. :P

Anastacia Stormwing wrote:
A temple is kind of a luxury item, I never asked for one. :)

That's true! Wilhelm also can't claim credit as the intent was likely to appease/appeal to the sensibilities of some visiting priest and he simply isn't that tricky. :P

Fhârn wrote:
Also, I shall endeavour to put the last mechanical touches on my stuff and present it, as well as an IC post tonight : )

I for one am curious to see what you will be doing with your cohort and such. I've been assuming houses and other buildings are largely abstractions. So in a block with exotic shops, there will likely be a few shops along with apartments and other housing (just much less then in a 'house' district). It also likely flows less neatly then they do in our maps. :P

Just an FYI, I will be travelling this weekend. My ability to post will be spotty and somewhat limited.


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
Wilhelm Orlovsky wrote:
Natalie Saratov wrote:
I could settle for co-ruler in the long run

You might have some competition if your goal is to woo Wilhelm. :P

The ultimate test, but in the end you sit with the dicision!

A little competition has never heard a good rpg game, I might end up making some trouble in the kingdom in my role as a spy and rogue.
We can only see how it goes.


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

So did you read Z's gameplay? There were a few things in the background/offscreen that happened too if you want to discuss them later =^^=

-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

GM Swamped with work and RL, updates this weekend (hopefully) as things settle down.


(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

@MDT: No worries! I hope your wife is feeling better now.


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

Okay, turns out my time-plan was a bit ambitious but I'll get cracking on that IC post now at least ^^


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

Boing, there is that : ) Not much beyond a little filler.

Any OOC preparations we should make before the meeting?

(Also, the magic books/scrolls/stuff Fhârn intends to secure is stuff for his Improved Familiar feat - it never made much sense to me that a Character can get a pet imp or whatever without being capable of summoning a bunch more. Some IC magic mumbo jumbo will help me ease into it :P)


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
Wilhelm Orlovsky wrote:
I for one am curious to see what you will be doing with your cohort and such.

@Cohort - Its largely done - details here - just need to change up the gear a little bit from the Bard version to the new version and pick a teamwork feat.

And write a description, but I'm putting that of until I get an IC post up and copy from that. Efficiency, you can call it (or other less positive stuff)^^


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

Okay, in short:

2 cure disease per day
4 delay disease per day

and cure disease potions for 375gp.


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 cure and delay will help. The potions, however, are going to run into the issue of raw materials, as they've been using them up and not refilling their stocks as fast as they use it.

What will really help is getting the housing situation under control, and cleaning up the area. Isolating sick people, clearing out the latrines, etc.

Ikit will, however, make a small name for himself. Ikit gains a +2 on diplomacy checks in the city for the next six months, and a +1 to any kingdom rolls he affects for the same time period.

Anastacia gains a +1 to her kingdom checks as well.


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

Clerics come up so short in skill points, Anastacia has only a +7 for heal.

On the other hand, she can cast:

Remove disease 3/day.

Delay disease 3/day. (Actually she could do 4/day, but I'm holding a spiritual weapon for contingency.

Remove sickness 3/day.
Diagnose disease 1/day. (Diagnose disease and Remove sickness are both first level spells so the mix could be changed up.)

Purify food and drink. A lot/day.

Deathwatch. 1/day. We wouldn't want to bury folks that were only mostly dead. :) Always have to throw those Princess Bride allusions out there.

Changed Anastacia's profile to show the new spell selection.


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

yah. Ikit wont work as well as a cleric. But i dont rely on my extractions as much as you do on your spells ;)

Hence he can make all his extraction for the day and he can give it to people without fear. His main trick is his bombs anyway :P

At lvl8 he will be a true plague bringer to the kingdom's enemies =^^=


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

Playing an alchemist is on my 'to do' list. I always seem to have the most fun playing characters with lots of skills.


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

Skills are, I'm not sure this is the right word but I'll go with it anyhow; addictive. Just jotting down skill ranks and making a giant list of stuff you can do feels good.

Or maybe I'm just weird :P


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

No, I'm the same way. Love playing skill characters. That part of things is tough on me when I'm playing a cleric or paladin.


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

Skills are not the most important part for me, most my characters are 2+ or 4+. So the rogue for me sometimes gets a little to any with her 10 a level.


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

How much time would we have untill the meeting?

I was thinking I probably should go around time and start finding a few people to help me acquire infomations.


(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, work has been kicking my butt a bit this week so I couldn't get a full post up. Do we want to meet at Wilhelm's domicile for an evening meeting? I can get something up tomorrow. Wilhelm would probably request that Anastcia attend the meeting set up for slightly later that evening so they could coordinate efforts with each 'branch' of government. People can start IC chatting and then we can go from there?


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

My thoughts are the evening meeting are a good idea.
I'm a little uncertain if you plan to set up 2 meetings, but once we start coordinate efforts I think Natalie would be able to get a good grip on who the messengers are and can also start working.


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

Wilhelm has already asked Anastacia to attend the meeting, so she will be there.

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